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 Post subject: Avalon Backgrounds
Unread postPosted: Wed Apr 30, 2008 8:37 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
Here the Avalon backgrounds updated. I will make a separate post for each social class and the Apprenticeships that I added. I reprinted both Herder and Hunter to make it easier to find. Note: Druids I did not completely convert over. I was planning on it, but have not come up with a completely satisfactory way of going about it that would not make them power houses (IMHO). So for now I left them as simple backgrounds. Also note that some of the backgrounds will be the same for more than one social class, the only difference being in money. I have also changed many of the names to give them a more medieval England feel.

In Avalon, Artisans and Farriers hold the lower ranks of society, as do most of the other Apprenticeships. Healers are the major exception being solely of the Landed or Owning Class. Mariners are the exception to the rule, fitting in all classes of society. More of the backgrounds have Apprenticeships, but often a fewer selection due to the stratification of the classes and specialized training.

Underclass (outsider or low life)
01-20% Gypsy
Apprenticeship: None.
Primary Skills: Hand to Hand: Martial Arts, History: Britain, Language: Angloromani, Wilderness Survival, three Physical Skills.
Secondary Skills: Select any seven.
Special Bonuses: +10 BIO-E, +5 S.D.C., +2 P.P., and +2 P.E.
Money: 20 to 120 (2D6 x 10) quid.

21-60% Serf (Labourer “outcasts”)
Apprenticeship: None.
Primary Skills: Wilderness Survival, Trapping, Farming & Gardening, and select two Physical Skills.
Secondary Skills: Select any seven.
Special Bonuses: +5 BIO-E, +15 S.D.C., +2 P.S., and +4 P.E.
Money: 20 to 120 (2D6 x 10) quid.

61-65% Druid
Apprenticeship: None.
Primary Skills: Hand to Hand: Basic, Land Navigation (+15%), Wilderness Survival (+15%), Botany (+15%), Language: Secret Writing (+10%), Sing (+10%), Disguise (+10%), Ride Mutant Insect (+10%) or Boat: Sail (+10%), Biology (+10%), Basic Mathematics (+10%), Folklore (+10%), Herbal Medicine (+5%), History: Britain (+5%), Impersonation (+5%), Heraldry (+5%), First Aid, Swimming, W.P. Staff, two Physical Skills, and three Weapon Proficiencies (ancient).
Secondary Skills: None.
Special Bonuses: Special see Druid OCC.
Money: 60 to 480 (6D8 x 10) quid for the Working Class, 200 to 1600 (2D8 x 100) quid for the Middle Class.

66-00% Footman (Soldier “outsider”)
Apprenticeship: Select one from Herder, Hunter, or Teamster.
Primary Skills: Hand to Hand: Basic, Wilderness Survival, two Military Skills, select two Physical Skills, and two Weapon Proficiencies.
Secondary Skills: Select any three.
Special Bonuses: +10 S.D.C., +2 P.S., and +1 P.P.
Money: 20 to 120 (2D6 x 10) quid.

_________________
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: Avalon Backgrounds
Unread postPosted: Wed Apr 30, 2008 8:39 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
Working Class
01-25% Peasant (Labourer “working class”)
Apprenticeship: Select one from Herder, Hunter, or Teamster.
Primary Skills: Select two Physical Skills.
Secondary Skills: Select any twelve.
Special Bonuses: +2 P.S. and +2 P.E.
Money: 60 to 480 (6D8 x 10) quid.

26-30% Druid
Apprenticeship: None.
Primary Skills: Hand to Hand: Basic, Land Navigation (+15%), Wilderness Survival (+15%), Botany (+15%), Language: Secret Writing (+10%), Sing (+10%), Disguise (+10%), Ride Mutant Insect (+10%) or Boat: Sail (+10%), Biology (+10%), Basic Mathematics (+10%), Folklore (+10%), Herbal Medicine (+5%), History: Britain (+5%), Impersonation (+5%), Heraldry (+5%), First Aid, Swimming, W.P. Staff, two Physical Skills, and three Weapon Proficiencies (ancient).
Secondary Skills: None.
Special Bonuses: Special see Druid OCC.
Money: 60 to 480 (6D8 x 10) quid for the Working Class, 200 to 1600 (2D8 x 100) quid for the Middle Class.

