Mad_Modd's GMing aids
Posted: Tue Jul 09, 2013 2:54 pm
I think it's time that I have all of my GMing aids publicly posted. Mainly because I'm tired of digging them up every time someone is asking for GMing help. Thoughts and criticism would be appreciated.
Mad_Modd's Tiered Equipment List
Mad_Modd's Loot Table
Mad_Modd's Expanded Traits List
Mad_Modd's Beasteary
Mad_Modd's Fo:E PnP Character Sheet An adaptation of Zeph's skills breakdown, bringing them more in line with the revised rules set.
Madd_Modd's Perk Revisions Changed and expanded to incorporate new skills breakdown.
Fallout: Equestria Edited with the different skills breakdown and with my house rules
I've been asked to post a description of the new skills. These are taken right from my house rules doc.
The Unarmed skill determines the character’s accuracy in unarmed or martial combat.
The Thrown skill determines the character’s accuracy with simple throwing weapon, such as knives and spears, as well as grenades.
The Magical Energy Weapons skill determines the character’s accuracy with all ranged magical weapons.
The Melee skill determines the character’s accuracy with all melee weapons.
The Firearms skill determines the player's accuracy with every kind of conventional firearm, from pistols and rifles to miniguns.
The Explosives skill determines the character’s accuracy with all weapons that launch explosive ordnance such as missile launchers and grenade machine guns. It also governs a character’s ability to disarm an explosive. With proper components and sufficient explosives skill, a character can craft some forms of explosives.
The Battle Saddles skill determines the character’s accuracy with every type of Battle Saddle.
The Survivalism & Traps skill determines the character’s overall wasteland savvy and her proficiency at cooking, scavenging, tracking and crafting “natural” equipment and consumables. As well as setting and disarming non explosive traps. Survival informs a character about weather, geography and orientation. Survival also determines how skilled a zebra is at alchemy, and helps determine what brews and salves an alchemist can create with the right ingredients.
The Bluff & Intimidation skill is the ability to weave a lie or impersonate someone. Doubles as the ability to detect the same. Or simply scare someone into submission.
The Negotiation & Seduction skill is used for getting what you want with force of words, be it a ceasefire or a free meal. It is also used to determine the buying and selling prices of items from merchants.
The Sneak skill determines the character’s proficiency at remaining undetected and performing acts of theft. The first attack by a successfully sneaking character against an unaware target gains a +30 bonus to hit and a +20% chance of critical success.
The Lockpick skill governs a character’s ability to pick locks.
The Hacking & Matrix Tech skill covers all things computer and lets you hack into terminals or even robots with the right equipment.
The Alchemy & Chemistry skill lets you make and identify potions and their effects. It is also used for gathering alchemical ingredients.
The Medicine skill determines how effective a character is at using medicinal items and many medical spells. A character’s medicine skill will affect how many hit points she will replenish when using a healing potion or other healing item for every ten full points the administering character has in medicine, magical healing items will heal an additional 1d10 hit points. Non-magical care combined with a successful medicine skill check can double a character’s natural healing rate.
The Academics & Lore skill determines just how much pre-war or general knowledge a character knows and can uniquely identify certain things. It can also be used in place of any specific skill to identify something and this skill MUST be tagged to be leveled without skill books.
The Pilot skill is used in driving various vehicles.
The Repair & Mechanics skill governs a character’s ability to build, modify or repair items, as well as to disable machines and to scavenge useful parts from mechanical devices such as robots.
The Shamanism is used for all buffalo and zebra talisman and imbuing.
The Magic is used by unicorns and alicorn to cast spells. Other races may use this skill for lore purposes.
Mad_Modd's Tiered Equipment List
Mad_Modd's Loot Table
Mad_Modd's Expanded Traits List
Mad_Modd's Beasteary
Mad_Modd's Fo:E PnP Character Sheet An adaptation of Zeph's skills breakdown, bringing them more in line with the revised rules set.
Madd_Modd's Perk Revisions Changed and expanded to incorporate new skills breakdown.
Fallout: Equestria Edited with the different skills breakdown and with my house rules
I've been asked to post a description of the new skills. These are taken right from my house rules doc.
The Unarmed skill determines the character’s accuracy in unarmed or martial combat.
The Thrown skill determines the character’s accuracy with simple throwing weapon, such as knives and spears, as well as grenades.
The Magical Energy Weapons skill determines the character’s accuracy with all ranged magical weapons.
The Melee skill determines the character’s accuracy with all melee weapons.
The Firearms skill determines the player's accuracy with every kind of conventional firearm, from pistols and rifles to miniguns.
The Explosives skill determines the character’s accuracy with all weapons that launch explosive ordnance such as missile launchers and grenade machine guns. It also governs a character’s ability to disarm an explosive. With proper components and sufficient explosives skill, a character can craft some forms of explosives.
The Battle Saddles skill determines the character’s accuracy with every type of Battle Saddle.
The Survivalism & Traps skill determines the character’s overall wasteland savvy and her proficiency at cooking, scavenging, tracking and crafting “natural” equipment and consumables. As well as setting and disarming non explosive traps. Survival informs a character about weather, geography and orientation. Survival also determines how skilled a zebra is at alchemy, and helps determine what brews and salves an alchemist can create with the right ingredients.
The Bluff & Intimidation skill is the ability to weave a lie or impersonate someone. Doubles as the ability to detect the same. Or simply scare someone into submission.
The Negotiation & Seduction skill is used for getting what you want with force of words, be it a ceasefire or a free meal. It is also used to determine the buying and selling prices of items from merchants.
The Sneak skill determines the character’s proficiency at remaining undetected and performing acts of theft. The first attack by a successfully sneaking character against an unaware target gains a +30 bonus to hit and a +20% chance of critical success.
The Lockpick skill governs a character’s ability to pick locks.
The Hacking & Matrix Tech skill covers all things computer and lets you hack into terminals or even robots with the right equipment.
The Alchemy & Chemistry skill lets you make and identify potions and their effects. It is also used for gathering alchemical ingredients.
The Medicine skill determines how effective a character is at using medicinal items and many medical spells. A character’s medicine skill will affect how many hit points she will replenish when using a healing potion or other healing item for every ten full points the administering character has in medicine, magical healing items will heal an additional 1d10 hit points. Non-magical care combined with a successful medicine skill check can double a character’s natural healing rate.
The Academics & Lore skill determines just how much pre-war or general knowledge a character knows and can uniquely identify certain things. It can also be used in place of any specific skill to identify something and this skill MUST be tagged to be leveled without skill books.
The Pilot skill is used in driving various vehicles.
The Repair & Mechanics skill governs a character’s ability to build, modify or repair items, as well as to disable machines and to scavenge useful parts from mechanical devices such as robots.
The Shamanism is used for all buffalo and zebra talisman and imbuing.
The Magic is used by unicorns and alicorn to cast spells. Other races may use this skill for lore purposes.