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 Post subject: Backgrounds
Unread postPosted: Thu Apr 24, 2008 3:18 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
Yeah I know some of the backgrounds have been posted. Anyways here are all of my adaptations to the backgrounds I have so far. First note, I do have and use Rifts Game Master Guide for all the additional skills it gives. Second several skills I do not use at all (mainly magic or rifts specific). Any questions, ask. If you do not have the book with a particular skill, fake it or use sometime else appropriately.

First off I will get the three new Apprenticeships out of the way. Why three new apprenticeships, well so that the backgrounds seem to fit more with AtB2. I will get the backgrounds up latter on today.

Airshipman
The character has inherited, bought or pirated an airship from either Tassieland or Jakarta. Like a merchant seamen of the colonial period they are the primary transport and commerce lane throughout Australia and Indonesia. They have a mixed culture of noble captain to notorious pirate.
Main Skills: Light-than-Air (+15%), and Navigation (+10%).
Core Skills: Radio: Basic, Basic Mechanics, Athletics, Astronomy, General Repair & Maintenance, Rope Works, and Outback Survival. All get a +10% apprenticeship bonus.
Domestic Skills: Select any two.
W.P. Skills: W.P. Knife, and select two others (any).
Other Skills: Select four skills from the following: Surveillance Systems, Basic Electronics, Detect Ambush, Intelligence, Sniper, Wilderness Survival, Leadership, Military Etiquette, Card Shark, Gambling, Gambling Dirty Tricks, Locate Secret Compartments, Palming, Seduction, Streetwise, Calligraphy, Gemology, History, Law, Literacy, Lore: Aborigines, Lore: Dreamtime, Photography, and Salvage.

Herder/Cowboy
The character grew up with a clan of herders or cowboys. Depending on local, his clan’s livelihood depends on cattle, mutant insect or some other herd animal. She works well in a team or solo.
Main Skills: Ride Mutant Insect (+30%) or Horsemanship: Cowboy, and Breed & Control Insects (+20%) or Herding Cattle (+20%)
Core Skills: Lore: Aborigines (Australia) or Indians (Americas), Lore: Animals, Roping, Animal Husbandry, Cook, Wilderness Survival, and Body Building. All get a +5% apprenticeship bonus.
Cowboy/Technical Skills: Select any three skills from Cowboy or Technical Skills.
W.P. Skills: Select any two.

Hunter
As a member of a tribe, the character is valued for his hunting skills. He also doubles up as a tribal warrior and guardian.
Main Skills: Tracking (+20%), Land Navigation (+14%), and Wilderness Survival (+20%)
Core Skills: Ride Mutant Insect or Horsemanship: General, Cook, Prowl, Lore: Animal, Identify Plant & Fruits, Imitate Animal or Insect Sound, and Preserve Food. All get a +5% apprenticeship bonus.
Domestic/Wilderness Skills: Select any two from Domestic or Wilderness Skills.
W.P. Skills: Select any two W.P. Ancient Skills.

_________________
Mankind must put an end to war, or war will put an end to mankind. ~John F. Kennedy, 1961

To insult someone we call him "bestial." For deliberate cruelty and nature, "human" might be the greater insult. ~Isaac Asimov, Isaac Asimov's Book of Science and Nature Quotations, 1988


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 Post subject: Re: Backgrounds
Unread postPosted: Thu Apr 24, 2008 4:13 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
Here is the Mutants Down Under background. You will notice (that of the three books I have done) that this one is the most changed from the original book. I list the original background just in case you want it for reference. I used AtB2 as a base and looked at how they had changed the backgrounds. Below I believe is a far representation. I did this also for Mutants of the Yucatan and Road Hogs. I have not worked much on Mutants in Avalon yet.

Mutants Down Under Backgrounds
01-05% Feral Mutant Animals
Same as Feral Background except for money, ATB2 pg 17.

06-55% Aborigine (Aborigine Hunter, Airship Captain, and Insect Herder)
Apprenticeship: Select one from Airshipmen, Herder, Hunter or Teamster.
Primary Skills: Hand to Hand: Basic, Lore: Dreamtime, Identify Plants & Fruits, Outback Survival, two Physical Skills, one Pilot or Horsemanship Skill, and two Weapon Proficiencies Ancient.
Secondary Skills: Select any three.
Special Bonuses: +5 BIO-E, +10 S.D.C., and +2 P.E.
Money: None.
Equipment: Riding gear and one weapon per proficiency.

56-60% Jackeroo/Jilleroo
Apprenticeship: Select one from Herder/Cowboy or Teamster.
Primary Skills: Outback Survival, three Domestic Skills, and one Weapon Proficiency Modern.
Secondary Skills: Select any seven.
Special Bonuses: +5 S.D.C., +2 P.S., +1 P.P., and +2 P.E.
Money: 100 to 800 (1D8 x 100) Bickies.
Equipment: One personal mount, two personal weapons and 50 rounds of ammo.

61-65% Villager & Townies (Tassieland Technician)
Same as Villager & Townies Background except for money, ATB2 pg 18.

66-70% Swagman
Apprenticeship: None.
Primary Skills: Salvage, two Physical Skills, one Pilot Skill, and four Rogue Skills.
Secondary Skills: Select any eight.
Special Bonuses: +20 S.D.C., +1 P.S., +1 P.P., and +4 P.E.
Money: 10 to 60 (1D6 x 10) Bickies.
Equipment: A set of sturdy if used clothes, a personal weapon and 40 rounds of ammo.

71-75% Nackeroo (Tassieland Militia)
Apprenticeship: Select one from Armorer, Mariner, Mechanic or Weaponsmith.
Primary Skills: Hand to Hand: Expert, First Aid, five Physical Skills, one Weapon Proficiency, and four Pilot, Rogue or Technical Skills.
Secondary Skills: Select any five.
Special Bonuses: +1 P.S. and +1 P.E.
Money: 300 to 1800 (3D6 x 100) Bickies.
Equipment: Owns one rifle, one pistol or submachine gun, 100 rounds of ammo for each weapon, and a set of camouflage fatigues.

76-85% Bushranger (Ninja)
Apprenticeship: None.
Primary Skills: Hand to Hand: Assassin, Outback Survival, Prowl, Trailing, three Physical Skills, five Rogue Skills, and three Weapon Proficiencies.
Secondary Skills: Select any six.
Special Bonuses: +5 BIO-E, +20 S.D.C., +1 P.P., and +5 Spd.
Money: 250 Bickies.
Equipment: Personal weapon, three sets of clothes, tools for skills.

86-90% Freed Slave
Same as Freed Slave Background except for money, ATB2 pg 19.

