Fallout: Kansas City (Worldbuilding, Mechanics Building)

Anti-Materialism City: Formed in an old shopping district, it is a commune in which all things are held collectively, but without the forces and control of the Housing Authority, who they opposed with all of the zeal of a true believer arguing over points of doctrine with another believer. Instead of having a bunch of small lawn farms like most communities, they have one giant plot in the center of their community that they care for and protect.

Wooh, AnComs! Nice to see they survive the apocalypse.
 
Other: Language
Other: Languages

(Warning, this is something of a slight departure from Fallout canon. Uh, yeah. Or at least is implicitly so, and explicitly so if you count Fallout 4.)

People across the American Wasteland, by and large (with some exceptions) speak English. But is it the same English that their ancestors spoke before the bombs fell? No. No it is not. There are in fact a number of dialects across America, each of them different enough that, while mutually intelligible to some degree with most other dialects, having a conversation is actually pretty difficult, and the written language has drastically different phrasing and meaning.

For the sake of sanity, of course, a Quest would have a translation sort of thing going on, but unless noted otherwise, everyone in the Kansas City Wasteland speaks some variation on Mississippi River Wasteland English. Because of the key role that the Missouri-Mississippi river plays in trade and communication (if you try to send word or pass news by land, it'll never reach N'or'lens in less than, like, years.

So, they have a common dialect, owing to a common reason to be able to know it. The Kansas City version has its own variation here and there, with some middle-American accent thrown on top of the general dialect, which has a fast, loose set of signifiers. Having grown up as a trading dialect with commonalities born of talking, it has many, many new words for various trading terms, waterway problems, etc, etc, and definitions that seem to change depending on what part of the river you are in, which is pretty perfect for trying to rip other people off as you travel down the river, but makes deals and comprehension a little… iffy. (A "Dollar General" is a man who is a big-time trader, a "Mark" is both, yes, a sucker, but also a skilled wasteland journalist, and it can also, at places, mean someone who is good at shooting. Etc, etc.)

Vault 42, of course, speaks a very, very sterile version of pre-war Midland American English, and thus there is quite a bit of mutual incomprehensibility.

The Archbishopric is somewhat less influenced by nautical and trade terms and slang, but rather more influenced, of course, by religious and historical references, which have shaped their liturgical language to an impressive degree. (Ex: Calling someone a "Riveter" means that they're a hardworking woman who sacrifices for the good of the faith. A Jo'narc is a lone female gunslinger.)

The Jayhawk's have their own language, but while it is hard to understand, an English speaker can probably follow a general, vague idea of what they're saying, as long as it is in broad, general terms, rather than say, technical terms or trying to be poetic or personal. This leg-up does mean that learning Jayhawk is actually not all that hard, all things considered.

And that's about all you need to know about language in the Kansas City Wasteland. Non-English is all but dead, though Samuel "Tommy" Day has been heard to mutter in some language that everyone assumes is probably Chinese, but then where would he have learned it in the Wasteland?
 
Other: Movies
Other: Movies

What is there to watch in the post-apocalyptic wasteland? Certainly not television. While there are rumors that in some places there are working television shows of sorts, for the most part nobody can broadcast like they used to be able to do, and certainly not via satellites. So, radio is the main form of communication, but movies still exist.

Sometimes new movies are even being made. But not everyone, and in fact very few people, have access to a working television, and the cost of one, and the cost of a projector reel or the various ways to watch a movie are beyond most.

And yet more people than you'd think watch movies. It's in part because of the Majestic Theatre (near River Market), and its business model. Because individual copies of film reels are expensive, and because making a lot of money is pretty important, the theatres of the post-apocalypse are different.

Before that, there was a set price for a ticket. Instead, the Majestic and all of its lower-rent cousins instead provide what is known as a "Showing Price." That is to say, they're going to charge X amount, and then it's divided by everyone who watches. This encourages people to put up lists and gather together other people to watch a show, because if they don't then they have to pay the full price themselves. The more people are paying, up to a packed theatre, the less each individual person will pay.

That means that popularity also matters for the shows and that, because they often 'hold on' as people try to find others to join in, that, there is no clear schedule so that you can just "go down to the theatre."

Smaller versions of this model exists, based around a TV and someone's basement, with lower prices and a lower capacity in general.

As for what movies are watched? A lot of pre-war films, but a post-war film industry does exist to some extent.

Mostly cheap action flicks, plays acted out in front of a camera in a manner that is very clearly not meant to be anything more than, "You want to watch this play? Here", and of course pornography. For the most part, the few films that come out of the Wasteland have to compete with the fact that pre-war movies are just better in every area other than being topical…

And that people in the Fallout wasteland, for a lot of very, very good reasons, tend to prefer escapism to topical stories.
 
Mechanics: You are Equipped!
You are Equipped!

And here we go! This is the final major mechanics update on this worldbuilding tour and all, and I hope you enjoy. So there are three types of equipment that it's important to talk about now, ignoring things like cars for now since they're so rare. First, weapons.

So, each weapon can have the following categories.

Wounds: This is how many Wounds of damage each successful hit does, and weapons can range from doing only a single Wound to doing enough that a hit is death.

Range: This is how far away a weapon can be effectively used. You can use a ranged weapon at a range of one greater than it states, but at a -7 (will have to playtest this, mind) penalty, thus meaning that in truth, effective range is effective range. Ranges run from Melee, to Short, Medium, Long, and Extreme, a range that very few weapons except a very, very souped up Sniper Rifle would ever even come close to reaching.

With some exceptions, a weapon that works at a certain range works at all lower ranges equally effectively. There is some chaos with shotguns, and how some long guns can be less useful when the enemy is too close for you to aim, but then they're also close enough that it's not hard to hit someone, and so all in all, unless it is noted otherwise, a Medium range weapon can also kill equally well at short range.

