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- DIESELCRAFT
- From Muskets to Machineguns
- CORE ATTRIBUTES:
- [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.
- [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.
- [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.
- [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.
- [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.
- [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.
- -----+++++------
- SKILL LIST
- Artist (FIN)
- Athletics (FOR)
- *Bureaucracy (ACU)
- Business (PRE)
- Combat/Brawl (MOX)
- Combat/Long Arms (MOX)
- Combat/Martial (MOX)
- *Combat/Ordnance (MOX)
- Combat/Small Arms (MOX)
- Combat/Thrown (MOX)
- Communications (ACU)
- Culture/Criminal (JUD)
- Culture/Nation (JUD)
- *Culture/Military (JUD)
- Culture/ (JUD)
- Culture/ (JUD)
- Deception (PRE)
- Fashion (PRE)
- Gambling (MOX)
- History (JUD)
- Instructor (JUD)
- Language/ (JUD)
- Language/ (JUD)
- Language/ (JUD)
- Leadership (PRE)
- Medical/First Aid (ACU)
- Medical/Professional (ACU)
- Occult (FOR)
- Perception (ACU)
- Persuade (PRE)
- Profession/ (JUD)
- Religion (FOR)
- *Science/ (JUD)
- *Science/ (JUD)
- Stealth (FIN)
- Survival (FOR)
- Tactics (ACU)
- *Tech/Aerial (JUD)
- Tech/Industrial (JUD)
- Tech/Machining (JUD)
- Tech/Weaponry (JUD)
- Tech/Vehicles (JUD)
- *Vehicle/Aeroplane (FIN)
- *Vehicle/Aerostat (FIN)
- Vehicle/Ground (FIN)
- Vehicle/Water (FIN)
- *must be specially trained
- List of sciences:
- +Archeology
- +Astronomy
- +Biology
- +chemistry
- +Geology
- +Mathematics
- +Physics
- +Psychology
- -----+++++------
- BACKGROUND PACKAGES
- -Freelancer
- Culture/Nation and any two skills
- -Aerial Crew
- Communications, Culture/Nation, Tech/Aerial, Vehicle/Aerostat
- -Airman
- Culture/Nation, Culture/Military, Tactics, Vehicle/Aerostat
- -Armsman
- Combat/Small Arms, Combat/Long Arms, Culture/Nation, Tactics
- -Arraviste
- Culture/Nation, Deception, Fashion, Persuade
- -Aspirant
- Combat/Martial, Occult, Perception, Religion
- -Bureaucrat
- Bureaucracy, Business, Culture/Nation, Fashion
- -Con Artist
- Culture/Criminal, Culture/Nation, Deception, Stealth
- -Deck Crew
- Athletics, Combat/Brawl, Culture/Nation, Gambling
- -Diplomat
- Culture/Nation, Culture/Any, Language/Any, Persuade
- -Engine Crew
- Culture/Nation, Gambling, Tech/Aerostat, Tech/Machining
- -Farmer
- Combat/Brawl, Culture/Nation, Perception, Survival
- -Foreigner
- Business, Culture/Nation, Language/Any, Persuade
- -Landed Elite
- Bureaucracy, Combat/Martial, Culture/Nation, Leadership
- -Huntsman
- Combat/Long Arms, Culture/Nation, Perception, Survival
- -Ordnance Officer
- Combat/Ordnance, Culture/Nation, Culture/Military, Tech/Weaponry
- -Physician
- Culture/Nation, Medical/First Aid, Medical/Professional, Science/Any
- -Priest
- Leadership, Occult, Persuade, Religion
- -Proletarian
- Culture/Nation, Gambling, Perception, Profession/Any
- -Researcher
- Culture/Nation, History, Science/Any, Science/Any
- -Sailor
- Combat/Brawl, Culture/Nation, Tech/Machinery, Vehicle/Water
- -Scholar
- Culture/Nation, Language, Occult, Science/Any
- -----+++++-----
- CLASSES
- Warrior
- -----
- Prime attributes - Moxie and Fortitude
- -----
- Hit dice: 1d8
- -----
- Special Ability: Veteran's Luck
- Once during each combat the warrior can completely negate a successful attack roll against him or her. This can be after damage is rolled.
- -----
- Warrior Class Skills
- +Athletics
- +Combat/Any
- +Gambling
- +Leadership
- +Medical/First Aid
- +Perception
- +Profession/Any
- +Stealth
- +Survival
- +Tactics
- +Tech/Weaponry
- -----
- EXPERIENCE TABLE
- ====================================
- LVL HIT DICE XP
- 1 1d8 0
- 2 1d8+1 20
- 3 2d8 40
- 4 2d8+1 80
- 5 3d8 160
- 6 3d8+1 320
- 7 4d8 640
- 8 4d8+1 1280
- 9 5d8 2500
- 10 5d8+1 3700
- 11+ +2 HP/level +1250/level
- -----
- ATTACK BONUS AND SAVING THROWS
- =========================================================================
- LVL AB PHYS SAVE MENT SAVE EVA SAVE LUCK SAVE
- 1-2 +1 12 16 14 13
- 3-4 +2 11 15 13 12
- 5-6 +3 10 14 12 11
- 7-8 +4 9 13 11 10
- 9-10 +5 8 12 10 9
- 11-12 +6 7 11 9 8
- 13-14 +7 7 10 8 8
- 15-16 +8 6 9 7 7
- 17-18 +9 6 8 7 7
- 19+ +10 5 7 6 6
- -----
- TRAINING PACKAGES
- Mercenary
- Any four skills, at least two of which must be Warrior skills.
