Greetings, fellow contributers,
My aim is to create a Fallout tabletop RPG and I'm seeking collaborators. If you are somewhat interested please leave an email at firstname.lastname@example.org or better yet message my account here on wikia. I am currently in the player character creation stage. It loosely follows the Pathfinder model. I will be posting drafts of the rule book in later blog posts. Also, due to legal restrictions, this project cannot be sold or published. That being said it will be a fun and interesting alternative to the medieval-magic setting of other tabletop RPGs and I look forward to talking with all of you who may be reading.
Fallout Tabletop Notes
Incomplete draft .0.1.1 (pre-alpha)
Weapons Hit Modifier Automatic Weapon Attacks Shoot Single burst- consumes 5 rounds 0 Tap Fire- consumes 3 rounds +2 Spray- consumes 10 rounds -4 Aimed shot- consumes 1 round +4
Semi-Automatic/Double-Action Weapon Attacks 3 shots 0 Aimed shot- consumes 1 round +2 Rapid Fire- consumes 5 rounds -4
Bolt/Lever/Pump/Single-Action Firearms Single shot 0 Rapid Follow-up- consumes 2 rounds -4
AP- Action Points determine the extent of functions that PCs and NPCs can carry out in a period of 6 seconds. While most characters have similar AP it should be noted that characters with high agility can move faster during a turn. The formula for calculating AP per turn is as follows: AP=60 + (10 x Current Agility Modifier) - (10 x Each crippled leg) - (5 x Each crippled arm) + miscellaneous effects
Action Point Costs 5ft movement (1 square)- 5AP 5ft movement (rubble)- 10AP 5ft movement (steep terrain)- x1.5 Diagonal movement (1 square)- x1.5 Load a new magazine- 25AP Clear a weapon jam- 20AP Load a single shell/cartridge/casing- 5AP Draw a holstered weapon- 15AP Holster a weapon- 10AP Retrieve item from bag- 45AP Speak- Free Drop prone- 5AP Get up from prone- 20AP Drop item- Free Retrieve item from ground- 15AP Drink bottle of liquid- 30AP Inject chem or stim- 20AP Pick a lock- 130AP Use computer- 50AP Hack computer- 200AP Deliver death blow (Melee)- 10AP Deliver death blow (firearm)- 5AP Press Button- Free Use doorknob- 10AP
Actions cost AP and consist of anything and everything a character can do during a turn. There are several kinds of actions a character may perform. Free actions are actions that don't cost AP (in moderation of course) they can be performed at any time unless they are specifically impeded. The reason they don't cost AP is because they either take minimal time and effort or can be performed during another action whilst not distracting the character. Combat actions consist of using a weapon. Each weapon has an AP cost specific to its type, i.e. all rifles have the same AP cost regardless of their fire type, ammunition, weight, etc. Depending upon class type, weapon proficiency, or certain perks you may be subject to a modified AP cost for weapon usage. Movement actions consist of relocating a character from one location to another. Movement cost is affected by movement speed, terrain, armor bulk, if the character is moving an object, the state of a character's legs, in some cases weapon bulk, and certain perks. Standard actions encompass all the remaining forms of interaction. Standard actions need considerable time, effort, and attention to perform. They may be multitasked with movement, free, or other standard actions with or without penalty depending on the level of focus required to complete them. Some standard actions may be classified as free if indicated by another aspect of the character be it a perk, trait, mutation, or feat.
CDC- Combat Defense Class is a statistic that defines the ability of a character to avoid enemy attacks. CDC is divided into Anticipated Ranged CCD, ARCDC, Unanticipated Ranged CDC, URCDC, Anticipated Melee CDC, AMCDC, and Unanticipated Melee CDC, UMCDC, the respective formulae are shown below: ARCDC=10 + Reflex Save - Armor Penalty + Cover Bonus URCDC=10 + Cover Bonus AMCDC=10 + (Reflex Save or Reflex Save x Blocking Bonus) - Armor Penalty UMCDC=10
Each of the following scenarios indicate an anticipated attack: -Ranged attack from a slow moving projectile (plasma, arrow, thrown, weapon launched explosives) -Melee attacker in a character's field of vision -Failed slow moving projectile or Melee sneak attacks -Fast moving projectiles fired from within field of vision, if character has taken Advanced Anticipation perk
All other attacks are classified as unanticipated.