Accuracy: Some weapons are more or less accurate than others. The penalties and bonuses are rarely huge, with the exception of some particularly souped up sniper rifles and some missile launchers (since it's not meant to be targeting a single person), but +1 to Accuracy can be the difference between a Crit Headshot for 4 Wounds and a 2 wound regular attack. Obviously, with few exceptions, close-up weapons don't have an accuracy bonus,and very rarely have penalties.

Requirements: Most guns and weapons do not have requirements, but if you want to wield a Bazooka without taking an even larger penalty to accuracy and a whole host of 'You fall down after you fire' sorts of problems, you might need to not have made Strength your dump stat. Note, though, that even the heaviest non-Super-Mutant weapon can be wielded by anyone. There's no twenty pound swords here.

Weapon Perks: Special abilities the weapons have, or slight modifications to how things work. This gun can ignore one point of cover, that gun can keep its Condition better longer, this one has an 'overclock' mechanic, and that power fist can shake, rattle and roll you. Or, as an example, a Shock Pistol can be used to create what are called "Non-Lethal Wounds" in which a person is put down to 0 without being dead.

Condition: Alright, this is a big, complicated part of how everything works. Everything has a condition, and everything can be improved in condition or not. Some things are easier to improve than others, and there will be items that have a default state of "Broken/Not Broken." But most items, melee and otherwise, have the following categories.

Broken: Can't use
Poor: -3 to all rolls with the weapon
Average--+0
Good: +1
Great: +2
Perfect: +3

In general, Repair is used for most weapons, though Survival might have its place for, say, bows and arrows.

So, what does it take to repair a weapon from Broken to Poor? It depends. Literally, it depends, which is why it's often easier to just make sure it never breaks in the first place, as it can sometimes be a rather difficult challenge indeed.

It is a DC 12 Repair+Intelligence+dice check to maintain a single object in Poor condition, and involves sitting down and taking the time to look it up, work on it, etc, etc. Not something you can do in a hurry, and the more objects you have to maintain, the more you might be tempted to, for example, take a penalty on your roll in order to process more objects, etc, etc.

It is a DC 15 roll to raise something from Poor to Average, with failure tending to degrade its condition further, and that *same* roll to maintain it. Note: access to certain tools can remove penalties or create bonuses to repairing a weapon or other such tool, which means that a mediocre repairman might be able to improve something to 'Average' but then has to struggle to be able to repair it in the field without taking penalties that give bonuses. IE: "I'll take an extra hour to repair this gun for a small bonus so I can actually succeed."

DC 25 to go from Average to Good. DC 32 to go from Good to Great. DC 40 to go from Great to Perfect. So almost nothing is in perfect condition… and certainly few things stay there for long.

Now, how does something degrade? Each weapon has its own individual degradation track that notes down how many separate uses (as I'll define it: thus, a short gunfight might count as one use, whereas a single, protracted two hour long battle with plenty of shooting, while only a single event, counts as more than one) it takes before the object degrades. Some weapons are more finicky than others, of course!

Weapons:

Name: Jian
Description: A well-maintained weapon, nobody knows where it came from, and it's outnumbered by the cavalry sabers, which are just as effective as it. But it's a curiosity, to say the least. It's currently held by a collector. When asked if he knew anything about it because he was a chinaman and they know all about chinese swords with their 'way of the blade Samurai', Samuel was said to have started cursing and did not stop until the hapless questioner had retreated
Wounds: 2
Range: Melee
Weapon Perks:
Condition: 7/7/6/5/4

Name: Power Fist
Description: A whole new meaning to what a fist can do, the power fist is a gauntlet that is so bad people run in terror from the thing. It's quite effective, and uses Unarmed Skills. It doesn't use ammo, unlike some Power Fists, instead running on a pneumatic spring process to help give that extra oomph to attacks. And make them automatically Lethal, there's that too.
Wounds: 2
Range: Melee
Weapon Perks: N/A
Condition: 10/8/7/6/5

Name: Super Sledge.
Description: A terrifying sledge-hammer like weapon, it is cumbersome but incredibly deadly, and if it hits you just right, there's nothing left of you, at all. Anywhere.
Wounds: 3
Range: Melee
Requirements: Strength 7
Weapon Perks: Ow: Crit on a roll of 8 above, Heavy: Agility -1 while wielding.
Condition: 5/4/3/3/2

Name: .32 Pistol
Description: The classic pistol, quite common in Missouri, which is a state that takes seriously its right to concealed weapons. Hunting Rifles were even more common. It's pretty hard to actually take the thing apart, and so plenty have survived, honestly, compared to how few there might be.
Wounds: 1 Wound
Range: Medium
Accuracy: +0
Weapon Perks: N/A
Condition: 5/4/3/2/2/1

Name: Assault Rifle
Description: This is of course a general description of a wide range of semi-automatic rifles, some of which are pre-war, but most of which are kludged together post-war creations that look far uglier than the sleek pre-war guns, but more or less work as well.
Wounds: 3
Range: Medium
Accuracy: +0
Weapon Perks: N/A
Condition: 4/3/2/2/2/1

Name: "Gutfucker"
Description: A very crudely named Shotgun that was owned by one of the most dangerous raiders of the last era, it's now in the possession of a collector in River Market, who admires the thing. It is a cut-down gun, with the barrel cut down, and a lot of hard to understand modifications done to the barrel and the weaponry itself that seems to make it far more lethal than it should be.
Wounds: 3
Range: Close
Accuracy: -1
Weapon Perks: Ignore 2 points of Armor bonus. In your Guts--At Melee range, pressed against the body of the target, it automatically crits if the attack succeeds.
Condition: 6/3/2/1/1

