Edited 11/11/2015:
Added version 1.7 of the rules (version 1.6 didn’t seem to make it on here):
- Included a “Previously on…” section summing up events from sessions 1-5 in preparation of session 6. (pp 4-5)
- Included rules for the use of grenades. (p 17)
- Tweaked the rules for bomb defusing. (pp 20-21)
- Expanded rules for hacking. (p 20)
Edited 31/01/2014:
Added version 1.5 of the rules. The addition is:
- There are now rules for bomb defusing. (p17-18)
Edited 10/10/13:
Added version 1.4 of the rules. The change is:
- Tough in no longer only available at character creation. As long as you took Hardy, Tough can be taken later. (p 12)
Edited 29/4/13:
Added version 1.3 of the rules. The changes are:
- Re-named Savages to Tribal
- Added the Ammo limits to the gear list (p 13)
- Removed restrictions on NERF gun types (p 13)
- Added ammo refilling to the Gunsmith skill (p11)
- Made reference to Medpacks being addictive (p15)
- Updated the Lethal Harm rules (p 14)
- Specified that Arcologists are always literate (p 7)
- Fixed the email address so it was correct (p 4)
- Changed question 5 of the general questions (p 9)
Nothing major here, just slight adjustments.
Edited 15/4/13:
Added version 1.2 of the rules. Changes are:
- Added the option for illiteracy for the following character groups:
- Wanderer
- Courier
- Militia
- Savages now have to be illiterate.
- Any illiterate character now gets a bonus skill.
- Added Literacy as a skill
- Updated some skills to require literacy.
- Added Pickpocket as a skill.
- Added Chemical Engineering as a skill.
- Added Engineering as a skill.
- Included a list of Skill Checks in the rules section. This includes the rules for how Pickpocket works.
Please update your characters if need be, or contact me with any concerns. theworldthatis@gmail.com