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Dieselcraft

Feb 27th, 2015
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  1. DIESELCRAFT
  2. From Muskets to Machineguns
  3.  
  4.  
  5.  
  6. CORE ATTRIBUTES:
  7.  
  8. [FOR] - Fortitude. Ability to withstand strain on the mind and body. Characters with high Fortitude can endure the most trying of circumstances and maintain their faith, while those with low Fortitude will easily crumple beneath the strain of stressful circumstances.
  9. [FIN] - Finesse. Measure of intracacy and delicacy. Characters with high Finesse easily handles tasks that require careful dexterity or thought, while those with low Finesse are clumsy, careless, or forget important details.
  10. [MOX] - Moxie. Willingness to engage in risky or high-stakes behavior. High Moxie characters are courageous and determined and handle the trials of combat with ease and panache. Low Moxie characters might be timid or lack self-confidence.
  11. [ACU] - Acuity. Ability to adapt and comprehend. Characters with a high Acuity are attentive and vigilant, and almost always able to handle new threats thrown against them, while on the other hand, low Acuity means slow reactions, confusion, and dulled senses.
  12. [JUD] - Judgement. Ability to utilize learned knowledge appropriately. Characters with a solid Judgement attribute have a great deal of common sense and can readily recall training and experience and apply it expertly to the problem at hand. Low Judgement means a character is not necessarily stupid, but maybe more booklearned than worldly, and have trouble with lateral thinking.
  13. [PRE] - Presence. Force of personality. When a character with high Presence walks into a room, people notice. These characters find earning respect and adoration easier, as well as swinging the weight of their personality around to bend others to their will. Low Presence means that people disregard or disrespect you, and you just aren't that memorable.
  14.  
  15.  
  16. -----+++++------
  17.  
  18.  
  19. SKILL LIST
  20.  
  21. Artist (FIN)
  22. Athletics (FOR)
  23. *Bureaucracy (ACU)
  24. Business (PRE)
  25. Combat/Brawl (MOX)
  26. Combat/Long Arms (MOX)
  27. Combat/Martial (MOX)
  28. *Combat/Ordnance (MOX)
  29. Combat/Small Arms (MOX)
  30. Combat/Thrown (MOX)
  31. Communications (ACU)
  32. Culture/Criminal (JUD)
  33. Culture/Nation (JUD)
  34. *Culture/Military (JUD)
  35. Culture/ (JUD)
  36. Culture/ (JUD)
  37. Deception (PRE)
  38. Fashion (PRE)
  39. Gambling (MOX)
  40. History (JUD)
  41. Instructor (JUD)
  42. Language/ (JUD)
  43. Language/ (JUD)
  44. Language/ (JUD)
  45. Leadership (PRE)
  46. Medical/First Aid (ACU)
  47. Medical/Professional (ACU)
  48. Occult (FOR)
  49. Perception (ACU)
  50. Persuade (PRE)
  51. Profession/ (JUD)
  52. Religion (FOR)
  53. *Science/ (JUD)
  54. *Science/ (JUD)
  55. Stealth (FIN)
  56. Survival (FOR)
  57. Tactics (ACU)
  58. *Tech/Aerial (JUD)
  59. Tech/Industrial (JUD)
  60. Tech/Machining (JUD)
  61. Tech/Weaponry (JUD)
  62. Tech/Vehicles (JUD)
  63. *Vehicle/Aeroplane (FIN)
  64. *Vehicle/Aerostat (FIN)
  65. Vehicle/Ground (FIN)
  66. Vehicle/Water (FIN)
  67.  
  68. *must be specially trained
  69. List of sciences:
  70. +Archeology
  71. +Astronomy
  72. +Biology
  73. +chemistry
  74. +Geology
  75. +Mathematics
  76. +Physics
  77. +Psychology
  78.  
  79.  
  80. -----+++++------
  81.  
  82.  
  83. BACKGROUND PACKAGES
  84.  
  85. -Freelancer
  86. Culture/Nation and any two skills
  87.  
  88. -Aerial Crew
  89. Communications, Culture/Nation, Tech/Aerial, Vehicle/Aerostat
  90.  
  91. -Airman
  92. Culture/Nation, Culture/Military, Tactics, Vehicle/Aerostat
  93.  
  94. -Armsman
  95. Combat/Small Arms, Combat/Long Arms, Culture/Nation, Tactics
  96.  
  97. -Arraviste
  98. Culture/Nation, Deception, Fashion, Persuade
  99.  
  100. -Aspirant
  101. Combat/Martial, Occult, Perception, Religion
  102.  
  103. -Bureaucrat
  104. Bureaucracy, Business, Culture/Nation, Fashion
  105.  
  106. -Con Artist
  107. Culture/Criminal, Culture/Nation, Deception, Stealth
  108.  
  109. -Deck Crew
  110. Athletics, Combat/Brawl, Culture/Nation, Gambling
  111.  
  112. -Diplomat
  113. Culture/Nation, Culture/Any, Language/Any, Persuade
  114.  
  115. -Engine Crew
  116. Culture/Nation, Gambling, Tech/Aerostat, Tech/Machining
  117.  