Name: AEP 7 Laser Pistol
Description: The classic weapon sidearm for those with a desire to really mess with their enemies, it entered wide production and was well on the way to replacing a mere bullet pistol as the primary and standard issue side-arm of the U.S. military. And then the bombs fell.
Wounds: 2
Range: Medium
Accuracy: +1
Weapon Perks: Laser Weapon--Ignore 2 points of Armor bonus. Smoking is Bad for Your Health--A crit only takes a roll of 8 above the enemy.
Condition: 3/2/2/2/1

Name: Plasma Rifle
Description: One of the rarest and most powerful types of Energy Weapons in the Wasteland, it far outstrips its cousin, the Laser Rifle, and whereas you can find a few of those bopping around, the parts to get it are really, really rare. But then again you have a weapon that has a great range, is startlingly accurate, and can just burn through your enemy like nobody's business.
Wounds: 3
Range: Long
Accuracy: +1
Weapon Perks: -3 to Repair rolls, Ignore 4 points of armor, Burn Baby Burn--A crit only takes a roll of 5 above the enemy
Condition: 3/2/2/2/1

Name: Samuel's Shock Pistol
Description: Samuel "Tommy" Day's custom shock-pistol, given to him as a gift and carefully modified to add a sight and a grip, both of which, combined with a few other tweaks that the Electro-Smith added, make it a very, very accurate weapon, especially when kept in good condition. It's the main thing he uses outside of full-on war, and it has served him very well, and he would never part with it while he has breath in him. It's a strange looking pistol, all silver and chrome, with a barrel that sparks when it's been used too much.
Wounds: 1 (see perk), 2(base), 3 (see perk)
Range: Long
Accuracy: +3
Weapon Perks: Non-Lethal: By switching a setting, Samuel can make it non-lethal. It does 1 Wound of damage, but when the target is put down, they're not dead. Overcharging: By changing some settings, Samuel can overcharge the pistol, making a single shot that deals +1 Wound (so from 1 to 2 with non-lethal, or from 2 to 3 with lethal), but for each shot done that way, its condition degrades by 1, effective immediately, meaning that one can shoot the whole thing to pieces if you're scared. Shocking-- -1 to rolls not to be affected by the Wound loss/Wounds left penalties. Zounds!: +1 Speech towards anyone with a Science of 50 or higher.
Condition: 3/2/2/2/1


Armor:

Armor is simpler, in some ways, though also harder. Armor too degrades, and it has a Condition, and a condition chart and all of that, but its main effect, or at least the main effect of most armor, is to provide a bonus to resisting an attack. Sometimes this resistance is conditional. A bulletproof vest might stop a handgun round but not a sword blow. Etc, etc. Sometimes it is universal. Resistance usually ranges from +1 to +6, and some armor has special values or properties on top of that, thus they too have Tool Perks.

Armor that is in Poor condition protects worth 1 point less, while Armor in Great condition protects one point greater.

Some armor has special "Perfect" Perks in which, by being in Perfect condition, it benefits you or harms the enemy.

Power Armor, though, that's different entirely. It has a Resistance value, yes. Usually 6 or above, though there are some that have it a little lower. The most special thing about them, though, is their Health.

They have their own Wound track. Thus, a pair of Power armor might have, for instance 10 Wounds. That means that just to get to the actual person, you have to 'kill' the armor. Of course, as expensive and hard to repair as the armor is, requiring Science 50 to even attempt it, a 'wounded' suit of armor is hardly a good thing, and as rare as the armor is, many would say that it's worth far more than just about anyone wielding it, and in the Kansas City Wasteland, what with the lack of Brotherhood presence, it's a lot like shielding your body with solid gold. :p

Additionally, all Power Armor has "Damage Reduction" ranging from 1 for lighter or scout models to 3 for the most advanced types of suits, which are literally not found at all in the Kansas City Wasteland among any factions at all. As the name says, it reduces the number of Wounds an attack does by the number: thus an average suit of T-51B Power Armor can ignore the shots of a hunting rifle unless it is fired to carefully hit one of the joints or otherwise exploit the weaknesses that any armor might have.

This is why energy weapons are so dangerous and important, and why the Brotherhood were so fucking terrifying. They wielded energy weapons STANDARD and were equipped in Power Armor, which meant that not only did you need overwhelming firepower to put them down, but meanwhile they'd be hitting your fragile troops harder than you can hit them.

Even a single man in Power Armor, at the right place and with enough training not to think "I'm invincible, so I'll stand out in the open and dare people to shoot me with rockets", can and has turned the tide of an entire battles in the Kansas City Wasteland.

Examples:

Name: Advanced Raider Armor
Description: Build with bullet-proof materials, and more than many raiders wind up wearing, it's designed so that some elements are strong against bullets while others can deal with stabs and slashes, and thus it is equally effective against both, unlike an old-fashioned bullet-proof vest, which is slightly less effective against a hard, strong thrust with a melee weapon.
Armor Rating: +3
Armor Perks: None. Perfect--Intimidation!: +1 to all Speech rolls involving threatening others: anyone who cares so much for his armor has to
Condition: 3/3/2/2/1 (Poor to broken/Average to poor/Good to Average/Great to Good/Perfect to Great)

Name: Housing Authority (Menial) Combat Gear
Description: Drab, grey leather armor with drab, slightly less grey plates over vital areas. One size fits all!
Armor Rating: +2
Armor Perks: +2 to any Sneak rolls to blend in with Housing Authority groups. Perfect: Some Soldiers are more Equal than Others -- +4 to all Speech rolls involving Housing Authority citizens
Condition: 5/3/1/1/1

