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House Rules for the Reckoning |
| Qualities and Drawbacks |
| Resources |
| Variable Social Quality or Drawback (2 points/level, positive or negative) |
| Destitute (-5) Old clothes, and maybe 50 cents’ worth of stuff. |
| Miserable (-4) Home sweet tarp. Maybe $5 worth of stuff, and can scrounge a buck or two each year. $50 of cash and kind per year. |
| Poor (-3) $10 worth of gear. Drafty place, but it doesn’t leak. $100/year. |
| Hurting (-2) $20 in cash and kind. A working bicycle is within your reach. $200/year. |
| Below Avg (-1) $50 or so in coin and gear. This guy can maintain a donkey or old nag. $500/year |
| Average (0) Those at this level can cough up $100 in a pinch. Folks can afford a decent house, a decent horse, and enough land to feed your family. $1000/year |
| Middle Class (+1) You have around $ 800 of cash and property, and can live pretty comfortably. Income of $2000/year |
| Well Off (+2) $5,000 in property. The character can keep multiple horses, and afford some of the finer things in the Post-Reckoning life. You have an income of $5,000/year |
| Wealthy (+3) The character can afford to use and maintain a diesel tractor or an automobile, and a horse for every day of the week. $10,000/year |
| Rich (+4) $50,000 in property. This is the realm of prosperous plantation owners or powerful merchants, with multiple cars, many hired hands and more open hands. $20,000/year |
| Multi: each +1 adds $20,000/year and $1,000,000 in property. |
| Skills |
| Scrounging |
| In a world that was depopulated almost overnight, one would think that everything left behind would be yours for the taking. But time, the elements, and previous scavengers make the job harder every year. This skill makes it much easier to find old items for use or trade, from plastic bags to shotguns to the parts to make a motor work. |
| Combat |
| Armor |
| Provisional House Rule: Half the listed value of armor is eliminated; the other half is converted to Endurance damage. |
| Double-Barreled Shotguns |
| Firing Both Barrels Simultaneously: At PB and short range only, treat as one discharge, but add an additional +2 to hit and increase the damage multiplier by +3. [so a shotgun with buckshot at short range would have +3 to Strike and +3 to the damage multiplier]. Treat double slugs as a 2-shot burst (2 success levels mean both slugs hit). |
| Firing Barrels as Two Actions: Gets a penalty for extra actions. A 12 gauge or any sawed-off shotgun has the heavy-recoil penalty (-2 for the second shot). |
| Sawed-off Shotguns: Decreased range, +1 to Strike, -1 to Damage Multiplier |
| Reloading: For system purposes, reloading takes two actions – grabbing the shells/opening the breech, and loading the shells/closing the breech. Holding shells in one hand while firing will effectively reduce this to one action, but lots of running, hand-to-hand combat or other strenuous activity will make it hard to hold them (Simple Dex Test). |