91-95% Merchant Family (Car Nut/Mechanic)
Apprenticeship: Select one from Artisan, Farrier, Electrician, Healer, Mariner, or Mechanic.
Primary Skills: Automobile, Boat: Sail, Literacy, Basic Mathematics, two Scientific Skills, and five from Domestic, Medical, Physical and/or Rogue Skills.
Secondary Skills: Select any eight
Special Bonuses: +1 I.Q., and +2 M.A.
Money: 300 to 1800 (3D6 x 100) Bickies.
Equipment: Up to 12,000 Bickies for a personal vehicle, multiple sets of clothes, personal weapons for each W.P.

96-00% Upper Class Elite (Tassieland Airship Captain)
Apprenticeship: Select one from Airshipman, Armorer, Mechanic or Weaponsmith.
Primary Skills: Basic Mathematics, Literacy, Public Speaking, two Domestic Skills, four Scientific Skills, and two Pilot, Rogue or Technician Skills.
Secondary Skills: Select any six.
Special Bonuses: +1 M.E., and +2 M.A.
Money: 1200 Bickies.
Equipment: Multiple sets of clothes for all occasions, a personal weapon, tools for apprenticeships. If an Airshipman, has 22,000 Bickies worth of an Airship.

_________________
Mankind must put an end to war, or war will put an end to mankind. ~John F. Kennedy, 1961

To insult someone we call him "bestial." For deliberate cruelty and nature, "human" might be the greater insult. ~Isaac Asimov, Isaac Asimov's Book of Science and Nature Quotations, 1988


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 Post subject: Re: Backgrounds
Unread postPosted: Thu Apr 24, 2008 4:19 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
There just were not enough backgrounds for the Yucatan to suit me. Instead of creating a host of new ones, I borrowed backgrounds from AtB2 that I thought would be appropriate. Herder/Cowboy and/or Hunter Apprenticeships would be very appropriate for some of the backgrounds, but I did not write them in here. The only made it to Mutants Down Under and Road Hogs. I gave higher chances of the original backgrounds to be rolled just to save the flavor of the setting.

Mutants of the Yucatan
01-15% Feral Mutant Animals
Same as Feral Background except for money, ATB2 pg 17.

16-30% Jungle Dweller
Apprenticeship: None.
Primary Skills: History: Aztec or Mayan, Lore: Aborigines, Lore: Ants, Preserve Food, Wilderness Survival, W.P. Machete, two Physical Skills, six Wilderness or Domestic Skills, and two Weapon Proficiencies Ancient.
Secondary Skills: Select any six.
Special Bonuses: +15 BIO-E, +10 S.D.C., and +1 P.E.
Money: None.
Equipment: T-Shirt, short pants, knife, machete, blowpipe or light bow, spear, bowl, water gourd, and couple of days’ worth of fresh fruit.

31-50% Frontiersman (Professional Native Guide)
Lives on the jungle edge or with one of the tribes of Central America, the character now escorts scientist, tourists, and thrill-seekers through the jungles. The character has the ability to live off the land and help others confront these same dangers. The character is also skilled at learning new languages. Reduce the time to learn any language by 20%.
Apprenticeship: None.
Primary Skills: Language: English, Language: Spanish, Language: Chol Maya, Language: Tzotzil Maya, Language: Yucatan Maya, and Wilderness Survival. Select six skills from Domestic, Technical, or Wilderness Skills. Select two skills from Military Skills.
Secondary Skills: Select any eight.
Special Bonuses: +5 BIO-E, +10 S.D.C., +2 M.A., +1 P.P., and +2 P.E.
Money: $200 Americorp Dollars.
Equipment: Fashionable set of clothes, sunglasses, blowpipe or bow, 2D4 poison darts or arrows.

51-55% Villagers & Townies
Same as Villager & Townies Background except for money, ATB2 pg 18.

56-60% Border Area
Same as Border Area Background except for money, ATB2 pg 18.

61-95% Guardia Soldier
Apprenticeship: Select any one from Armorer, Mechanic or Weaponsmith.
Primary Skills: First Aid, Wilderness Survival, two Domestic or Military Skills, four Physical Skills, and two Weapon Proficiencies.
Secondary Skills: Select any six.
Special Bonuses: +10 S.D.C., +1 M.E., +1 P.P., +4 Spd. and +2 to disarm and pull punch.
Money: $250 Americorp Dollars.
Equipment: A set of firearms and ammo worth a maximum of $1750 Americorp Dollars.

96-00% Raised by Bandits
Same as Raised by Bandits Background except for money, ATB2 pg 19.

_________________
Mankind must put an end to war, or war will put an end to mankind. ~John F. Kennedy, 1961

To insult someone we call him "bestial." For deliberate cruelty and nature, "human" might be the greater insult. ~Isaac Asimov, Isaac Asimov's Book of Science and Nature Quotations, 1988


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 Post subject: Re: Backgrounds
Unread postPosted: Thu Apr 24, 2008 4:23 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
Note that most of the special skills from the books I removed, but not all of them. I kept Lore: Ants, but got rid of Songlines for example. I will post that up next. Just for the curious.

Road Hogs
01-10% Feral Mutant Animals
Same as Feral Background except for money, ATB2 pg 17.

11-20% Truckers
Apprenticeship: Select one from Armorer, Mechanic or Weaponsmith.
Primary Skills: Truck, Basic Mechanics, Automotive Mechanic, Demolitions, Demolitions Disposal, two Weapon Proficiencies, three Military Skills, and a total of three skills selected from Domestic, Medical, Physical and/or Rogue Skills.
Secondary Skills: Any six
Special Bonuses: +1 P.E., +1 P.P., +3 Spd. and +6 S.D.C.
Money: $200 to $1200 (2D6 x $100) New Americorp Dollars.
Equipment: The character has a $15,000 truck for livelihood.

21-40% Bikers
Apprenticeship: None
Primary Skills: Motorcycle (+10%), Hand to Hand: Expert, Automobile, Truck, four Physical Skills, two Weapon Proficiencies, and two Domestic and/or Military Skills.
Secondary Skills: Select any four.
Special Bonuses: +10 S.D.C., +2 P.S., +2 P.E., and +6 Spd.
Money: $300 to $1800 (3D6 x $100) New Americorp Dollars.
Equipment: The character has put together a $12,000 car.

41-55% Townies (Mechanics)
Apprenticeship: Select any one from Artisan, Farrier, Healer, Herder, Mariner, or Mechanic.
Primary Skills: Literacy, Basic Mathematics, two Scientific Skills, three Weapon Proficiencies, one Pilot Skill, and a total of five skills selected from Domestic, Medical, Physical and/or Rogue Skills.
Secondary Skills: Any seven.
Special Bonuses: +2 M.A. and +1 M.E.
Money: $300 to $1800 (3D6 x $100) New Americorp Dollars.
Equipment: The character has put together a $12,000 car.

56-65% Troopers
Apprenticeship: Select one from Armorer, Mechanic, or Weaponsmith.
Primary Skills: Hand to Hand: Expert, Radio: Basic, Basic Mathematics, four Physical Skills, two Weapon Proficiencies, one from Automobile, Motorcycle or Truck.
Secondary Skills: Select any five.
Special Bonuses: +10 S.D.C., +1 P.S., and +1 P.E.
Money: $300 to $1800 (3D6 x $100) New Americorp Dollars.
Equipment: The character has put together a $12,000 car.