Name: Riverman's Longcoat
Description: A moderately dashing article of clothing, made with genuine Redstag hide! Waterproof, Bullet resistant, and designed with more concealed pockets than you could ever conceivably need.
Armor Rating: +1
Armor Perks: +1 to all Cha checks Perfect: Smuggler's Dream -- +5 to Larceny checks involving hiding objects on your person.
Condition: 3/2/2/1/1

Name: Scavenger's Robes
Description: A set of mottled, dirty robes that cover almost your entire body, perfect for both camouflage and protection from the brutal Wasteland weather (summer and winter!) Favored by scavengers, caravaneers, and Saintist pilgrims.
Armor Rating: 0
Armor Perks: +5 to all survival checks involving enduring the elements, +5 to Sneak checks outside urban areas. Perfect: One with the Wasteland -- Provides a +2 concealment bonus to armor in combat outside urban centers.
Condition: 6/5/3/2/1

Name: Archbishop's Robes
Description: The ceremonial uniform worn by the spiritual and temporal leader of the Saintist Archbishopric. How did you even get this?
Armor Rating: +0
Armor Perks: +5 to Bluff checks involving impersonating important Saintist religious figures Perfect: I Have So Many Questions -- +10 to Speech checks involving proving your skills as a thief.
Condition: 3/2/1/1/1

Name: Jayhawk Wargear
Description: Elaborately painted and festooned with ornaments, this leather-and-steel armor is nonetheless highly effective.
Armor Rating: +4
Armor Perks: None. Perfect: Rukchak! -- +2 to intimidation rolls.
Condition: 4/3/2/1/1

Name: The Spiked Samurai Suit!
Description: Some mad idiot's idea of what Samurai armor looks like, it was stolen by a raider and is still in use. It is...pretty cool looking, if you like metal spikes painted red the color of blood and a helmet that makes it hard to see.
Armor Rating: +4
Armor Perks: -2 to all people trying to attack with Melee, -4 to Unarmed. Perfect: The Samurai Way--+2 to your own Melee attacks.
Condition: 2/2/2/1/1

Name: T-51b Power Armor
Description: The classic Power Armor, of a type that has only been seen once, wielded by Vault 42. Even the Atkins armor is a little more outdated, and rumors that there are even stronger types of power armor are generally scoffed at.
Armor Rating: +7
DR: 2
Wounds: 10/10
Condition: 3/2/1/1/1 (Poor Condition makes the DR 1)
Special Notes: Restoring each Wound of armor requires first raising it to Average condition, and then a D10*point check in order to restore a certain amount in a session. Thus, if you have 2-3 hours and armor at 1/10 Wounds, then it'd take a success on a D90 roll to get it back all the way up in a single session. Instead you'd, you know, aim lower and accept that you were going to spend a lot of time hammering away at the damn thing. Thus, without special tools and equipment, even maintaining one is an absolutely bitch.


******

Tools:

Also known as everything else! That cool set of wrenches and a workbench? Gives you +2 to repair rolls, or etc, etc! That gas mask? Has a perk that makes you immune to chemical warfare attacks of a certain kind. It's a pretty simple concept, and unlike Weapons and Armor, I'll be handling the Condition method a lot more forgivingly, by which I mean I'll treat it narratively. If you get into a situation where a Deathclaw might maul your gas mask to pieces, then yes, it'll happen, but unlike Weapons and Armor, keeping track of how well a wrench is holding together seems a little iffy.

I mean, I already know that Condition as it works is very much not a forgiving sort of thing, but then neither is the wasteland.

So, example Tools:

Name: Gas Mask
Description: To think, people were once afraid of this, and not nuclear attacks! Though, the Confederacy has used chemical warfare before.
Tool Perk: Immunity to all gas-based chemical attacks!

Name: Three Piece Suit
Description: Most suits come in dozens and dozens of pieces. Or as the kids call them: shreds. Based on a Pre-War design, this is pretty expensive, but you have to admit, it looks nice.
Tool Perk: +3 to Speech rolls when in circumstances where it'd be advantageous (IE, it's not going to help you talk down Raiders, no siree).

Name: Master Gunsmith's Workbench
Description: This large bench is not very mobile, but then a very good Gunsmith can afford to stay put, because he or she is always useful.
Tool Perk: +5 to Repair rolls involving Guns.
Requirements: In order to use it properly without fucking something up, you need a Repair of at least 25.

*****

A/N: So, this is really rough.
 
have you played fallout 2 and fallout: tactics? if you played the former, how about rumors from across the Wasteland? like if the nation of the Chosen One (New Arroyo) still has its independence or succumbed to the corrupt bureaucracy of the NCR... or if the only remaining intelligent deathclaw (Goris who traveled East) finally found a place called home. or did the hero in fallout:tactics chose to destroy their discoveries and the Chicago Brotherhood of Steel since these technologies that they uncovered (the Vault AI, mammoth tanks, robot armies) is too dangerous for one faction to control.
 
have you played fallout 2 and fallout: tactics? if you played the former, how about rumors from across the Wasteland? like if the nation of the Chosen One (New Arroyo) still has its independence or succumbed to the corrupt bureaucracy of the NCR... or if the only remaining intelligent deathclaw (Goris who traveled East) finally found a place called home. or did the hero in fallout:tactics chose to destroy their discoveries and the Chicago Brotherhood of Steel since these technologies that they uncovered (the Vault AI, mammoth tanks, robot armies) is too dangerous for one faction to control.

I think, specifically, that I was making Fallout: Tactics non-canon? I think it involves parts of Missouri that are too close?
 