31-55% Lancepesade (Soldier “working class”)
Apprenticeship: Select one from Artisan, Herder, Hunter, Mariner, or Teamster.
Primary Skills: Hand to Hand: Basic, Wilderness Survival, two Military Skills, select two Physical Skills, and two Weapon Proficiencies.
Secondary Skills: Select any five.
Special Bonuses: +10 S.D.C. and +2 P.S.
Money: 60 to 480 (6D8 x 10) quid.

56-65% Bard
Apprenticeship: None.
Primary Skills: Folklore, History, one Language (English, Welsh, Scots, Irish, or Scottish Gaelic), five Domestic and/or Wilderness Skills, three Physical Skills, four Pilot, Rogue and/or Technical Skills, and two art skills from Art, Dance, Musical Instrument, Performance, Poetry, and Sing.
Secondary Skills: Select any eight.
Special Bonuses: +5 BIO-E, +2 I.Q., +2 M.A. and +6 Spd.
Money: 60 to 480 (6D8 x 10) quid for the Working Class, 200 to 1600 (2D8 x 100) quid for the Middle Class.

66-80% Peddler (Travelling Trader)
Apprenticeship: Select one from Artisan, Herder, Mariner, or Teamster.
Primary Skills: History, Public Speaking, Ride Mutant Insect, select two from Domestic, Technical and/or Wilderness, and two Physical Skills.
Secondary Skills: Select any six.
Special Bonuses: +5 BIO-E, +1 M.E., +1 M.A., and +4 Spd.
Money: 60 to 480 (6D8 x 10) quid.

81-90% Scout
Apprenticeship: Select one from Farrier, Herder, Hunter, or Mariner.
Primary Skills: Hand to Hand: Basic, one Language (any European), Wilderness Survival, select five Domestic, Physical and/or Pilot Skills, one Technical Skill, and one Weapon Proficiency.
Secondary Skills: Select any six.
Special Bonuses: +1 P.S. and +2 P.E.
Money: 60 to 480 (6D8 x 10) quid for Working Class, and 200 to 1600 (2D8 x 100) quid for Middle Class.

91-00% Sargeant (Town Militia)
Apprenticeship: Select one from Artisan, Herder, Hunter, Mariner, or Teamster.
Primary Skills: Hand to Hand: Expert, two Military Skills, two Physical Skills, and two Weapon Proficiencies.
Secondary Skills: Select any eight.
Special Bonuses: +1 P.S. and +2 P.E.
Money: 60 to 480 (6D8 x 10) quid.

_________________
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: Avalon Backgrounds
Unread postPosted: Wed Apr 30, 2008 8:41 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
Middle Class (lower middle class)
01-10% Druid
Apprenticeship: None.
Primary Skills: Hand to Hand: Basic, Land Navigation (+15%), Wilderness Survival (+15%), Botany (+15%), Language: Secret Writing (+10%), Sing (+10%), Disguise (+10%), Ride Mutant Insect (+10%) or Boat: Sail (+10%), Biology (+10%), Basic Mathematics (+10%), Folklore (+10%), Herbal Medicine (+5%), History: Britain (+5%), Impersonation (+5%), Heraldry (+5%), First Aid, Swimming, W.P. Staff, two Physical Skills, and three Weapon Proficiencies (ancient).
Secondary Skills: None.
Special Bonuses: Special see Druid OCC.
Money: 60 to 480 (6D8 x 10) quid for the Working Class, 200 to 1600 (2D8 x 100) quid for the Middle Class.