66-85% Gangland Warrior (Ninja)
Apprenticeship: None.
Primary Skills: Hand to Hand: Martial Arts, Running, Streetwise, three Physical Skills, five from Domestic and/or Military Skills, two from Medical, Scientific and/or Technical Skills, and three Weapon Proficiencies Ancient.
Secondary Skills: Select any six.
Special Bonuses: +15 S.D.C., +2 P.P., and +2 P.E.
Money: $250 Americorp Dollars.
Equipment: Two sets of clothes, a personal weapon (or pair of weapons) to match the character’s main weapon skill.

86-90% Natural Mechanical Geniuses
Apprenticeship: None.
Primary Skills: Automobile, Roadwise, three Physical Skills, 3 Pilot Skills, three Domestic, Technical and/or Wilderness Skills.
Secondary Skills: Select any eight.
Special Bonuses: Automatically gains Natural Mechanical Genius, +2 I.Q., +6 M.E., +2 M.A. If M.E. is below 8, raise it to 8.
Money: $20 to $120 (2D6 x $10) Americorp Dollars.
Equipment: Set of mismatched tools, coveralls, and $2000 for vehicle expense.

91-00% Academic Elite (Highway Engineers)
Apprenticeship: Select any one from Artisan, Electrician, Farrier, Healer or Mechanic.
Primary Skills: Automobile, Truck, Language: Latin, Research, two Military Skills, two Pilot Skills, four Scientific Skills, four Technical Skills, and eight skills from Medical, Military, Physical, Pilot, and/or Weapon Proficiencies.
Secondary Skills: Select any four.
Special Bonuses: +2 I.Q., +1 P.P., and +1 P.E.
Money: $400 to $2400 (4D6 x $100) Americorp Dollars.
Equipment: $8000 in vehicle expenses, a stack of textbooks, a lab coat, a hard hat, and three sets of clothes.

_________________
Mankind must put an end to war, or war will put an end to mankind. ~John F. Kennedy, 1961

To insult someone we call him "bestial." For deliberate cruelty and nature, "human" might be the greater insult. ~Isaac Asimov, Isaac Asimov's Book of Science and Nature Quotations, 1988


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 Post subject: Re: Backgrounds
Unread postPosted: Thu Apr 24, 2008 4:50 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
Remember I use Rifts Game Master Guide, so some of the categories will not be present in AtB2. I did however keep Pilot Related in Pilot. I have list those skills which I have removed or use RGMG for, are referred to in this list, or are listed in one of the original AtB books. All skills not listed here can be found in either AtB2 or RGMG. Those in Italics I have 'removed' from my games as either a duplicate of another skill or unneeded. I also listed the AtB2 skills that I moved to Wilderness Category, just for easy of use.

Domestic
Breed & Control Insects: In AtB2.
Dialect: The Mutants in Avalon skill has been removed.
Didjeridoo: The Mutants Down Under skill is covered by Musical Instrument (Woodwind) in AtB2.
Folklore: In MiA
Insect Husbandry: The Mutants in Avalon skill is covered by Breed & Control Insects in AtB2.

Espionage
Use & Recognize Poison: In AtB2.
Wilderness Survival: In RGMG.

Horsemanship
Ride Mutant Insect: In Mutants Down Under.

Mechanical
Armorer: In AtB2. Special Skill, must take Armorer Apprenticeship.
Automobile Armor and Weaponry: The Road Hogs skill is covered by Armorer in AtB2.

Medical
Aboriginal Medicine: The Mutants Down Under skill is covered by Paramedical in AtB2.
Snake Doctor Medicine: The Mutants of the Yucatan skill is covered by Herbal Medicine in AtB2.

Military
Leadership: In MiA.
Military Etiquette: In RGMG.
Tactics: In MiA.

Pilot
Automobile Mechanics: All three of the Road Hogs skills are covered by Automobile Mechanics in AtB2.
Boat: Motor: In AtB2.
Boat: Sail: In AtB2.
Boat: Ships: In RGMG.
Boat: Warships: In RGMG.
Lighter-Than-Air: In MDU.
Pilot Commercial Vehicles: The Road Hogs skill is covered by Construction & Farming Equipment in AtB2.
Pilot Heavy Machinery: The Road Hogs skill is covered by Construction & Farming Equipment in AtB2.
Vehicle-to-Vehicle Combat: In Road Hogs.

Rogue
Prepare Jungle Poison: The Mutants of the Yucatan skill is covered by Use & Recognize Poison in AtB2.

Technical
Australian Nature Lore: The Mutants Down Under skill is covered by Nature Lore here and Identify and track cover by Tracking in AtB2.
Heraldry: In MiA.
History: Aztec*: In MofY.
History: Mayan*: In MofY.
Lore: Ant*: In MofY.
Lore: Dreamtime*: In RGMG.
Map Reading: The Road Hogs skill has been removed.
Steam Mechanics: The Mutants in Avalon skill is covered by Basic Mechanics in AtB2.

Weapon Proficiencies - Ancient
W.P. Axe: In MiA.
W.P. Boomerang: In RGMG.
W.P. Bow with Poison Arrows: The Mutants of the Yucatan skill is covered by W.P. Bow and Use & Recognize Poison in AtB2.
W.P. Lance: The Mutants in Avalon skill is covered by W.P. Spear in AtB2.
W.P. Machete: In MofY.
W.P. Mouth Weapons: In RGMG.
W.P. Poison Dart Blowpipe: The Mutants of the Yucatan skill is covered by W.P. Mouth Weapons.
W.P. Spear and Spear Thrower: The Mutants Down Under skill is cover by W.P. Spear in AtB2.
W.P. Woomera: The Down Under skill is covered by W.P. Boomerang.

Wilderness
Canoe Building: In AtB2.
Carpentry: In AtB2.
Dowsing & Water Location: In AtB2.
Find and Prepare Bush Tucker: The Mutants Down Under skill is covered by Outback Survival in AtB2.
Find and Prepare Jungle Food: The Mutants of the Yucatan skill is covered by Wilderness Survival in AtB2.
Hunting: In RGMG.
Identify Plants & Fruits: In AtB2.
Imitate Animal or Insect Sound: In AtB2.
Land Navigation: In AtB2.
Jungle Survival: The Mutants of the Yucatan skill is covered by Wilderness Survival in AtB2.
Outback Survival*: In RGMG.
Preserve Food: In AtB2.
Skin & Prepare Animal Hides: In AtB2.
Songlines: The Mutants Down Under skill is covered by multiple skills in AtB2.
Trapping: In AtB2.
Tracking: In AtB2.
Wilderness Survival: In AtB2.