  118. -Farmer
  119. Combat/Brawl, Culture/Nation, Perception, Survival
  120.  
  121. -Foreigner
  122. Business, Culture/Nation, Language/Any, Persuade
  123.  
  124. -Landed Elite
  125. Bureaucracy, Combat/Martial, Culture/Nation, Leadership
  126.  
  127. -Huntsman
  128. Combat/Long Arms, Culture/Nation, Perception, Survival
  129.  
  130. -Ordnance Officer
  131. Combat/Ordnance, Culture/Nation, Culture/Military, Tech/Weaponry
  132.  
  133. -Physician
  134. Culture/Nation, Medical/First Aid, Medical/Professional, Science/Any
  135.  
  136. -Priest
  137. Leadership, Occult, Persuade, Religion
  138.  
  139. -Proletarian
  140. Culture/Nation, Gambling, Perception, Profession/Any
  141.  
  142. -Researcher
  143. Culture/Nation, History, Science/Any, Science/Any
  144.  
  145. -Sailor
  146. Combat/Brawl, Culture/Nation, Tech/Machinery, Vehicle/Water
  147.  
  148. -Scholar
  149. Culture/Nation, Language, Occult, Science/Any
  150.  
  151.  
  152. -----+++++-----
  153.  
  154.  
  155. CLASSES
  156.  
  157. Warrior
  158. -----
  159. Prime attributes - Moxie and Fortitude
  160. -----
  161. Hit dice: 1d8
  162. -----
  163. Special Ability: Veteran's Luck
  164. Once during each combat the warrior can completely negate a successful attack roll against him or her. This can be after damage is rolled.
  165. -----
  166. Warrior Class Skills
  167. +Athletics
  168. +Combat/Any
  169. +Gambling
  170. +Leadership
  171. +Medical/First Aid
  172. +Perception
  173. +Profession/Any
  174. +Stealth
  175. +Survival
  176. +Tactics
  177. +Tech/Weaponry
  178. -----
  179. EXPERIENCE TABLE
  180. ====================================
  181. LVL HIT DICE XP
  182. 1 1d8 0
  183. 2 1d8+1 20
  184. 3 2d8 40
  185. 4 2d8+1 80
  186. 5 3d8 160
  187. 6 3d8+1 320
  188. 7 4d8 640
  189. 8 4d8+1 1280
  190. 9 5d8 2500
  191. 10 5d8+1 3700
  192. 11+ +2 HP/level +1250/level
  193. -----
  194. ATTACK BONUS AND SAVING THROWS
  195. =========================================================================
  196. LVL AB PHYS SAVE MENT SAVE EVA SAVE LUCK SAVE
  197. 1-2 +1 12 16 14 13
  198. 3-4 +2 11 15 13 12
  199. 5-6 +3 10 14 12 11
  200. 7-8 +4 9 13 11 10
  201. 9-10 +5 8 12 10 9
  202. 11-12 +6 7 11 9 8
  203. 13-14 +7 7 10 8 8
  204. 15-16 +8 6 9 7 7
  205. 17-18 +9 6 8 7 7
  206. 19+ +10 5 7 6 6
  207. -----
  208. TRAINING PACKAGES
  209.  
  210. Mercenary
  211. Any four skills, at least two of which must be Warrior skills.
  212.  
  213. Assassin
  214. Athletics, Combat/Any, Culture/Criminal, Deception, Stealth, Tactics
  215.  
  216. Grenadier
  217. Athletics, Combat/Small Arms, Combat/Thrown, Culture/Any, Medical/First Aid, Tactics
  218.  
  219. Marksman
  220. Combat/Long Arms, Culture/Nation, Stealth, Perception, Tactics, Tech/Weaponry
  221.  
  222. National Soldier
  223. Athletics, Combat/Any, Combat/Long Arms, Culture/Nation, Medical/First Aid, Tactics
  224.  
  225. Officer
  226. Bureaucracy, Combat/Any, Culture/Military, Communications, Leadership, Tactics
  227.  
  228. Templar
  229. Combat/Any, Culture/Any, Perception, Religion, Stealth, Tactics
  230.  
  231. _______________________________________
  232. _______________________________________
  233.  
  234.  
  235. Expert
  236. -----
  237. Prime attributes - Finesse and Judgement
  238. -----
  239. Hit dice: 1d6
  240. -----
  241. Special Ability: Like a Charm
  242. Twice per session, the expert can reroll a failed Class skill check. The second roll must be used even if it is worse than the first.