11-35% Yeoman (Soldier “lower middle class”)
Apprenticeship: Select one from Armorer, Farrier, Mariner, or Weaponsmith.
Primary Skills: Hand to Hand: Basic, Wilderness Survival, select three Domestic, Physical and/or Pilot Skills, two Military Skills, select two Physical Skills, and two Weapon Proficiencies.
Secondary Skills: Select any seven.
Special Bonuses: +2 P.S.
Money: 20 to 120 (2D6 x 10) quid.

36-45% Bard
Apprenticeship: None.
Primary Skills: Folklore, History, one Language (English, Welsh, Scots, Irish, or Scottish Gaelic), five Domestic and/or Wilderness Skills, three Physical Skills, four Pilot, Rogue and/or Technical Skills, and two art skills from Art, Dance, Musical Instrument, Performance, Poetry, and Sing.
Secondary Skills: Select any eight.
Special Bonuses: +5 BIO-E, +2 I.Q., +2 M.A. and +6 Spd.
Money: 60 to 480 (6D8 x 10) quid for the Working Class, 200 to 1600 (2D8 x 100) quid for the Middle Class.

46-65% Scout
Apprenticeship: Select one from Farrier, Herder, Hunter, or Mariner.
Primary Skills: Hand to Hand: Basic, one Language (any European), Wilderness Survival, select five Domestic, Physical and/or Pilot Skills, one Technical Skill, and one Weapon Proficiency.
Secondary Skills: Select any six.
Special Bonuses: +1 P.S. and +2 P.E.
Money: 60 to 480 (6D8 x 10) quid for Working Class, and 200 to 1600 (2D8 x 100) quid for Middle Class.

66-75% Mercenary
Apprenticeship: Select one from Armorer, Farrier, Mariner, or Weaponsmith.
Primary Skills: Hand to Hand: Expert, Wilderness Survival, select three Domestic and/or Military Skills, and four Weapon Proficiencies (two ancient, two others).
Secondary Skills: Select any five.
Special Bonuses: +5 S.D.C., +1 P.S., and +1 P.E.
Money: 200 to 1600 (2D8 x 100) quid.

76-00% Craftsman (Engineer)
Apprenticeship: Select one from Armorer, Artisan, Victorian Inventor, or Weaponsmith.
Primary Skills: Literacy, five from Domestic, Physical and/or Pilot Skills, and two from Electrical, Mechanical and/or Scientific Skills.
Secondary Skills: Select any eight.
Special Bonuses: +2 P.S. and +1 P.P.
Money: 200 to 1600 (2D8 x 100) quid.

_________________
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: Avalon Backgrounds
Unread postPosted: Wed Apr 30, 2008 8:42 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
Landed Class (upper middle class)
01-10% Verderer (Scout “upper middle class”)
Apprenticeship: None.
Primary Skills: Hand to Hand: Basic, one Language (any European), Identify Plants & Fruits, Preserve Food, Skin and Prepare Animal Hides, Tracking, Wilderness Survival, select four Domestic, Physical and/or Pilot Skills, two Technical Skill, and two Weapon Proficiencies.
Secondary Skills: Select any six.
Special Bonuses: +10 S.D.C., +1 P.S., +1 P.P., and +3 P.E.
Money: 600 to 4800 (6D8 x 100) quid.

11-25% Captain (Mercenary “upper middle class”)
Apprenticeship: Select one from Armorer, Mariner, or Weaponsmith.
Primary Skills: Hand to Hand: Martial Arts, Wilderness Survival, select two Domestic and/or Military Skills, select two Physical Skills, and two Scientific and/or Technical Skills, and four Weapon Proficiencies (two ancient and two others).
Secondary Skills: Select any five.
Special Bonuses: +5 S.D.C. and +1 P.E.
Money: 600 to 4800 (6D8 x 100) quid.