_________________
Mankind must put an end to war, or war will put an end to mankind. ~John F. Kennedy, 1961

To insult someone we call him "bestial." For deliberate cruelty and nature, "human" might be the greater insult. ~Isaac Asimov, Isaac Asimov's Book of Science and Nature Quotations, 1988


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 Post subject: Re: Backgrounds
Unread postPosted: Thu Apr 24, 2008 5:25 pm
  

Champion

Joined: Wed Mar 31, 2004 6:35 am
Posts: 2864
Location: Oregon, USA
Thyfur wrote:
Didjeridoo: The Mutants Down Under skill is covered by Musical Instrument (Woodwind) in AtB2.
W.P. Spear and Spear Thrower: The Mutants Down Under skill is cover by W.P. Spear in AtB2.
W.P. Woomera: The Down Under skill is covered by W.P. Boomerang.

All three of these skills originally included how to build these weapons or items. WP skills usually don't offer the ability to craft the weapon you intend to use within a day's time or so. Do the WPs and Woodwind skill in AtB2 offer craftsmanship skills?
Also, Didjeridoo expressly gives skilled users the ability to do circular breathing, not a basic part of playing other woodwinds. Is that expressly mentioned in Woodwinds as of AtB2?
I don't own a copy, so I'm trying to determine what changes this implies to these settings.

Quote:
Jungle Survival: The Mutants of the Yucatan skill is covered by Wilderness Survival in AtB2.

Wouldn't this be more Land Navigation? After all, Jungle Survival's major effect on casual play was the ability to tell where the **** you were in relation to other things around you. Even Land Navigation doesn't really cover this, as it has more in common with Australian Nature Lore in that its purpose is to reduce confusion.

Quote:
Songlines: The Mutants Down Under skill is covered by multiple skills in AtB2.
Trapping: In AtB2.
Tracking: In AtB2.
Wilderness Survival: In AtB2.

If Trapping, Tracking and Wilderness Survival are listed this way as the way Songlines are covered, I can't agree with this at all. Songlines is fairly expressly the Aboriginal study and knowledge of ley lines in an archived file format of song. Do AtB2 skills cover ley line knowledge?
Quote:
Australian Nature Lore: The Mutants Down Under skill is covered by Nature Lore here and Identify and track cover by Tracking in AtB2.
This strikes me as too much like saying we don't need Acrobatics because Prowl, Climbing and Climb Rope are already covered by Prowl and Climbing/Rapelling. There are reasons, undoubtedly, for a character to have both Australian Nature Lore and Tracking. Australian Nature Lore is broad, perhaps too much so, but it has far too many uses to be done away with simply.

_________________
"Thank you girl, thank you girl, I'll love you 'til the end of the world, with your eyes black as coal and your long dark curls."
Ex-Megatokyo Member #3885
First gen Winter Forums
Myers-Briggs ENFP, "Threadkiller"


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 Post subject: Re: Backgrounds
Unread postPosted: Thu Apr 24, 2008 6:10 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
I dropped Didjeridoo mainly because I felt it was unneeded, an extra skill if you will. But if you like it keep it. None of the backgrounds uses it for a Core or Primary skill. As far as breathing techniques go, I natural breath in through my nose and out my mouth as part of both my Karate instruction (when I was younger) and part of my respiratory classes for my asthma. This is not a special skill nor should it be. Second off, as far as crafts go, anyone can make a wood flute, front porch, or other object. It is the skill that determines how well it was made.

Now for Australian Nature Lore: It has too much rolled up into one skill for my tastes. Why not give Wilderness Survival skill Tracking, Trapping, and Preserve Food. That would be no different than Australian Nature Lore being able to Track. Keep it if you like it, I don't and thats that.

Songlines is just another name for Australian Supernatural to me. Since I don't use Magic or the Supernatural in my game, I dropped the skill. In other words I do not use, nor do I plan to use, Magic or Ley Lines. I could see using maybe some elements of the supernatural in the future, but that would be more like Zombies and the like. Not wizards, witches and dragons.

I am looking at the WP Woomera and WP Spear and Spear Thrower and neither state that you can make the weapons with the WP skill. Does not really matter to me either way. I use the Boomerang and Spear skills from RGMG which cover Atatls, Spear Throwers, and Woomera for the most part. I could see keeping WP Woomera as it is not quiet a Boomerang, nor quiet a Spear, but the WP Spear skill in RGMG does mention them.

Last, Jungle Survival: "Beyond just being able to see clearly, Jungle Survival also provides techniques for avoiding trouble and keeping alive during extended jungle travel. The character will know how to avoid dangeroud plants and insects, how to find nearly-in-visible pathways, and how to find fresh water." I could have left it, and almost did. Personally I think that Wilderness Survival should be a specialized skill with specialties in Desert, Mountain, Arctic, etc. I have taken both Tropics (island) and Desert Survival course, while the basics are the same, each provides for unique situations and problems.

_________________
Mankind must put an end to war, or war will put an end to mankind. ~John F. Kennedy, 1961

To insult someone we call him "bestial." For deliberate cruelty and nature, "human" might be the greater insult. ~Isaac Asimov, Isaac Asimov's Book of Science and Nature Quotations, 1988


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 Post subject: Re: Backgrounds
Unread postPosted: Thu Apr 24, 2008 6:18 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
On another point, the only reason I listed the skills in the first place is because of the questions I suspect I would have gotten if I did not. Several of those skills I just do not use but many are list in the background descriptions. If you want to use those skills do so and replace them with the one I have in the background. I was trying to staff of question about why Frontiersman (Professional Native Guide) did not have Jungle Survival, or why Aborigine did not have Australian Nature Lore, Find and Prepare Bush Tucker, or Songlines.

That being said I do use Outback Survival (Rifts Game Master Guide) pg 83, which is very similar to Australian Nature Lore. And you will find that Aborigine has that skill as a primary skill. So why didn't I replace it with that one on the list, simply because when I first wrote it up (over a year ago) I did not have RGMG.

_________________
Mankind must put an end to war, or war will put an end to mankind. ~John F. Kennedy, 1961

To insult someone we call him "bestial." For deliberate cruelty and nature, "human" might be the greater insult. ~Isaac Asimov, Isaac Asimov's Book of Science and Nature Quotations, 1988


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 Post subject: Re: Backgrounds
Unread postPosted: Thu Apr 24, 2008 7:29 pm
  

Champion

Joined: Wed Mar 31, 2004 6:35 am
Posts: 2864
Location: Oregon, USA
Breathing in through the nose and keeping the breath coming out of your mouth steadily by welling up air in your cheeks seems an odd adaptation to asthma for any purpose, but I'll take your word for it. Even so, this is an important element in playing the didjeridoo, and in other woodwinds would probably require a high percentage in the skill to replicate or even bother with. Say, 70% in keeping with Steam Mechanics' notes about the percentage required to make new items? It's a good benchmark for proficiency.
Speaking of proficiency, you'll notice Didjeridoo has a higher than average playability, starting at 50%. More on that skill a little further down. I don't mind it being dropped to match other woodwinds, but I just like to make sure people know the rules before they break them.