DR- Damage Reduction is the armor stat that determines what percentage of a damage roll is subtracted from the defender's health points. Creatures such as mirelurks will have natural DR. Certain weapons are ineffective against specific armor types and will either be useless or deal non-lethal damage. Under armor description the percentage of damage blocked for each weapon type will be listed.
Item Condition- Items that have been damaged, endured sustained use, or have been otherwise rendered less effective than a pristine piece of equipment are said to have a decreased item condition. The levels of condition are as follows in order of effectiveness: Pristine, Fair, Used, Poor, Broken. The disadvantages of poorly maintained weaponry include misfires, jamming, lost accuracy, and lower damage. Armor does not degrade conventionally it can be broken with immense amounts of certain damage types. Although it is a rare occurrence depending on the quality and resistance of the armor. Adventuring gear is only broken when under a set amount of strain. After every magazine worth of projectiles that a firearm shoots, it is subject to a roll for degradation. The degradation roll is a percentage that differs from weapon to weapon. Bows, Melee Weapons, and Explosives are not subject to degradation. To fix a weapon you must be trained in tinker (maintenance). The DC of restoring a weapon's condition from used to fair is DC15 and for every additional rank lower it is +5 to restore a weapon to the next highest rank. A failed restoration attempt will require the use of spare parts from a weapon in it's class. To restore a weapon from broken (DC30) always requires parts as does restoring it from fair to pristine (DC25). Using spare parts adds +10 to your restoration roll. Spare parts may be acquired from a merchant or from breaking down a firearm of the same type: Broken yields 1 part, Pristine yields 3 and all other conditions yield 2. Alternatively a weapon may be fixed for a fee by capable NPCs. Weapons of pristine condition cost 100% of the caps listed, each degree less subtracts 15% from the price to the nearest cap. Pristine firearms gain +1 damage, hit chance, and will never jam or misfire. Fair condition weapons have the vanilla stats and are not prone to jamming or misfires. Used weapons take -2 on hit chance and will jam 20% of the time. Poor condition weapons will take a -1 on any potential damage, -4 on hit chance, jam 50% of the time and will misfire causing the weapon to break automatically on a natural 1 and dealing the user 1d4 explosive damage. Jamming and degradation rolls are made by the GM and are applied when the PC loads in a new magazine.
1. Determine ability scores
This game uses the SPECIAL system for core stats. Each statistic starts with 5 points in it and a pool of 5 unassigned points are to be allocated to the seven ability scores as the player sees fit. An average human will have 5 points in each ability, but due to the exceptional nature of PCs they are slightly better than the average wastelander. However modifiers will determine the success of checks and the like. Modifiers are the amount of points from which the player ability deviates from 5. For example a Perception of 7 is said to have a +2 modifier for checks. It is not recommended to make any ability lower than 5 as not only will skill checks be more difficult, but the GM will repeatedly exploit this weakness. Ex. Low: S=weakling, P=blind, E=sickly, C=ugly, I=retarded, A=clumsy, L=anything that can go wrong will.
Keep a particular class in mind when designating points to fit that play style.
-Strength modifier is applied to melee and thrown damage rolls -Weapon handling requirements -Strength checks, these checks can be lowered by gaining better leverage, receiving assistance, using appropriate tools and other reasonable conditions. -Carry weight -Throw distance -Melee skill
-Adds to DC bluffs must overcome for success -Ranged defense class -Perception checks -Guns skill -Notice skill
-Determination of total hit points -Fortitude saving throws -Fatigue checks in prolonged exertion -Radiation resistance -Survival skill
-The disposition of an otherwise neutral NPC -Dedication of companions -Charisma checks -Speech skill
-Available skill points -Knowledge checks -Handling robot companions -Tinker skill -Medicine skill
-Melee defense class -Determines AP -Agility check -Reflex saving throws -Athletics skill -Sneak skill
-Determines winner in a tie (must surpass other character to win, or 6+ v. an object) -Critical hit chance -Class skills
2. Choose background
In order to heighten the role playing experience, PC are asked to choose a background that affects their judgement, knowledge, karma, skill set, and physique.