26-50% Esquire (Army Officer)
Members of the Gentry class and un-knighted. Many are the minor sons or daughters of nobles, lords or knights who were given their posts because of social rank only.
Apprenticeship: Select one from Armorer, Farrier, Healer, or Mariner.
Primary Skills: Hand to Hand: Expert, First Aid, Leadership, four Military Skills, two Scientific Skills, three Technical Skills, and two Weapon Proficiencies (one ancient, one modern).
Secondary Skills: Select any seven.
Special Bonuses: +1 M.A. and +1 P.E.
Money: 600 to 4800 (6D8 x 100) quid.

51-65% Lord (Land-Owner)
Apprenticeship: Select one from Armorer, Farrier, Dilettante, Healer, or Weaponsmith.
Primary Skills: Animal Husbandry or Breed & Control Insects, and select four Domestic, Physical and/or Pilot Skills, and four Medical, Scientific and/or Technical Skills.
Secondary Skills: Select any eight.
Special Bonuses: +1 I.Q., +2 M.A., and +1 P.P.
Money: 600 to 4800 (6D8 x 100) quid.

66-95% Gentry (Court Attendant)
Apprenticeship: Select one from Farrier, Healer, Mariner, Victorian Inventor.
Primary Skills: Law, one Weapon Proficiency, four Scientific Skills, three from Domestic, Technical, and/or Wilderness Skills, and two noble skills from Poetry, Military Etiquette, Gambling, Breed Dogs, Calligraphy, Falconry, Gemology, Heraldry, and Writing.
Secondary Skills: Select any eight.
Special Bonuses: +1 I.Q. and +1 M.A.
Money: 600 to 4800 (6D8 x 100) quid.

96-00% Knight (Messenger Knight “upper middle class”)
Apprenticeship: Select one from Armorer, Farrier, Healer, Mariner, or Weaponsmith.
Primary Skills: Hand to Hand: Basic, Automobile, Motorcycle, Automobile Mechanics, Weapon Proficiency: Sword, select two Domestic and/or Military Skills, two Medical, Scientific and/or Technical Skills, and one other Weapon Proficiency.
Secondary Skills: Select any six.
Special Bonuses: +1 M.A., +1 P.S., and +2 P.E.
Money: 600 to 4800 (6D8 x 100) quid.

_________________
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: Avalon Backgrounds
Unread postPosted: Wed Apr 30, 2008 8:43 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
Owning Class (upper class)
01-20% Baronet (Messenger Knight “upper class”)
Apprenticeship: Select one from Dilettante, Healer, Mariner or Victorian Inventor.
Primary Skills: Hand to Hand: Basic, Automobile, Motorcycle, Automobile Mechanics, Weapon Proficiency: Sword, select three Domestic and/or Military Skills, three Medical, Scientific and/or Technical Skills, and one other Weapon Proficiency.
Secondary Skills: Select any six.
Special Bonuses: +1 M.A. and +1 P.E.
Money: 4000 to 16,000 (4D4 x 1000) quid.

21-60% Courtier
Apprenticeship: None.
Primary Skills: Dance, Literacy, Writing, two Languages (any European), three Domestic Skills, five Scientific Skills, five Pilot, Rogue and/or Technical Skills.
Secondary Skills: Select any eight.
Special Bonuses: +5 BIO-E, +2 M.E., and +4 M.A.
Money: 4000 to 16,000 (4D4 x 1000) quid.

61-90% Noble (Idle Rich)
Apprenticeship: Select one from Dilettante, Healer, Mariner, or Victorian Inventor.
Primary Skills: Heraldry, select four Domestic, Physical and/or Pilot Skills, three Medical, Scientific and/or Technical Skills, and two noble skills from Poetry, Military Etiquette, Gambling, Breed Dogs, Calligraphy, Falconry, Gemology, Heraldry, and Writing.
Secondary Skills: Select any seven.
Special Bonuses: +1 I.Q., +2 M.A. and +2 P.B.
Money: 4000 to 16,000 (4D4 x 1000) quid.