Good thinking, though, trying to head off questions. I'm sure you anticipated more questions arising from the list itself, but there's only so much you can do and it expedites the process.
re: Woomera, Spear and Spear Thrower, and a WP Axe with distinctly different bonuses from Avalon's WP Axe, pg. 9 of MDU (just after Songlines, in the header for the category) specifies "Along with the skill of using the weapon, the character will also know everything about making them." Says 8 hours, or with Songlines, 4 hours (as stated under the Caches of Food section, an important role in the skill.) Speaking of making new items, the Songlines skill would also reduce the time required to make a didjeridoo from 3 hours to 1.5. Listed pg. 8, just before the skill percentage of Didjeridoo. Sure, anybody can make a porch, but can they make a perfectly working porch serviceable for an indeterminate period in 3 or 4 hours? Or a properly balanced parrying weapon in that period?
Maybe so. I'm not a woodworker or smith of ancient weapons.

That said, I agree wholeheartedly that Wilderness Survival is rather too general. Certainly there are basic premises of staying alive vs. harsh elements common to all regions, or at least improvisations can be made according to environment, but the Jungle Survival, Find and Prepare Jungle Food and Find and Prepare Bush Tucker certainly reinforce the fact that some environments are deadlier than others, and food isn't food everywhere you go.

Since I do intend to use supernatural elements (including such elements as described in MDU's own adventures in the back of the book) throughout my AtB game, albeit only a little of such elements, it would not serve me well to include songlines or the supernatural role of Dreamtime Lore. However, I can see your point if you're running a game containing no magical or spiritual elements. It just... seems like it would be gutting the experience. No 'Mamu?
I mean, really. Does one need knights, dragons, or even traditional magic to enjoy rifting in a strange entity or to use sacred spots where a dreamtime creature lives as a waypoint between towns? Removing them from the setting upsets the aboriginal premise in many ways.
Eh. Your game.

Anyway, I do agree Australian Nature Lore, however geographically specific, covers a bit too much ground. It's more like a skill program than a skill. It doesn't actually give Tracking, since that section specifically is about indigenous life, but it certainly is useful.
I'd just break it up into a few skills, myself, possibly merging the distance and ranging function (#4) and temperature-humidity-weather forcasting into Outback Survival, while splitting Accurate Calendar (#1) off into something else. Possibly Dreamtime Lore. ... which becomes a lot less useful without the native supernatural critters, so this might help a bit.

I guess we'll have to agree to disagree on songlines. Just as the number of skills in Australian Nature Lore seems too high (a bit like Acrobatics and Gymnastics that way, especially in their inclusion of redundant but lesser versions of other skills), throwing Songlines into Dreamtime Lore would just seem too much. Songlines have far too many practical applications, making them ideal for Swagmen with tape recorders. You'll notice swagmen do get that skill selection, mind you.

I think I'll play it as is. I've a bad habit of not altering things until something explodes.

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 Post subject: Re: Backgrounds
Unread postPosted: Thu Apr 24, 2008 8:05 pm
  

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One thing that has always annoyed me to no end, it just what you pointed out. W.P. Axe is a good example, how the skill is written up in one book, is different in another. If it was just the text that would not bother me, but often it is the Base Skill, the per Level, and bonuses that are different too.

macksting wrote:
Breathing in through the nose and keeping the breath coming out of your mouth steadily by welling up air in your cheeks seems an odd adaptation to asthma for any purpose

Well in the class you do not keep the breath in, but you learn to regulate it, in sort of a steady, but strong rhythm. It does take practice. But once you do this day in day out it becomes completely natural and others do not seem to notice. I went to those classes for about three months, then when I started Karate, my sensai also had everyone practice this same technique, but more for a "kai" purpose. I guess I have been doing it for so long I forget that others do not do this. So it was either controlled breathing or the shear amounts of coffee I drink that keeps the asthma away. :shock:

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 Post subject: Re: Backgrounds
Unread postPosted: Thu Apr 24, 2008 8:07 pm
  

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I like them, though I'd like some clarification on "cowboy" skills for those of us without easy access to the Rifts Game Masters Guide (or as my roommate calls his, the "Big Book of Rifts'ness").

What are the odd of us getting a Backgrounds and Apprenticeships sticky? I have a few of my own I'd like to stash in a convenient place. Though I suppose we could just dump them in the "Misc Mutant Stuff" sticky.

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 Post subject: Re: Backgrounds
Unread postPosted: Thu Apr 24, 2008 8:22 pm
  

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Thyfur wrote:
Well in the class you do not keep the breath in, but you learn to regulate it, in sort of a steady, but strong rhythm. It does take practice.

Granted this is an important and not entirely differe breathing technique, but it is different from the performance-related need to push air through your mouth steadily even while breathing in through your nose.
I say woodwinds should eventually cover this ability, but shouldn't allow the player to craft a didjeridoo in 3 hours or even 20; relevant carpentry-esque skills should allow crafting in some reasonable timeframe, but not allow circular breathing; and the actual didjeridoo should offer circular breathing (as described on the Wikipedia page), crafting with native materials in 3 hours, and... pretty much no other ability to play wind instruments, I imagine.
Not superbly useful, but the skills does cover some very culturally specific ground. Also much, much more useful if your game has... again... elements of the supernatural, seeing as how playing a didjeridoo plays a significant role in summoning 'Mamu!

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 Post subject: Re: Backgrounds
Unread postPosted: Thu Apr 24, 2008 8:48 pm
  

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I do suppose that if I ever combine Rifts with AtB (and yes the though has crossed my mind). I would keep all of the Mutant Down Under skills, except maybe Australian Nature Lore. Only because that one is already cover, in a much better way, with Outback Survival. You seem to be a much better authority on Australian History and Culture that I am, so I will defer to your judgment in this.

Other skills for Australia in RGMG are Lore: Aborigines, Lore: The Cities, Lore: Dreamtime Culture, Blend, Roadwise and Songlines. Of those I do not use Lore: The Cities or Songlines. Lore Dreamtime Cultures replaces Dreamtime Lore, but I treat it more of a cultural Folklore specifically for Australia. Blend is a specialized form of Prowl. And one that I would allow Native Americans (and more specifically Wolves and Felines) to have.

I have thought of variations for Dreamtime, using Psionics instead of Magic or Supernatural. I could see 'Mamu the Dingo Creature as a psionic entity summoned by the sheer will of the tribe to look over their lands and people.

As a side note, I do allow for specialization in History and Law for regions. But I play fast and loose with it. History (and Languages) are the real pain. I have an above average knowledge of ancient history, especially Vikings, Byzantine and Roman, yet I have a hard time remember any dates for the American Civil War. So History should be divided up into General, Regionally, and Classics.