Comes from the subterranean vaults set up by the US government before the war. Although most were designed as immoral social experiments, some control groups functioned correctly. They allowed their inhabitants to repopulate the wastes (or die trying!) but some stayed in the vaults. They are pre-war humanity in it's purest form. Those born inside a sealed vault are the only characters to be designated as Vault Dwellers.
-Distinct lack of mutation -Double the amount of radiation received -Extra feat at first level -No inherent weapon or armor proficiencies
Born in the wastes to a semi-established community of survivors. Some reap the benefits of a G.E.C.K to live in an oasis of pre-war life. Others scavenge and hunt for food and supplies.
-Tribal weapon and armor proficiency -assigned a random mutation and choose another -automatically pass DC 1-15 survival checks -cannot use the tinker skill untrained
Preys on the weak of the wastes to stay alive, their favorite pass times are torture and murder. Often operate in small clans, but may sometimes leave banditry for wandering. Although they retain their opportunistic and unlawful ways.
-Proficient with any weapon or armor with "Raider" in the name -assigned a random mutation and choose another -Auto-pass intimidation checks of DC 1-15 -Automatic Evil karma rating
A largely ubiquitous term describing those that live in the wastes without ties to any faction. Versatile and resourceful, they often have a reason for self exile.
-Extra feat at first level -2 random mutations -Proficient with improvised weapons -Start with 1/4 the allotted caps
3. Pick a class
The class of your character is important to how others will receive them and how they approach combat. There are a few main combat and non-combat roles to consider when picking a class that will contribute to your party in the most useful ways. A defender is a frontline combat participant that will draw the majority of the enemies' attention. They are capable in combat but should also be prepared to take damage in place of more fragile party members. Strikers are combatants that specialize in doing massive amounts of damage during combat. They should be prepared to take a hit or two in a fight, but their main focus is dealing damage while avoiding taking it. Support members are slightly more versatile than their more specific counterparts. They should be able to take and receive damage of a moderate magnitude, but the main role they play is to grant bonuses to their party members. Their greatness lies in the support that they provide to others. Controllers should be able to direct the flow of battle, sort of like a commander. They manipulate factors normally outside of your party's control. These factors may include enemies, neutral and friendly NPCs, and the environment. Also the party should include a player proficient in the core skills and ability scores. Remember that a player can fill multiple roles; a striker/controller with points in tinkering and diplomacy may be just what your party needs. How you build a character should be influenced by both your preferences and the needs of your party.
Choosing an Archetype is an additional step to diversify classes, they may have variations of the class skill and different traits. Although some may require specific backgrounds rendering the first background chosen moot.
Strength based class. Big and scary wastelanders with enormous capacity for physical exertion. Takes punishment the best out of any class, and deals best melee damage. A valuable frontline asset to any party. Can berserk. Archetypes: Tribal Hunter, Mobile Artillery, Psycho Psycho
Charisma based class. Suave talkers and con artists. Useful in dialogue and as scouts. Valuable party leader for non-combat situations. Can manipulate NPCs. Archetypes: Wasteland Gambler, Smooth Saboteur, Charismatic Cannibal
Skill point based class. Takes jobs for pay privately or as part of a PMC. Skilled in weapons use. Well rounded and suitable for command in combat scenarios. Has access to bonus feats according to combat style. Archetypes: Bodyguard, G.I., American Crusader
Endurance based class. Gruff loners with a knack for staying alive. Reliable but not likeable. May have a creature companion. Can use survival sense. Archetypes: Rancher, Scavenger, A Survivor And The Voices In His Head
Intelligence based class. Adept with machinery, less so with combat. Can recruit robot companion. Has many useful non-combat skills. Valuable for support in conflict. Archetypes: Wasteland Doctor, Engineer, Mad Scientist
4. Allocate skill points and select feats
Skills are certain talents that characters must train at to improve their proficiency. The number of skill points allowed is dependent upon class, intelligence modifier and feats. The number of points in a specific skill will be applied to any roll checking that skill. Skills are important to characters who will performing tasks with a chance for failure such as fixing an engine or noticing a tripwire.