91-00% Royalty (Royal Family)
Apprenticeship: Select one from Artisan, Dilettante, Healer, or Victorian Inventor.
Primary Skills: Heraldry, select six Domestic, Physical and/or Pilot Skills, and five Scientific and/or Technical Skills, one Weapon Proficiency, and two noble skills from Poetry, Military Etiquette, Gambling, Breed Dogs, Calligraphy, Falconry, Gemology, Heraldry, and Writing.
Secondary Skills: Select any six.
Special Bonuses: None.
Money: 4000 to 16,000 (4D4 x 1000) quid.

_________________
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: Avalon Backgrounds
Unread postPosted: Wed Apr 30, 2008 8:49 pm
  

Explorer

Joined: Mon Jun 05, 2006 8:39 am
Posts: 165
Location: Zalt Lak, Merica
The last apprenticeship, is meant to 'replace' Electrician and Mechanic apprenticeships for Avalon. I could have picked just about any name for them, but while writing it up I was thinking of Victorian England gaslights. And yes if you look at the skills you will find Steam Mechanics, nod to Macksting for me putting that in. I tried to make the Victorian Inventor a mixed of any actually inventor trying to re-build what was lost, and a general repair who could fix what is already there.

Dilettante
What does the idle rich do? Anything they want to. The nobles and wealthy train their offspring in the finer arts of life to show off their wealth, but also must train them for warfare. Political warfare.
Core Skills: Basic Mathematics, Literacy, Recognize Weapon Quality, and Language (one European). All get a +10% apprenticeship bonus.
Artistic Skills: Select any three from the following list: Dance, Musical Instrument, Sculpting & Whittling, Sewing, Athletics, Fencing, and Art.
Business Skills: Select any three from the following list: Animal Husbandry, Breed & Control Insects, Farming & Gardening, Language, Writing, Gambling, Antiquarian, Archaeology, and Public Speaking.
Ride Skill: Horsemanship: Knight or Ride Mutant Insect (+10%), select one other Pilot Skill.
W.P. Skills: Select two Weapon Proficiencies, one Ancient and one Modern.

Herder
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.

Victorian Inventor
This apprenticeship is to replace the Mechanic and Electrician Apprenticeships for areas and locations that have pre-1900 mechanical technology. The Victorian Inventor is an all-around mechanical inventor able to tackle most of the period devices.
Core Skills: Basic Mathematics, Basic Mechanics, Blacksmith, Demolitions, General Repair & Maintenance, Locksmith, Literacy, Plumbing, and Radio: Basic. All get a +15% apprenticeship bonus.
Domestic Skills: Carpentry, Sculpting & Whittling, and Writing. All get +5%.
Other Skills: Select seven skills from the following list: Automobile Mechanics, Boat Building, Body Building, Chemistry, Chemistry: Analytical, Detect Concealment & Traps, Electronics: Basic, Language, Locate Secret Compartments, Masonry, Mathematics: Advanced, Rope Works, Sewing, Skin and Prepare Animal Hides, Steam Mechanics, Swimming, Swimming: Advanced, and SCUBA.

_________________
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: Avalon Backgrounds
Unread postPosted: Wed Jun 05, 2013 10:28 pm
  

User avatar
Champion

Joined: Tue Oct 02, 2007 1:29 am
Posts: 1791
Location: West Central region of Indiana
Thyfur,
I appreciate what you've done here and the time you've put into it. I do have a couple of tiny nit-picky points. In your backgrounds you have given some skills that are expressly forbidden by the MiA book, namely those dealing with electronic technology/circuitry (radio basic is the one that comes to mind).

These are the ones listed as not available to PC's because the items needed to learn and practice them have been destroyed by the crash.

All communication skills (modern)
all computer skills
all pilot advanced skills
all pilot related skils
aircraft mechanics
Computer Repair
Pilot Aircraft: Old Style (Not sure what this means)
Pilot Tank
Pilot Helicopter

*Edit. After discussion with another player we decided that the only way to have a working electronic device is if it were hard wired rather than use some type of micro circuitry .