Minor Faction: New Westport
Minor Faction: New Westport

A small community in the shadow and heavily under the thumb of the Housing Authority, they had once been safely out of the way of their spread, but no longer. They've continued to serve the vital function that led to the creation of this small community. Thanks to the way that roads had been destroyed, as well as a number of historical accidents, Westport is the center of a lot of trade, and their covered wagons are famous throughout the Kansas City Wasteland.

Their function was, over the previous decades, slowly but surely co-opted by the River Market, but it is only in the last decade as the Housing Authority slowly gobbled up land in the area and their war with the Super Mutants required them to demand more and more in the way of trade, that things have gotten worse.

The Colonel who runs Westport with an iron-fist and the fastest gun in the area is nervous and aware that bit by bit his rule is slipping away. People are moving, fleeing the heavy taxation and outright robbery of outsiders that the Housing Authority is known for, all the while the Colonel is forced to give up more and more just to maintain the same position.

And the war is not going well, or that he has been able to guess. The Super Mutants are not dying easily, and they aren't going down without a fight, and so despite being even closer to the Housing Authority than World Radio, he is considering the unthinkable, or so some say. Crossing the Authority and hoping that he can survive the consequences.

The town is small, and everyone tends to live in shacks, or, even worse, tents, though there are a few sights, such as an "Old World" style coffee shop, a breeding pen for Mumules, and more than a few gamblers, loan sharks, and other such underground figures that flock to a town where the Colonel is now too worried about survival to police the streets as he once did when he was a younger man. Much younger, some now whisper.
 
Minor Faction: The Electric Eels
Minor Faction: The Electric Eels

An unabashed attempt at promoting the Electric Power Company of the Midwest, the Electric Lights District proposed electricity as the solution to all problems. Running out of gas? Just use electric! Need a weapon? Just use electric! Need to cure your insanity? Just use electric!

The public's response was mixed, but an entire entertainment district devoted to the idea and glory of electricity was actually pretty popular. Plenty of people loved the nightclubs, with classy ladies and expensive drinks, and they liked the theatres and other such cultural centers it brought as well.
'
But it was long after the bombs fell that someone came to again appreciate the amazing power of electricity. The so called "Electric eels" inhabit a small community of a few dozen people who use electric power not only to have working appliances that they've scavenged, but also as a weapon that has allowed them to maintain independence.

Their proximity to the River Market certainly helps them stay away from the Authority and other dangerous forces, but it was originally, and still is, the Lightning Guns that give them their name. Yes. They've found a way to make guns that shoot giant bolts of electricity. Being a community of only dozens, there are very few of the guns, and they're in the hands of only their most deadly marksmen, and so anyone trying to take the place over to steal their relatively comfortable living would have to deal with the fact that one zap and you're on the ground.

While they do sometimes sell the appliances to outsiders, making a cool buck fixing them up, they do not sell the guns, which are all but impossible to make. Their "Electro-smith" as he calls himself, has to spend months and years scrounging for parts to make it because if anything it's even rarer than energy weapon parts. So only once in the last two decades has anyone been given one, and that as a thanks for helping to save the life of the "Electro-smith" and his daughter and apprentice. For that, one Samuel "Tommy" Day was given an electro-pistol and their profound thanks.

Everyone else? Can just suck lightning and buy their toasters.
 
ahaha, finally got around to reading this...
Yao Guai: Mutated brown bears, exposed to high doses of radiation until they are very dangerous indeed, they are usually called by other names in the Kansas City Wasteland, and yet share much with their east and west coast siblings. Huge, strong, and surprisingly intelligent, they are somewhat territorial, and though they appear something like ghouls, they at least seem to mimic the lifecycle of an ordinary bear, and can and do have offspring.
DIDYOUJUST

...

i

*coughs*

...do they have a tendency to wear neckties and hats by chance?
Mechanics: You are Perky

Perks are a lot rarer in the Wasteland. I'm still trying to figure out if the limit on the number of Perks should be tied to anything, but right now, most people have a maximum of five perks, and have far, far less than that. One or two is more the norm for skilled characters, and a random person might have none at all. They're meant to represent great skill or strength, and I'm not going to make an exhaustive list, that'd be a foolish idea. Instead I'm going to just give you some examples.
This sounds startling familiar. The AGG system has something very similar to this.
 
A Geek's Guide. System created by Sage_of_Eyes.

Which itself is based off of Long Live The Queen.

Similar to yours it has a skill list that a character can train in
Skills:

...
[Tagged Skills gain 15 points, all others start at 0. Tagged Skills also gain +5 at every level. The Caps of Tagged Skills are increased by 50.]

[The Skill you Tagged has '(Tagged)' by it]

Culture:

-Pantheons: 50

-Supernatural: 55

-Human: 55


Melee: (+)

- Swords: 435 [Capped at 400] (Tagged)

- Axes: 25

- Spears: 25


Education:

- Streets: 55

- Common: 55

- Esoteric: 55


Circuitry:

- Computers: 55

- Augmentations: 55

- Electronic Systems: 55

(Computers= software. Electronic Systems= hardware)


Empathy:

- Motives: 50

- Feelings: 80

- Interests: 55


Destruction Arcana: (+)

- Force: 0

- Enfeeble: 105

- Heat: 105


Light Weaponry:

-Pistols: 40

-Submachine Guns: 10

-Non-lethal: 10


Heavy Weaponry:

- Assault Rifles

- High-Caliber Sniper Rifles

- Heavy Machine Guns


Stealth:

- Reconnaissance: 40

- Combat: 35

- Disguises: 10


Tactics: (+)

- Preparation: 45

- Cleverness 1115 [Capped at 1100] (Tagged x4 [Receives +50 Skill Per Level Up)

- Logistics: 45


Unarmed: (+)