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 Post subject: Re: Backgrounds
Unread postPosted: Fri Apr 25, 2008 5:07 pm
  

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i'd keep the Didjeridoo as a skill, it's a unique instrument and learning to play it right and make the right kind of music would require a different set of knowledge than a normal woodwind instrument.

i'd turn Jungle Survival into a knowledge skill (Lore: Jungle), which would give a bonus to Wilderness survival in a jungle (say, +10%).

Songlines could be done the same way (Lore: Songlines), providing a bonus to navigation, trapping, and wilderness survival when in austrialia (call +5% to each). even if you ignore the supernatural aspect, the songs still have a non-supernatural knowledge/memory-recall benefit to those who know how to use them. plus it represents cultural knowledge.

Aboriginal Medicine: i'd leave as is. while some of it could be covered by existing medical skills, the Aboriginal skill also represents the rituals and knowledge of the Aboriginal people in relation to it. so it does deserve to be seperate.

Quote:
Pilot Commercial Vehicles: The Road Hogs skill is covered by Construction & Farming Equipment in AtB2.
Pilot Heavy Machinery: The Road Hogs skill is covered by Construction & Farming Equipment in AtB2.

since IIRC these RH skills were not for contruction and farming equipment, why? why not merely use Pilot: truck, Pilot: automobile, and so on? it may be more specific, but you get the same effect.

Quote:
Steam Mechanics: The Mutants in Avalon skill is covered by Basic Mechanics in AtB2.

i disagree. the operation and repair of steam engines is very much a specialized field, and much too complex to fall under "basic mechanics". steam mechanics should be seen as an equivilent to the skills of Automobile mechanics or Robot mechanics.

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 Post subject: Re: Backgrounds
Unread postPosted: Fri Apr 25, 2008 6:33 pm
  

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Thyfur wrote:
As a side note, I do allow for specialization in History and Law for regions. But I play fast and loose with it. History (and Languages) are the real pain. I have an above average knowledge of ancient history, especially Vikings, Byzantine and Roman, yet I have a hard time remember any dates for the American Civil War. So History should be divided up into General, Regionally, and Classics.


You gots to get ahold of Transdimensional TMNT. Has an excellent breakdown of historical knowledge of Western civilization historical skills.

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 Post subject: Re: Backgrounds
Unread postPosted: Fri Apr 25, 2008 7:47 pm
  

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The basic reasoning behind 'reducing' the skills is more for simplicity. In reality, driving a Stick Shift (Manual) car is very much different from driving an Automatic, but they are both covered under Automobiles. Trucks by the same token also have Manual and Automatic, to make matters worse, you have you run of the mill Manual (5 gears) and 16-gears. I have driving both Automatic and 5-gear Trucks, we are talking semis here. But you do not see them split up.

It would be better to place Didjeridoo under its own specilization in Musical Instrument, but I don't. I have thought about keeping Jungle Survial as I mentioned before. I do not use Songlines for reasons I mention, again before. Aboriginal Medicine can be cover by two skills, Lore: Aborigine and Herbal Medicine or Paramedic.

As for the pilot skills, it was chance that put them where I did. Commerical Vehicles would be better under Truck, and Heavy Machinery could be in more than one spot, but the best to me was Constuction & Farming Equipment. I think when I was writting it up, I copy n pasted that entry for Commerical Vehicles and forgot to change it.

Last for Steam Mechanics. My brother-in-law used to complain all the time about foreign make cars over American make vehicles. How this or that was different. I admit I know nothing about Steam Mechanics, and maybe another Mechanic skills would be useful. But my goal in my games it not to have 1000 skills, but only 100 if you get my drift.

Here is a case in point. In Palladium system, you have Computer Operation, Computer Programming, Cyberjacking, Computer Repair, and Computer Hacking. Computer Operation should be divided up into not only the different systems (AS400, Mac, Commodore 64, PC) but also into different operating systems (Windows, Unix, OS-X, FreeDos). As for Computer Programming that too should be divided up into the various languages (Java, C++, Visual Basic, Perl, Lisp, COBOL, RPG III, Ada), even Hacking could be divided up into Hardware and Software if you want to be really technical. Additionally there should be skills for Networking which is very different from operations. Computer Repair can even be divided up into Software and Hardware. I know several techs that ONLY know how to repair the Hardware side of computers and I know several kids that are wizzs at the software side of the house. I am sure we could do this break down for many other fields, like medicine.

Basically I try to keep skills simple rather than complex. If anyone wants to use any or all of the old skills, be my guest. I was just pointing out what I did with them, just in case anyone had questions. BUT please no more on the skills, used whatever skill list you prefer.

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 Post subject: Re: Backgrounds
Unread postPosted: Fri Apr 25, 2008 7:54 pm
  

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macksting wrote:
You gots to get ahold of Transdimensional TMNT. Has an excellent breakdown of historical knowledge of Western civilization historical skills.


I have the book. Just have not got around to updating my Skills List with Transdimensional TMNT. That is planned I promised. I am working on doing a piece for language and language learning. NOTE I am only an amatuer linguist, but I do know a smattering of Russian, Polish, Latin, and Spanish.

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 Post subject: Re: Backgrounds
Unread postPosted: Fri Apr 25, 2008 8:20 pm
  

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Thyfur wrote:
Last for Steam Mechanics. My brother-in-law used to complain all the time about foreign make cars over American make vehicles. How this or that was different. I admit I know nothing about Steam Mechanics, and maybe another Mechanic skills would be useful. But my goal in my games it not to have 1000 skills, but only 100 if you get my drift.

it's not an issue of "make or model", its an issue of actual mechanics. a steam engine is built in a very specific way. you have ot have a firm grasp of the design and principles of the engine ot do repairs. 'basic mechanics' doesn't give you this, much like basic mechanics doesn't cover how a car engine works or how to repair a turbojet.

basic mechanics would allow you to do gross repairs (replacing damaged parts with spares, for example), but anything specific would require specialized knowledge. like damage to the valves or flywheel, or making adhoc replacement parts. and if your using a steam turbine engines, and not a recipricating engine you'd need even more specialized knowledge of how steam engines work.

a person who works on cars will have the knowledge to work on any car. all the mechanics are basically the same. the different makes and models are merely laid out differently or use different/shaped sized parts.

a programming or computer use skill would be assumed to have enough knowledge to use the different programs/computers/languages that they could operate sufficently well.


in any case, things like repairing a german car in an american garage or hacking on a mac when your used to Windows are best represented by skill penalties and not completely new skills.

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 Post subject: Re: Backgrounds
Unread postPosted: Fri Apr 25, 2008 8:43 pm
  

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glitterboy2098 wrote:
a programming or computer use skill would be assumed to have enough knowledge to use the different programs/computers/languages that they could operate sufficently well.


