Rules of the Apocalypse

Barter
There is no universally accepted currency in the post-rapture waste. Some particularly stable settlements have their own currencies, which may be inherently valuable enough to have some value to people outside those settlements, but this is by no means the rule.

In general, trade in the ruins is conducted via barter. While the value of any given item is somewhat subjective, most survivors can agree that a day's worth of food is a decent starting point. Thus it can generally be assumed that a can of food is the basic unit of trade. Outside the game, item values can be referred to as Trade Units, but this term is never used within the game.

When all other things are equal, an NPC's offer in a trade depends on their attitude toward the other trader, 1:2 when Indifferent, 1:1.5 when friendly, and 1:1 when helpful. If the NPC particularly needs what they're being offered, they will generally ignore these guidelines, however.

These rules are taken from D20 Apocalypse, but... their values are going to be ad hocced, because there is no fucking way an MRE is worth three times as much as a can of corn if you're defining a TU as "One Day's Worth of Food."

Because of how we're starting the game, we'll handle your starting equipment with a discussion between myself and individual players.

Skills
Appraise is folded into Craft. You can make an untrained Craft check for the purposes of appraising an item, or for the purposes of crafting an item with a DC of 10+ your Int Mod or less.
 * Acrobatics (Dex)
 * Athletics (Str)
 * Craft (by specialty) (Int)
 * Disguise (Int)
 * Handle Animal (Cha)
 * Heal (Wis)
 * Knowledge (by specialty) (Int)
 * Linguistics (Int)
 * Perception (Wis)
 * Perform (Cha)
 * Persuasion (Cha)
 * Piloting (Int or Dex)
 * Profession (by specialty) (varies)
 * Security (Int)
 * Sleight of Hand (Dex)
 * Stealth (Dex)
 * Survival (Wis)
 * Use Device

Balance, Escape Artist, Jump and Tumble are combined into Acrobatics.

Bluff, Diplomacy, Gather Information and Intimidate are combined into Persuasion.

Climb and Swim are combined into Athletics, which also functions as the Jump skill.

Concentration is now a caster level check you add your casting stat to.

Decipher Script is now Linguistics, and includes Speak Language. You can devote points of Linguistics to learning a language, and exceed your max ranks in this way, but ranks beyond your max do not count towards your bonus, and points devoted to learning a language count only half (so two points devoted to languages give you another rank in Linguistics). Linguistics also handles computer and magical languages.

Disable Device is now Security, which includes Open Lock, and covers both physical and computer systems. It handles both sides of security tasks, performing them and breaking them.

Forgery is a Craft specialty.

Handle Animal now also functions as Ride

Hide and Move Silently become Stealth

Knowledges Perception rolls together Listen, Search, Sense Motive and Spot.
 * Arcana (standard stuff, plus Dungeoneering. Spellcraft is rolled in.)
 * Architeture and Engineering (standard stuff, also mechanical engineering and general structure building)
 * Computers and Systems
 * Geography (Lands, terrain, climate, people.)
 * History (As standard, but Local is rolled in.)
 * Nature (As Geography. Covers "normal" flora and fauna. Weird monsters and such use Arcana)
 * Politics (Takes the place of Nobility, covers knowledge of who's currently dominating what spit of wasteland)
 * Theology (Combines Religion and Planes)

Use Device handles all kinds of phlebotinum. Magical devices, psionic devices, technological devices and strange devices of unknown origin all get handled by Use Device. Also covers Use Rope because holy crap is Use Rope niche.