- Sage Martial Arts: Tuzi: 395 [Capped at 350] (Tagged)

- Sage Martial Arts: Mao: 65

- Sage Martial Arts: Gou: 105


Business:

- Smuggling: 50

- Haggling: 70

- Investing: 50


Medicine

- Surgery: 60

- Pharmaceutical: 50

- Narcotics: 50


Speech:

- Diplomacy: 60

- Persuasion: 50

- Intimidation: 50


Perception:

- People: 65

- Environment: 30

- Objects: 45


Evasion:

-Dodging: 60

-Trickery: 30

-Lying: 10


Overlord (+):

-Nemesis: 120

-Defiance : 110

-Deliverance: 50
This one extends the max a little bit further to 150 being the limit of human ability, but the basic idea is that these are all things a character can train on, with higher skills allowing them to pass higher skill checks. Many of the subskills also work as rock-paper-scissors like
Swords -> Axes -> Spears -> Swords

So even if you have a 50 in Swords, an enemy with 25 in Spears still has a chance to match you or even beat you( I think in his system they get 1.5 bonus?)\

At character creation, we also had a chance to specialize in certain skills. These Specialties(+) are meant to signify a talent in a certain area so that every time we trained that skill we got better at it faster(In this example we were able to raise Swords by 15 as opposed to the basic 10). Every Specialty also had an Ignored skill. Ignored(-) were the opposite as they reduced the amount of skill we got per practice session(In this case Circuitry(which is not showing up for some reason) would be raised by only 5 as opposed to the basic 10)

At a certain level we also had a chance to Tag certain skills so that they would be raised automatically every level up. The Tags could also be stacked for increased silliness(note the whopping 1115 in Cleverness :p).

Now this is the part where it feels familiar to me. Sage had a system where when you leveled up, every other level gave you a Perk. Perks were related to your skills, when you reached 20x in a skill a new Perk option opened up abilities that assisted that skill. This ranged from a simple +5 to your dice to truly silly for the dedicated when they reach 140(Sword 140 for example, allowed you to transcend your sword).

It was all really cool.

Just uhh, one thing
They're meant to represent great skill or strength, and I'm not going to make an exhaustive list, that'd be a foolish idea. Instead I'm going to just give you some examples.
>.>

<.<
Choose a Perk: (Choose 1)



Culture

-Human 20: Loose Lips: You keep an ear out. People tend to speak about what they shouldn't. Weekly roll for local intelligence.

-Human 40: Caution:
It's a dangerous world out there for humans. You best take care to make the most of what you have. ¼ of Culture: Human is now added to Tactics.

-Supernatural 20: Quiet:
You know how to evade prying eyes and the importance of doing so. Less noticeable to major factions.

-Supernatural 40: Attentive:
Myths and legends have credence. They hold great clues that could benefit anyone all across reality. ¼ of Culture: Supernatural is now added to Perception.

-Pantheon: 20: Reticence:
Better to be insulted, spat upon, and degraded than killed for insolence. Greatly decreases chances of angering gods due to insufficient Speech, Culture, or Education.

-Pantheon: 40: Tempered:
A great calm is needed to speak to the divine. The calm is useful when conversing with all beings. ¼ of Culture: Pantheon is now added to Speech.


Melee

- Axes 20: Locked Due to Lack of Armor: Medium Skill.

- Spears 20: Locked Due to Lack of Armor: Light Skill.


- Swords 20: Swift: Your training makes you quicker! +15 to Evasion: Dodging.

- Swords 40: Dual Wielding:
You can wield a sword in each hand without malus. Second Sword's Stat Bonuses operate at ½ given.

- Swords 60: Armor Piercing:
You can circumvent most forms of armor. Enemies using Heavy Armor lose 50 Points. Enemies using Medium Armor lose 25 Points. Enemies using Light Armor lose 10 Points.

- Swords 80: Gust:
The speed of a swordsman is what defines them. 1/4 of Sword skill is added to Evasion: Dodging.


Education

-Streets 40: Reputation: It's best for everyone if you can talk the talk and walk the walk. Increases reputation with all Faction and decreases negative notions.

-Common 20: Socializing:
Really, a few idle words help out your social life immensely. Decreases all Speech Check requirements.

-Common 40: Sensibility:
Avoiding bad topics and drawing attention to better ones helps everyone out. Increases reputation with all Factions.

-Esoteric: 20: Fun Facts:
No, really, they're fun to know and might be useful one day! Lowers Tactics Check Requirements.

-Esoteric: 40: Did You Know:
The flight speed of an unburdened swallow is about 24 miles per hour. Lowers Tactics Check Requirements, increases Fame, and allows for easier analyzing of opponents.


Circuitry

- Computers 20: Administrator: Privileges. Lowers the skill requirement to hack and find information on computers you have access to.

- Computers 40: Password:
Lucky guess? Allows you to automatically pass all Computer Checks involving Security Systems.

- Augmentations 20: Prosthetics:
Need to keep these well maintained. Lowers maintenance requirements for lost limbs and lowers chance of prosthetics becoming broken in battle.

- Augmentations 40: No Rejection:
Your body is accepting of metal and circuits. Reduces upkeep costs of augmentations immensely.

- Electronic Systems 20: Lights Out:
Darkness tends to make going unnoticed easier. Lowers skill required to turn off lights while sneaking.

- Electronic Systems 40: Circuit Breaker:
It's quite easy to turn everything off. Lowers skill required to turn off all electricity while sneaking.


Empathy:

- Motives 20: I See Right Through You: Many wear their hearts on their sleeves. +15 to Tactics: Preparation.

- Motives 40: As Expected:
Unsurprising. -20 to all Enemy Tactics.

