Relics & Ruins – Primary and Derived Abilities

Primary Abilities

Simply roll 3d6 for each primary ability, in order.  Naturally, GM’s could house-rule other, more forgiving, methods of generating ability scores, but they won’t be part of the ‘official’ rules.

So, the six primary abilities:

Strength – Modifies melee damage, and how much stuff you can carry.

Constitution – Determines hit points.

Dexterity – Mainly used for skills; optionally, modifies initiative rolls.

Intelligence – Modifies a character’s Maximum Item Complexity; also modifies logic reaction rolls.

Perception – Mainly used for skills; optionally, modifies surprise rolls.

Willpower – Determines hit points; modifies social reaction rolls.

As you can see, Perception is substituted for Wisdom, and Willpower for Charisma, from the standard D&D abilities.  They just seemed a better fit to me for a post-apocalyptic game.

Score        Modifier

1-6                 -1

7-14                0

15+               +1

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Derived Abilities

Armor – Characters have base armor 0, unless they have a mutation that gives them some form of natural armor.  Armor is acquired by junk rigging pieces of salvage (more on this later).  Armor reduces the amount of damage taken from physical attacks.

Hit Points (HP) = Constitution score + Willpower score; characters reduced to 0 (or fewer) HP typically die, though should they manage to survive the experience their hit points permanently increase by 1.

Encumbrance – R&R uses what is in effect an ‘inventory slot’ system.  Characters have a number of encumbrance slots equal to their Strength score.  This limit assumes the use of backpacks, satchels, bags, pouches and the like.  Each slot holds one item, though several smaller, similar, items can be grouped into a slot (for example, a bunch of grenades).

The first three encumbrance slots are referred to as ‘Ready Slots’ (denoted with an ‘R’).  These are items you keep close at hand and can be drawn immediately, without having to take time search for them.  You’ll want to keep weapons, emergency medical supplies and other items that you might need to access quickly in your ready slots.

Encumbrance slots are hard limited, and for two reasons:  1) PC resource management and 2) to encourage players to use junk-rigging to combine their salvage into more complex items.  Naturally, players can hire porters or acquire pack-animals, wagons, vehicles to haul more junk around.  But that will cost them salvage, slow them down and make big targets for raiders.

Maximum Item Complexity (MIC) – Max Item Complexity is used in junk rigging to limit the number of pieces of salvage that can be combined into a single item.  All characters have a base MIC of 2, modified by their Intelligence.  Pure Humans gain +1 MIC, and characters that take Tech as a ‘pip’ skill gain an additional +1 MIC.  MIC will max out at around 5.

Next up, Skills.  Cheers.

<< 1) Relics & Ruins – Races               3) Relics & Ruins – Skills >>

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