This I would have to completely disagree with. I personally know Commodore64 Basic, and COBOL. While C64 Basic is similiar to Basic (of any flavor) they are different enough that you have to use a book to muddle through it. More importantly I did take RPG III and Modula2 in college. Both are very different from each other and COBOL that I will say they are different skills. I know PC users that cannot grasp the concepts within UNIX or Mac. Granted Mac is not that hard to learn. So maybe, Computer Operation could be a single skill. And even with everything I know about computers I use only the skills listed from the books despite that I would have normally broken them up. Plenty of techs that I work with do not have a clue when it comes to UNIX or Networks but can run circles around me when it comes to Windows.

The point I was trying to make is: 1. Plenty of skills or skill sets could be broken up more for complexity, 2. Skills could be combined to reduce the number of skills (which is what I do), 3. Use whatever skill list you prefer, add/remove the skills you want.

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 Post subject: Re: Backgrounds
Unread postPosted: Sat Apr 26, 2008 3:15 pm
  

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a certain amount of Abstraction is required in games. for programming, the GM or players should just decide which programming languages or computers the computer Skills represent, and apply the penalties for working with non-standard or alien technologies as needed.


back on the topic of steam mechanics though, i disagree with you on the basis that basic mechanics is defined (on pg. 57 of ATB2) as:

"This is a Rudimentary understanding of how machinery operates. This person can repair and maintain simple mechanisms and basic motorcycles and automobiles"
it then goes on to apply a -15% for working on trucks, a -40% penalty for working on military vehicles and boats, and a -70% for working on aircraft, robots, industrial turbines, engines, and generators.


a steam engine is not a 'simple mechanism'. the only thing simple about it is the boiler, but the actual motive part of the engine is fairly complicated, even in the most basic form, much less the efficent models.

it is an engine, which by the basic mechanics skill means a massive -70% penalty. you'd have to be at least 8th level to have the basic 10% chance of doing it right. and closer to 15th level to actually be able to repair it consistantly.

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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 2:37 am
  

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glitterboy2098 wrote:
a certain amount of Abstraction is required in games. for programming, the GM or players should just decide which programming languages or computers the computer Skills represent, and apply the penalties for working with non-standard or alien technologies as needed.

Sure do what you wish with it. As unrealistic as it is, I too leave it alone for simplicity.

glitterboy2098 wrote:
back on the topic of steam mechanics though, i disagree with you on the basis that basic mechanics is defined (on pg. 57 of ATB2) as

To quote you about, I am 'abstraction', I removed it from MY games and using other mechanical skills. I decided that steam mechanics is covered under Basic, Automotive, Airplane and Mechanical Engineering as needed. This works perfect for MY games and it is unneeded.

You can disagree with me all you want, it will not change how I play or run my games. If you like the skill keep it, re-read my previous posts on why I posted the list. And I will re-state my previous post in my last response to you.

Thyfur wrote:
The point I was trying to make is: 1. Plenty of skills or skill sets could be broken up more for complexity, 2. Skills could be combined to reduce the number of skills (which is what I do), 3. Use whatever skill list you prefer, add/remove the skills you want.

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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 3:12 am
  

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My suggestion? Not Basic Mechanics. I don't expect you to change your list because of what I say, no more than you did for what he said, but if my GM started handing out advanced mechanism certifications for secondary skill selections, I'd quit playing. If Steam Mechanics were to be combined with any skill, I imagine it would fall better under Electricity Generation.

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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 11:50 am
  

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Thanks macksting. And yes it would fall better under another select I am sure. The 'list' is internal, just meaning it is not something I hand out to players, but keep as a reference just in case I need to look something up real quick. I also keep all the animal powers and vestigial traits on the same sheet. As far as the players are concerned steam power does not exist anymore. And Australia itself is a fairy tale told by old ones to scare little one with tales of monsters.

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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 12:41 pm
  

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Serious? No nuclear power plants?

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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 12:55 pm
  

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For the most part no, no nuclear plants. My setting is generally set in the Deep South or the Great Plains. I do mix in other settings into my games, but for the most part power armor, tanks, and most anything from the 20th century on is nothing but a memory and a mysterious object blocking the highways. Do they exist in my games, sure they do, but the players rarely encounter any functional hi-tech, and more rarely know how to use is without dangerous and often funny consequences. The most important skills for my players are survival skills not electronics or mechanics.

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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 1:15 pm
  

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Let me revise that eariler post just a little. Some 20th century technology is used (even if the local communities are unable to create it). So character do have access to guns, body armor, a few even can find running motorcycles and trucks. But very few character have mechanics, electronics or computer skills. Often what is found is turned to scrap and sold off at the markets.

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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 1:59 pm
  

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Huh. So they don't run into the Empire of Humanity very often, I take it, else there'd be more call for tank and powered armor knowledge.
If you ever send them to England for one reason or another, steam mechanics could become extremely important. Even before that, however, steam engines will be a staple of industrial-era mining, of the factories that supply Cardania and the EoH with their unskilled labor and assembly. Hell, the pumps what bring up oil from the ground have got to run on either gasoline (internal combustion) or steam (which could also be gasoline anyway), and that's gonna be important in any AtB game not entirely bound to the Plains.
For that matter, you might consider making clear the existence of steam power not just by mentioning it in mining but also by placing it in the context of steamboats. If you're far enough away from the EoH to not have to worry about powered armor or tanks (both standard issue), their meager Navy and overworked but extremely successful Air Force will be little threat to trade. And what's better for trade than industrializing and motorizing the water ways? I'm not sure how appropriate steam boats would be, but they're easier to build or engineer than large internal combustion watercraft, so they'd be a means by which cargo could be taken up and down rivers between industrialized cities of mutant animals.

Okay, so gods honest truth you're going to see easily as much direct mechanical energy as electrical or chemical/heat, the latter two of which often rely on steam engines. Wind mills, water mills, anything easily manufactured to provide a hungry populace its corn or wheat flour. (Dehusking also involves such.) On looking up that function, though, it appears steam power was applied to that process as well! Sugar milling has historically used many energies. Textiles have historically used some form of power, very often steam, for weaving and fulling. Sawing wood or even marble is a common use for all sorts of energy, the working of bellows for smelting or working of metal. In addition to pumping water out of (or, for some purposes such as removing tailings, into) mines, mine elevators (now there's a frequent application).
Drawing water from wells also tended to use some form of primitive power, although a pump on an electrical grid may not need it. Or the electricity could be provided by a steam turbine anyway, as they still produce about 86% of the world's energy. For that matter, directly or indirectly, many water pumps might rely on rivers for power.
Let's not forget the need for recharging salvaged batteries. Crucial to starting many vehicles (of any size, really) and for keeping your flashlight running.
Removing flood water from disaster sites.
Pulp and paper.
Running lathes, drills, sawmills, or compression for air tools.
Large, moving fortifications such as heavy walls with lifting gates, this being a necessity for a technologically inferior city to hold its own against aggression from outside.
Refridgeration might rely on any number of energies, also.
Printing presses, dear lord printing presses!
Ventilators, pumping air around for rich people's houses in primitive locales.
Ball mills for the production of explosives and gunpowder, or really any purpose.
It appears part of the tanning process involves milling.