  243. -----
  244. Expert Class Skills
  245. +Artist
  246. +Bureaucracy
  247. +Communications
  248. +Gambling
  249. +History
  250. +Instructor
  251. +Language
  252. +Medical/Professional
  253. +Occult
  254. +Profession/Any
  255. +Religion
  256. +Science/Any
  257. +Survival
  258. +Tech/Any
  259. +Vehicle/Any
  260. -----
  261. EXPERIENCE TABLE
  262. ====================================
  263. LVL HIT DICE XP
  264. 1 1d6 0
  265. 2 1d6+1 20
  266. 3 2d6 40
  267. 4 2d6+1 80
  268. 5 3d6 160
  269. 6 3d6+1 320
  270. 7 4d6 640
  271. 8 4d6+1 1280
  272. 9 5d6 2500
  273. 10 5d6+1 3700
  274. 11+ +2 HP/level +1250/level
  275. -----
  276. ATTACK BONUS AND SAVING THROWS
  277. =========================================================================
  278. LVL AB PHYS SAVE MENT SAVE EVA SAVE LUCK SAVE
  279. 1-2 +0 16 11 12 14
  280. 3-4 +1 15 10 13 13
  281. 5-6 +1 14 9 12 12
  282. 7-8 +2 13 8 11 11
  283. 9-10 +2 12 7 10 10
  284. 11-12 +3 11 6 9 9
  285. 13-14 +3 11 6 8 9
  286. 15-16 +4 10 5 7 8
  287. 17-18 +4 10 5 7 8
  288. 19+ +5 9 4 6 7
  289. -----
  290. TRAINING PACKAGES
  291.  
  292. Freelancer
  293. Any 6 skills, two of which must be Expert skills
  294.  
  295. Airman
  296. Combat/Ordnance, Culture/Any, Communications, Science/Astronomy, Tech/Aerial, Vehicle/Aeroplane, Vehicle/Aerostat
  297.  
  298. Doctor
  299. Business, Culture/Any, Language/Any, Medical/First Aid, Medical/Professional, Perception, Science/Biology, Science/Psychology
  300.  
  301. Engineer
  302. Combat/Any, Communications, Culture/Any, Science/Physics, Science/Mathematics, Tech/Any, Tech/Machining, Vehicle/Ground
  303.  
  304. Natural Scientist
  305. Bureaucracy, Culture/Any, History, Perception, Persuade, Science/Any, Science/Chemistry, Science/Physics
  306.  
  307. Professor
  308. Bureaucracy, Communications, Culture/Any, History, Instructor, Language/Any, Persuade, Science/Any
  309.  
  310. Surveyor
  311. Business, Combat/Any, Communications, Perception, Science/Geology, Science/Mathematics, Survival, Vehicle/Any
  312.  
  313.  
  314. -----+++++-----
  315.  
  316.  
  317. Charmer
  318. -----
  319. Prime attributes - Acuity and Presence
  320. -----
  321. Hit dice: 1d6
  322. -----
  323. Special Ability: Like a Charm
  324. Twice per session, the expert can reroll a failed Class skill check. The second roll must be used even if it is worse than the first.
  325. -----
  326. Charmer Class Skills
  327. -Artist
  328. -Business
  329. -Bureaucracy
  330. -Communications
  331. -Culture/Any
  332. -Deception
  333. -Fashion
  334. -Instructor
  335. -Leadership
  336. -Occult
  337. -Perception
  338. -Persuade
  339. -Profession/Any
  340. -Religion
  341. -----
  342. EXPERIENCE TABLE
  343. ====================================
  344. LVL HIT DICE XP
  345. 1 1d6 0
  346. 2 1d6+1 20
  347. 3 2d6 40
  348. 4 2d6+1 80
  349. 5 3d6 160
  350. 6 3d6+1 320
  351. 7 4d6 640
  352. 8 4d6+1 1280
  353. 9 5d6 2500
  354. 10 5d6+1 3700
  355. 11+ +2 HP/level +1250/level
  356. -----
  357. ATTACK BONUS AND SAVING THROWS
  358. =========================================================================
  359. LVL AB PHYS SAVE MENT SAVE EVA SAVE LUCK SAVE
  360. 1-2 +0 16 14 12 11
  361. 3-4 +1 15 13 13 10
  362. 5-6 +1 14 12 12 9
  363. 7-8 +2 13 11 11 8
  364. 9-10 +2 12 10 10 7
  365. 11-12 +3 11 9 9 6
  366. 13-14 +3 11 9 8 6
  367. 15-16 +4 10 8 7 5
  368. 17-18 +4 10 8 7 5
  369. 19+ +5 9 7 6 4
  370. -----
  371. TRAINING PACKAGES
  372.  
  373. Travelling Salesman
  374. Any 6 skills, two of which must be Charmer skills.
  375.  
  376. Businessman
  377. Bureaucracy, Business, Communications, Deception, History, Language/Any, Perception, Persuade
  378.  
  379. Cleric
  380. Bureaucracy, Culture/Any, Culture/[Religion], History, Instructor, Leadership, Persuade, Religion
  381.  
  382. Criminal
  383. Athletics, Business, Combat/Any, Culture/Any, Deception, Perception, Stealth, Survival
  384.  
  385. Diplomat
  386. Bureaucracy, Culture/Any, Culture/Nation, Communications, Deception, Language/Any, Perception, Persuade
  387.  
  388. Hypnotist
  389. Artist, Culture/Any, Deception, Gambling, Leadership, Occult, Perception, Stealth
  390.  
  391. Socialite
  392. Artist, Culture/Any, Culture/High Society, Deception, Fashion, History, Language/Any, Persuade
  393.  
  394. Starlet
  395. Artist, Culture/High Society, Deception, Fashion, Language/Any, Leadership, Perception, Persuade
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