The Last War - A Post World War Dieselpunk Quest

The Last War - A Post World War Dieselpunk Quest
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The Kaiser is dead. The High Command is dead. The German Army is no more. Perhaps even Germany is no more. The war to end all wars is finally over and you are one of hundreds of thousands left behind with nothing but your gun and your nightmares. So you set out towards the east to see what has become of the world far from the front line. And what has become of the home you left so long ago.
Rules & Character Sheets
Attributes
These are the physical and mental base scores of a character. Raising them costs 7 XP * the new level.

Fitness – How strong and athletic a character is.
Dexterity – How good the character is at fast and precise movements.
Intuition – The ability to discern information on the fly and make good guesses.
Intelligence – The ability to learn about and understand complex topics.
Luck – How much fate favours this character.

Furthermore, there are three derived attributes. These cannot be raised independently and are calculated from the core attributes.

Perception – Intuition + Intelligence – Rolled like a skill when attempting to notice things.
Movement – Fitness + Dexterity – How many meters the character can move per action.
Initiative – Dexterity + Intuition – Used to determine who acts first in a combat round.

Skills
These are specific abilities that a character has. Each one is tied to an attribute and the sum of the skill rank and the attribute gives the final dice pool for the skill. Raising a skill requires 5 XP * the new level.

Combat Skills
Close Combat (Fitness) – Fighting with your bare hands or a weapon.
Firearms (Dexterity) – Shooting firearms, ranging from pistols to rifles.
Heavy Weapons (Fitness) – Shooting heavy weapons such as machine guns or anti-tank rifles.
Artillery (Intuition) – Firing artillery, ranging from small mortars to massive field artillery.
Thrown Weapons (Fitness) – Throwing weapons, usually grenades.

Physical Skills
Climbing (Fitness) – The high art of scaling vertical surfaces.
Swimming (Fitness) – The wet art of staying afloat and moving in water.
Sneaking (Dexterity) – Staying unseen while moving around or hiding.
Sleight of Hands (Dexterity) – Quietly opening locks or pick pocketing someone.
Riding (Fitness) – Usually this is done with horses.

Mental Skills
Negotiate (Intuition) – Talking people into things.
Oration (Intuition) – Giving speeches and motivating the masses
Explosives (Intelligence) – Laying and defusing explosives.
Mechanics (Intelligence) – Repairing and maintaining mechanical equipment.
Physics (Intelligence) – Repairing and maintaining experimental weapons.
Chemistry (Intelligence) – Working and creating chemical weapons.
Medicine (Intelligence) – Fixing what the combat skills broke.
Driving (Cars) (Intuition) – Driving ground vehicles on wheels.
Driving (Tanks) (Intuition) – Driving tracked tanks.
Driving (Walkers) (Intuition) – Driving walkers.
Flying (Intuition) – Flying airplanes.

Skills can have specializations these represent more in-depth knowledge with a given sub-application of the skill in question, such as with a specific type of firearm or a specific vehicle. Raising a specialization costs 3 XP * the new level. If you already have the base skill, then the specialization starts at one level higher than this skill. A skill can not be raised to the same or higher level as its specialization. The specialization must be raised first.

Rolls
There are three types of rolls:

1. Simple Rolls
Roll a number of d6 equal to the relevant dice pool after modifiers. Each result of 5 or 6 counts as a success. If you roll at least as many successes as the DC of the check, it is a success. Having more successes than necessary can improve the result, depending on the check. Common simple rolls are actions like trying to climb a building, shooting a gun or throwing a grenade.

2. Opposed Rolls
Both attacker and defender roll their relevant pools after modifiers and compare their number of successes. If the attacker has at least one more success than the defender, the action succeeds. If the defender as more success or the number is equal, the action fails. Common opposed rolls are close combat, negotiations or sneaking.

3. Extended Rolls
The character rolls his pool and compares it to the actions DC. All successes above the DC are added to a tally and once the tally equals the required success the action completes. The character can attempt this check and thus add successes as often as they wish, though each attempt might cost time, resources or have other requirements. Common extended rolls are repairing machinery, maintaining weapons or crafting.

Maximillian "Maxi" Geißler
Background: Factory Worker
Unit: 3rd Armoured Cavalry. (Mechanized)
AttributesDerived
Fitness
3​
Perception
9​
Dexterity
4​
Movement
7​
Intuition
5​
Initiative
8​
Intelligence
4​
Luck
4​
Luck Pool4 / 4


SkillsRanksAttributePool
Close Combat
1​
Fitness
4​
Firearms
1​
Dexterity
5​
Heavy Weapons
2​
Fitness
5​
Artillery
2​
Intuition
7​
Thrown Weapons
0​
Fitness
3​
Climbing
1​
Fitness
4​
Swimming
0​
Fitness
3​
Sneaking
0​
Dexterity
4​
Sleight of Hands
0​
Dexterity
4​
Riding
0​
Fitness-
Negotiate
1​
Intuition
6​
Oration
0​
Intuition
5​
Explosives
1​
Intelligence
5​
Mechanics
4​
Intelligence
8​
Physics
0​
Intelligence
4​
Chemistry
0​
Intelligence
4​
Medicine
0​
Intelligence
4​
Driving (Cars)
2​
Intuition
7​
Driving (Tanks)
2​
Intuition
7​
Driving (Walkers)
3​
Intuition
8​
Flying
0​
Intuition-

Traits
Grease MonkeyYou have a knack for coaxing machines to work just a little bit longer, even without proper tools or spare parts.

When repairing a damaged weapon, vehicle or other machine, you can halve the penalty for lack of spare parts or proper tools. However, until properly repaired with appropriate tools and parts, you can not use this trait on the machine again and all damage taken by it is doubled.
Last War Veteran - TankerYou have fought on the western front in the Last War and lived to tell the tale. In this time, you learned to get the utmost out of any vehicle you piloted.

When a system of a vehicle you pilot threatens to fail, you can spend an action to keep it functioning for one more round by making an appropriate Driving check with a DC equal to the damage of the system. This can be repeated each round to draw out the breakdown even further, but the DC is raised by 1 each round.
 
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