- Feelings 40: Weak Heart:
Combat is a test of both body and mind. You must attack both. In combat you can use half of Tactics: Cleverness instead of Speech: Intimidation.

- Feelings 60: Terrifying:
You are more than capable of instilling fear in the hearts of your opponents for your own gain. Add Empathy: Feelings to all Speech: Intimidation checks. Speech: Intimidation can now activate during combat.

- Feelings 80: Imperious:
Hearts and minds are swayed by your presence. Those who cannot resist are awed, made meek and fearful. Speech: Intimidation is added to Empathy: Feelings for pre-combat check. When successful place a -50 Debuff on your opponent. Increased effectiveness of successful Intimidation Checks.

- Interests 20: Earnest:
You're honest, but in the good way. Gain +4 RP instead of 3 with successful SL checks.

- Interests 40: Accepting:
Why yes, their help is most certainly welcome! Increases Flat Skill Bonuses given by Social Links. +2 to RP gained in successful SL checks (Stacks with Earnest).


Destruction Arcana: [Every 40.]

- Heat 40: Lightless Flame: Fire that does not cast light or warmth. Destruction and immolation without the reassuring glow or comforting heat. A true weapon that is to be feared by all. Greatly increases Enemy Skill required to Evade your Destruction Arcana: Heat. Increases Damage done by Heat and the defenses it bypasses.

- Heat 80: Motionless:
They say the depths of Hell are a frozen tundra bereft of all warmth. There, sinners stand eternally trapped as they are broken and reforged again and again. Allows Force and Heat to be used together. Heat can be used to halt movement. Increases effectiveness of Heat.

- Enfeeble 40: Eternal Rest:
The will to continue on, the urge to act, you will tear it from those who are weak. Let them cease resistance and pass on to wherever they may. Forces Will, Mental, and Magic Resistance checks on opponent. Opponent is automatically defeated and falls into a coma if they fail the check. Can choose to awaken opponent. Opponent will die without intervention unless awoken.


Light Weapons:

-Pistols 20: The Fastest Gun: You shot first. Your Pistol Check gets 1st priority in all Combat scenarios.

-Pistols 40: High Caliber:
Small gun. Big boom. Pistol damage increased due to modifications and ammunition changes to weapon.


Stealth

- Reconnaissance 20: Observant: You've trained your eyes to pay attention to a multitude of small details. +5 to All Perception Stats.

- Reconnaissance 40: Opportunist:
You know better than to waste your efforts to go unnoticed. Best to tip the scales in your favor. Sneak attack modifier upgraded to +50 for initial Skill Check against enemy.

- Combat 20: Mark:
You don't lose track of people you're fighting with or against. Dismisses Perception checks for ally and enemy awareness in combat.


Tactics:

-Preparation: 20: Always Ready: I was expecting you. Debuffs your ambusher by 10 and gives you +10 when an enemy ambushes you.

-Preparation: 40: Ace:
I've got plenty up my sleeves. Enemy usage of surprise weapons or tactics which give up to +50 Modifiers are nullified. Any modifiers past +50 are halved.

-Logistics: 20: Martial Speaker:
Morale is very, very important on the battlefield. Soldiers are no use running away. It also helps convince idiots to listen to you during battle, you suppose. +10 to Speech: Persuasion. Lowers Speech checks during combat.

-Logistics: 40: Advantageous Positioning:
Nothing better emphasizes superior firepower than perfect positioning. +25 to Perception: Environment. Logistics is multiplied by 1.5 against attacking forces.


Unarmed:

-Sage Martial Arts: Tuzi: 80: Current Strider: Masters of the Tuzi arts were said to be able to walk upon the winds. You find it to be more of a sprint… Gain limited Flight ability. Increases Evasion: Dodging Cap by 50 and gain +1 to Training Evasion: Dodging.

-Sage Martial Arts: Tuzi: 100: Vanish Step:
Grandmasters of the Tuzi arts were said to be able to travel vast distances with a single step. You can manage a few meters at most, really… but you can take a lot of steps! Gain limited teleportation ability. Increases Evasion: Dodging Cap by 50 and gain +1 to Training Evasion: Dodging (Stacks with Current Strider).

-Sage Martial Arts: Mao: 20: Silent Movements:
The Mao arts lend themselves well to sneaking about in the shadows. Allows Mao Combined checks with Stealth: Recon.

-Sage Martial Arts: Mao: 40: Flexible:
What do you mean humans can't move like this? +10 to All Stealth. Lowers checks required for Evasion: Dodging.

-Sage Martial Arts: Mao: 60: Personal Combatant:
The techniques of the Mao Martial Arts focus upon interpreting, suborning, and killing their opponents on the individual level. No assassin is deadlier than those who come from the Mao Tribe. When training Sage Martial Arts: Mao, you will also train Perception: People. ½ of Perception: People is added to Sage Martial Arts: Mao during checks.

-Sage Martial Arts: Gou: 20: Aggressive Planning:
Decisive and quick, a predator strikes hard, fast, and with a goal clear in mind. Allows Gou Combined checks with Tactics: Cleverness.

-Sage Martial Arts: Gou: 40: The Pack:
Only the foolish try to fight alone. Lowers Tactics checks required to work with others. Lowers Speech Check required for Leadership.

-Sage Martial Arts: Gou: 80: Feral:
The masters of Gou Martial arts are said to be more beasts than man when they fight against their foes. They coordinate and strike with ferocity and savagery expected of creatures who have fought alongside one another their entire lives. Slight buff when fighting organized forces. Increases Tactics: Cleverness Cap by 50 and gain +1 to Training Tactics: Cleverness.