Would appreciate your help in figuring this out.

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: Avalon Backgrounds
Unread postPosted: Thu Jun 06, 2013 12:00 am
  

User avatar
Palladin

Joined: Sat Apr 16, 2011 7:39 am
Posts: 9303
The Oh So Amazing Nate wrote:
Thyfur,
I appreciate what you've done here and the time you've put into it. I do have a couple of tiny nit-picky points. In your backgrounds you have given some skills that are expressly forbidden by the MiA book, namely those dealing with electronic technology/circuitry (radio basic is the one that comes to mind).

These are the ones listed as not available to PC's because the items needed to learn and practice them have been destroyed by the crash.

All communication skills (modern)
all computer skills
all pilot advanced skills
all pilot related skils
aircraft mechanics
Computer Repair
Pilot Aircraft: Old Style (Not sure what this means)
Pilot Tank
Pilot Helicopter

*Edit. After discussion with another player we decided that the only way to have a working electronic device is if it were hard wired rather than use some type of micro circuitry .

Would appreciate your help in figuring this out.


With the release of a complete After the Bomb RPG book maybe those restrictions were removed? Things were changed quite a bit from the original module, where mutant animals were a result of the fallout from a chemical, biological, and nuclear event rather than the unleashing of a super-disease.

_________________
Fair warning: I consider being called a munchkin a highly offensive slur and do report people when they err in doing so.

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.


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 Post subject: Re: Avalon Backgrounds
Unread postPosted: Thu Jun 06, 2013 2:26 am
  

User avatar
Champion

Joined: Tue Oct 02, 2007 1:29 am
Posts: 1791
Location: West Central region of Indiana
Nightmask wrote:
The Oh So Amazing Nate wrote:
Thyfur,
These are the ones listed as not available to PC's because the items needed to learn and practice them have been destroyed by the crash.

All communication skills (modern)
all computer skills
all pilot advanced skills
all pilot related skils
aircraft mechanics
Computer Repair
Pilot Aircraft: Old Style (Not sure what this means)
Pilot Tank
Pilot Helicopter

*Edit. After discussion with another player we decided that the only way to have a working electronic device is if it were hard wired rather than use some type of micro circuitry .

Would appreciate your help in figuring this out.


With the release of a complete After the Bomb RPG book maybe those restrictions were removed? Things were changed quite a bit from the original module, where mutant animals were a result of the fallout from a chemical, biological, and nuclear event rather than the unleashing of a super-disease.


We looked up EMP effects and decided that England must have been blown all to hell and back. Given it's size a good EMP would fry the entire MiA book. Given the other effects of the crash (as listed in the new AtB2 book) what didn't get fried, got bombed or destroyed in the unrest after. (AtB2 pg 164... nukes go off all over the world. MIA pg 4, 27. uk is fubar)

While it has managed to pull itself up out of the wreckage the whole MiA setting is roughly a couple hundred years behind the USA in terms of available working "technology". With a few exceptions (East Anglia is the only one that I can think of), PC's playing in the MIA setting are basically Mutants at a Renaissance Fair (albeit a deadly and dangerous one where most of the players look like the peasants from Monty Python and the Holy Grail {covered in feces and disease}).

Those skills that are forbidden to PC's but are contradicted by in book world info (East Anglia has converted Hercules super transport planes to run on coal..well someone has to be able to fix it and fly it) are just plot points.

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: Avalon Backgrounds
Unread postPosted: Thu Jun 06, 2013 4:49 am
  

User avatar
Champion

Joined: Tue Oct 02, 2007 1:29 am
Posts: 1791
Location: West Central region of Indiana
I just noticed that none of these backgrounds list any starting equipment. This may be an accident as he has included starting equipment for his conversions of the other books (RH, MDU, MotY). Anyone want to take a crack at this or point me in the direction of some guidelines on how I could do it?

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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