- Assassin
- Athletics, Combat/Any, Culture/Criminal, Deception, Stealth, Tactics
- Grenadier
- Athletics, Combat/Small Arms, Combat/Thrown, Culture/Any, Medical/First Aid, Tactics
- Marksman
- Combat/Long Arms, Culture/Nation, Stealth, Perception, Tactics, Tech/Weaponry
- National Soldier
- Athletics, Combat/Any, Combat/Long Arms, Culture/Nation, Medical/First Aid, Tactics
- Officer
- Bureaucracy, Combat/Any, Culture/Military, Communications, Leadership, Tactics
- Templar
- Combat/Any, Culture/Any, Perception, Religion, Stealth, Tactics
- _______________________________________
- _______________________________________
- Expert
- -----
- Prime attributes - Finesse and Judgement
- -----
- Hit dice: 1d6
- -----
- Special Ability: Like a Charm
- 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.
- -----
- Expert Class Skills
- +Artist
- +Bureaucracy
- +Communications
- +Gambling
- +History
- +Instructor
- +Language
- +Medical/Professional
- +Occult
- +Profession/Any
- +Religion
- +Science/Any
- +Survival
- +Tech/Any
- +Vehicle/Any
- -----
- EXPERIENCE TABLE
- ====================================
- LVL HIT DICE XP
- 1 1d6 0
- 2 1d6+1 20
- 3 2d6 40
- 4 2d6+1 80
- 5 3d6 160
- 6 3d6+1 320
- 7 4d6 640
- 8 4d6+1 1280
- 9 5d6 2500
- 10 5d6+1 3700
- 11+ +2 HP/level +1250/level
- -----
- ATTACK BONUS AND SAVING THROWS
- =========================================================================
- LVL AB PHYS SAVE MENT SAVE EVA SAVE LUCK SAVE
- 1-2 +0 16 11 12 14
- 3-4 +1 15 10 13 13
- 5-6 +1 14 9 12 12
- 7-8 +2 13 8 11 11
- 9-10 +2 12 7 10 10
- 11-12 +3 11 6 9 9
- 13-14 +3 11 6 8 9
- 15-16 +4 10 5 7 8
- 17-18 +4 10 5 7 8
- 19+ +5 9 4 6 7
- -----
- TRAINING PACKAGES
- Freelancer
- Any 6 skills, two of which must be Expert skills
- Airman
- Combat/Ordnance, Culture/Any, Communications, Science/Astronomy, Tech/Aerial, Vehicle/Aeroplane, Vehicle/Aerostat
- Doctor
- Business, Culture/Any, Language/Any, Medical/First Aid, Medical/Professional, Perception, Science/Biology, Science/Psychology
- Engineer
- Combat/Any, Communications, Culture/Any, Science/Physics, Science/Mathematics, Tech/Any, Tech/Machining, Vehicle/Ground
- Natural Scientist
- Bureaucracy, Culture/Any, History, Perception, Persuade, Science/Any, Science/Chemistry, Science/Physics
- Professor
- Bureaucracy, Communications, Culture/Any, History, Instructor, Language/Any, Persuade, Science/Any
- Surveyor
- Business, Combat/Any, Communications, Perception, Science/Geology, Science/Mathematics, Survival, Vehicle/Any
- -----+++++-----
- Charmer
- -----
- Prime attributes - Acuity and Presence
- -----
- Hit dice: 1d6
- -----
- Special Ability: Like a Charm
- 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.
- -----
- Charmer Class Skills
- -Artist
- -Business
- -Bureaucracy
- -Communications
- -Culture/Any
- -Deception
- -Fashion
- -Instructor
- -Leadership
- -Occult
- -Perception
- -Persuade
- -Profession/Any
- -Religion
- -----
- EXPERIENCE TABLE
- ====================================
- LVL HIT DICE XP
- 1 1d6 0
- 2 1d6+1 20
- 3 2d6 40
- 4 2d6+1 80
- 5 3d6 160
- 6 3d6+1 320
- 7 4d6 640
- 8 4d6+1 1280
- 9 5d6 2500
- 10 5d6+1 3700
- 11+ +2 HP/level +1250/level
- -----
- ATTACK BONUS AND SAVING THROWS
- =========================================================================
- LVL AB PHYS SAVE MENT SAVE EVA SAVE LUCK SAVE
- 1-2 +0 16 14 12 11
- 3-4 +1 15 13 13 10
- 5-6 +1 14 12 12 9
- 7-8 +2 13 11 11 8
- 9-10 +2 12 10 10 7
- 11-12 +3 11 9 9 6
- 13-14 +3 11 9 8 6
- 15-16 +4 10 8 7 5
- 17-18 +4 10 8 7 5
- 19+ +5 9 7 6 4
- -----
- TRAINING PACKAGES
- Travelling Salesman
- Any 6 skills, two of which must be Charmer skills.
- Businessman
- Bureaucracy, Business, Communications, Deception, History, Language/Any, Perception, Persuade
- Cleric
- Bureaucracy, Culture/Any, Culture/[Religion], History, Instructor, Leadership, Persuade, Religion
- Criminal
- Athletics, Business, Combat/Any, Culture/Any, Deception, Perception, Stealth, Survival
- Diplomat
- Bureaucracy, Culture/Any, Culture/Nation, Communications, Deception, Language/Any, Perception, Persuade
- Hypnotist
- Artist, Culture/Any, Deception, Gambling, Leadership, Occult, Perception, Stealth
- Socialite
- Artist, Culture/Any, Culture/High Society, Deception, Fashion, History, Language/Any, Persuade
- Starlet
- Artist, Culture/High Society, Deception, Fashion, Language/Any, Leadership, Perception, Persuade
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