Addendum: Drawbridges over moats, moats being an excellent fortification even today, might rely on steam power. (Similar bridges over rivers would rely on river power directly or indirectly, I'd think.)
A good way to announce the presence of steam power in a city? Loud steam whistles, such as might be heard in stereotypical factory settings or trains.

Discontinued uses, ones really best left to salvaged internal combustion vehicles, would probably include excavating canals.

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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 3:01 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
See my new post "Campaign Setting" that might help clear up many things. My characters have never made it to Enlgand and I have modified the current Nations/Powers a lot. EoH is still hi-tech, but much reduced in power and span. Plus they have competion from another Human 'evil' group that relies on Psionics and is set in Georgia and Florida for the most part. I don't think my players have ever had direct contact with EoH yet, but have meet scouts and traders from Cardina. The Free Cattle territory is mostly a myth. Just meaning that they are not a nation but a collection of tribes.

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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 4:25 pm
  

Champion

Joined: Wed Mar 31, 2004 6:35 am
Posts: 2864
Location: Oregon, USA
*reads the post, quirks a brow*
Did I miss a disclaimer somewhere as you were posting backgrounds and apprenticeships created for this greatly divergent setting?

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Myers-Briggs ENFP, "Threadkiller"


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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 5:10 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
Naw, the apprenticeships and backgrounds are for the AtB setting as written but updated. As none of the backgrounds or apprenticeships conflict too much with what I am doing so far. The last I played with this campaign setting was before AtB2, or at before I bought it. I have yet to update anything I specifically wrote for the setting. I wanted to update the books as much as possible before I updated my personal material. Once I get my backgrounds written up I am sure it will make more sense I guess. Again for the most part the original setting locations do exist as written (other than Free Cattle is nothing more than a collect of tribes coexisting with other tribes on the great plains and EoH with much reduce power base).

I wanted to get the backgrounds out of way due to the multiple posts I keep seeing on them, and because I wanted a better idea of how Road Hogs and Cardinia would fit into my world. My backgrounds for my campaign will be more primative in outlook. I will still have Villagers, and Border Area types but they will be lacking in Literacy, Mechanics and other 'hi-tech' skills. For those that wnat to use them they would be good for those areas lacking in technology.

_________________
Mankind must put an end to war, or war will put an end to mankind. ~John F. Kennedy, 1961

To insult someone we call him "bestial." For deliberate cruelty and nature, "human" might be the greater insult. ~Isaac Asimov, Isaac Asimov's Book of Science and Nature Quotations, 1988


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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 5:15 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
In fact macksting if you have any concepts for 'primative/rural' backgrounds post them. For North America I can only come up with so many.

With the exception of Russia (which I have outlined) and the Horseclans I have only a few ideas for backgrounds right now. Villager, Hunter, Fur/Insect Trader, Swamp Dweller (for Florida/Georgia/Lousiana) and Tribal/Clan Member.

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Mankind must put an end to war, or war will put an end to mankind. ~John F. Kennedy, 1961

To insult someone we call him "bestial." For deliberate cruelty and nature, "human" might be the greater insult. ~Isaac Asimov, Isaac Asimov's Book of Science and Nature Quotations, 1988


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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 5:23 pm
  

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Rifts® Trivia Master

Joined: Wed Aug 06, 2003 3:37 pm
Posts: 13097
Location: Missouri
Thyfur wrote:
Naw, the apprenticeships and backgrounds are for the AtB setting as written but updated. As none of the backgrounds or apprenticeships conflict too much with what I am doing so far. The last I played with this campaign setting was before AtB2, or at before I bought it. I have yet to update anything I specifically wrote for the setting. I wanted to update the books as much as possible before I updated my personal material. Once I get my backgrounds written up I am sure it will make more sense I guess. Again for the most part the original setting locations do exist as written (other than Free Cattle is nothing more than a collect of tribes coexisting with other tribes on the great plains and EoH with much reduce power base).

I wanted to get the backgrounds out of way due to the multiple posts I keep seeing on them, and because I wanted a better idea of how Road Hogs and Cardinia would fit into my world. My backgrounds for my campaign will be more primative in outlook. I will still have Villagers, and Border Area types but they will be lacking in Literacy, Mechanics and other 'hi-tech' skills. For those that wnat to use them they would be good for those areas lacking in technology.

part of the reason people have gotten so annoyed at the stuff you've posted here is that we were expecting merely updates to the old into the new, and not houseruled ones designed to fit your specific variant setting.
you really should begin these threads with "these are the versions i'm using in my games, and i've altered them to fit my own perspective on the setting", or some disclaimer along those lines. it'll avoid alot of misunderstandings and arguements.

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 Post subject: Re: Backgrounds
Unread postPosted: Sun Apr 27, 2008 7:42 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
First off GB, only two people have questioned what I have done. You and Macksting. Macksting does not seem to have a problem with me, at least I feel like there is no disagreement between us. I will put in when it is my own personal campaign material, of course that will be completely obvious since it will be locations and the such. I have completely explained myself and should not have to repeat myself. But here we go again.

First (again from a previous post) the backgrounds that I posted are updates from the books and not my own personal material. Second, I have explained completely why I posted (and now regret doing so) the (partial) skill list so that if there were questions on what happened to skill XYZ people would know what I did with them. Third, I should not have to repeat myself, please re-read my previous posts as I have gone over every single argument you have, except for the initial Steam Mechanics argument, which I addressed later to your distatisfaction.

Now please just buried it. I would rather write up material (for good or bad) that hash out an tiresome arguement. Lets just agree to disagree and call it communication error on our parts.

_________________
Mankind must put an end to war, or war will put an end to mankind. ~John F. Kennedy, 1961

To insult someone we call him "bestial." For deliberate cruelty and nature, "human" might be the greater insult. ~Isaac Asimov, Isaac Asimov's Book of Science and Nature Quotations, 1988


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 Post subject: Re: Backgrounds
Unread postPosted: Thu May 01, 2008 7:08 pm
  

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Rifts® Trivia Master

Joined: Wed Aug 06, 2003 3:37 pm
Posts: 13097
Location: Missouri
thyfur, i'd like to apologise. i got the impression you had changed the skill list before you converted the classes. i should have read the classes skill selections closer.

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Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
Image
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.

-Max Beerbohm
Visit my Website


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 Post subject: Re: Backgrounds
Unread postPosted: Thu May 01, 2008 8:41 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
Apology accepted. Though I should apologize for being hot headed :D

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Mankind must put an end to war, or war will put an end to mankind. ~John F. Kennedy, 1961

To insult someone we call him "bestial." For deliberate cruelty and nature, "human" might be the greater insult. ~Isaac Asimov, Isaac Asimov's Book of Science and Nature Quotations, 1988


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