Business:

-Haggling: 20: Negotiation 101: Browbeating and empty threats, fueling progress in politics everywhere. Unlocks Haggling and Diplomacy Combined Skill Checks.

Medicine:

-Surgery: 20: Anatomy Class: You can pretty much guess where to hit people and get it right. Lowers Skill Requirement when facing foes with different bodies.

Speech:

-Diplomacy: 20: Calm Demeanor: You're very hard to rankle. -10 Debuff to Enemy Speech Checks.

-Diplomacy: 40: Dissociative:
You do not allow your personal thoughts to cloud your judgement. -50 Debuff to Enemy Speech Checks. (Stacks with Calm Demeanor). Confers slight Mental Resistance.

-Diplomacy: 60: Gentle Demeanor:
You naturally act reasonably and kindly. This is noticed by many, and they are more prone to trust you. +50 Buff to Diplomatic Speech Checks. Rewards of Fame increased. Infamy decreases every week.

-Persuasion: 20: Compliments:
They're free. +10 buff to Speech Checks.

-Persuasion: 40: Smooth:
It's strange, but some people are much easier to talk to. You try to speak nicely and calmly to those nervous around you. +50 Buff to Speech Check with the opposite sex and -50 to Speech Requirement to those attracted to you. Fame is easier to gain.

-Intimidation: 20: Frown:
You're scary when you need to be. -10 Debuff to Enemy Combat Checks.

-Intimidation: 40: Silence Speaks:
There are few that will break a silence that you begin. X2 Multiplier to Intimidation after passing 3 Combat checks or more. Opponents have their Will and Mental Resistance debuffed.


Perception:

-People: 20: Body Language Interpretation: Rapidly, you can interpret the outward mannerisms of people to better aid you when speaking to them. +15 to Speech: Diplomacy.

-People: 40: Clothes Make The Man:
You are aware of different clothing styles and why a person dresses as they do. You can discern secrets from cloth alone. Lowers all Speech Requirements. Eases requirement to gain Blackmail.

-Objects: 20: Was That Important?:
What do you mean it was a 'critical weakness?' Allows Perception: Objects to be used to pinpoint weaknesses.

-Objects 40: Nice Dress:
Must have been expensive. Allows you to discern more of someone's personality and history through a Perception: Objects check. Greatly decreases skill required to pass all Perception: Objects applications.

-Environment: 20: Snake:
In many cases, it's far easier to hide than one might think, especially during combat. +15 to Stealth: Combat.


Evasion:

-Dodging: 20: Slippery Target: Just! Stay! Still! 'Numerous profanities'. Slow and heavy weapons users have quite a difficult time pinning you down. -10 to Enemy Skill: Heavy Weapons and Enemy Skill: Power Weapons.

-Dodging: 40: Glide Between Sunbeams:
You stride between rays of light to hide in shadows. +25 to Stealth: Combat (Goes past Stat Cap). Dodging is multiplied by 1.5 against forces with only mortal senses. (Chimera are not counted as Mortal.)

-Dodging: 60: Blur:
Your movements are incredibly difficult to perceive. +25 Dodging (Goes past Stat Cap). Dodging is multiplied by 1.5 against all enemies (Stacks with Glide Between Sunbeams [3.0 Multiplier].)

- Trickery 20: Where Did That Come From?:
No. Seriously. You're wearing Pajamas. Lowers Hidden requirements for most weapons by 10, enables many weapons to be hidden that otherwise cannot be hidden.


Overlord [Advanced Class]:

Overlord [Skill]:

Nemesis:

Defiance:


-Defiance: 20: Vestige: The tools and weapons of others are beyond your ability to create. However, they are not beyond your ability to use. Using tools and weapons of others allows you to wield with their own skill. Upon gaining weapon, tool, or invention of someone, you may use it once while wielding it with the skill and power of its user. Applies to all Sacred Gears, including the 13 Longinus.

-Defiance: 60: Extent:
Magic is a tool to be used and wielded. There is no denying that it is strange and different from other weapons and tools, but that is what magic is nonetheless. You will not be limited in the tools and powers that you require. Doubles the Skill Points in Magic you can Replicate through Defiance. Further lowers the Education required to use Magic effectively. The effects of the magic you create are stronger than the original. Nemesis reduction rate is further reduced.

-Defiance: 80: Echoes (Requires Vestige):
The pasts of tools and weapons beg to be looked upon. Weapons of ancient make, or those that have garnered many achievements, hold within them the memories of their apex. You shall appeal to their pride and self-worth to utilize them at their strongest, regardless of their current state. Vestige Upgrade. When using a weapon, tool, or invention of someone, you may use it at its strongest state once. Allows the use of the 13 Longinus and other Divine-class items to surpass skill checks beyond 1500.


Deliverance: [Every 40]

...yeah.

BUT BEFORE YOU RUN AWAY IN HORROR!!

Our character was pretty much pure shonen to the degree of Naruto Uzumaki and Ichigo Kurosaki. Power leveling for days and fighting existential horrors. So while we could go from 0 to 100 in the span of a single week(Told you: Shonen HOOAH!), I expect our character to move up a skill with much more difficulty depending on how much you are staggering the quest. In which case, I doubt you would need the 50+ Perks except in the areas we Specialize in and thus you would not need to make an exhaustive list.



ALSO!

T-that was who I though it was right? owo
 
@The Laurent
Anyway, to keep things seperate, was this the sort of thing you were going for? Having Perks for having skills at certain levels?

Well, Perks are tied to having skills at certain areas, but I didn't want to flood you with them, so I was thinking there might be a limit on the number you have. I haven't actually fully thought of an XP advancement mechanism for this system.
 
Floods are good though :3

I guess we should wait until we actually have a character before I ask more I guess
(´-ω-`)
 
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