Feats are special abilities not possessed by average people. Usually they are accompanied by certain prerequisites like ability modifiers, skill requirements or pervious feat acquisition. These prerequisites must be met before the feat is able to be chosen. They can be combat related or otherwise. There are two types of feat. Active feats give the player access to a unique ability that they would not otherwise possess, like armor proficiency, combat roll, disguise self, or any other special ability that could be used as an action. Passive feats, colloquially known as perks, affect the player's stats permanently or in certain situations as specified by the perk. However, due to the expansive nature of feats, the PCs will be expected to locate perks within D&D, Pathfinder or Fallout to use. These perks will be examined by your GM and either allowed or vetoed. Also don't be afraid to make up your own feat, it could be fair and useful.
P. Notice Guns
I. Tinker Medicine
A. Athletics Sneak
L. Class skills
5. Buy Equipment
Equipment constitutes all that you own. To play a class effectively you should distribute your starting funds strategically across the core equipment types.
Weapons are classified as improvised, simple, martial, and exotic. Furthermore as Low powered pistols, Hand cannons, Rifles, High powered rifles, Shotguns, Alternative ranged weapons, Plasma, Laser, Big Guns, Thrown, Blunt melee, Sharp melee, Unarmed and Explosive. Should you not be proficient in a certain weapon type you will take a -4 on attack rolls for melee weapons, -8 for firearms, and you cannot use explosives or energy weapons without a proficiency feat. Improvised weapons always take a penalty to hit chance and damage unless wielded by wastelanders.
Explosives come as traps and ranged weapons. Those that are ranged have a base damage stat that is counts for direct hits. Direct hits count as an explosive that detonates in contact with the target's body or armor. Detonations of ranged explosives within the target square deal half damage. Those in squares adjacent take 10% damage. Trap based explosives also do full damage only on a direct hit, but will do 75% damage when set off within square. Within an adjacent square they also do 10% damage.
Armor is a bit different than in D&D. Instead of adding to a universal AC stat, AC is divided between Combat Defense Class, CDC, a stat that must be overcome to constitute a hit and DR, Damage Reduction, DR is a percentage of the dealt damage that your character will receive from certain attacks. Generally armor with a high CDC will not have good DR and vice versa.
Other equipment includes tinker kits, food, water, chems, junk, ammunition, and adventuring gear.
Name Classification Type Ammunition (Per Projectile) Fire Type
Chinese Pistol Simple LPP 9mm 1d4-1 Semi-Auto 9mm Pistol Simple LPP 9mm 1d4 Semi-Auto 10mm Pistol Martial LPP 10mm 1d4+1 Semi-Auto .357 Magnum Martial LPP .357 1d4+3 Double Action G18 Exotic (Military) LPP 9mm 1d4-1 Full Auto .44 Magnum Martial HC .44 1d6 Double Action .45 Auto Martial HC .45 1d6 Semi-Auto Peacemaker Exotic (Cowboy) HC .45 1d8+1 Single Action Varmint Rifle Simple Rifle 5.56 1d6-1 Bolt Action Pre-War AR Martial Rifle 5.56 1d6-1 Full-Auto Chinese AR Martial Rifle 5.56 1d6+1 Full-Auto Service Rifle Simple Rifle 5.56 1d6 Semi-Auto Repeater Exotic (Cowboy) Rifle .357 1d6+2 Lever-Action Bulldog Exotic (Military) Rifle 7.62mm 1d6+1 Full-Auto Hunting Rifle Martial HP Rifle .308 1d8+2 Bolt Action Sniper Rifle Exotic (Military) HP Rifle .308 1d8+2 Semi-Auto Anti-Materiel Rifle Exotic (Spec1) HP Rifle .50 MG 1d12+8 Bolt Action Trail Carbine Exotic (Cowboy) HP Rifle .44 1d8+4 Lever-Action Combat Shotgun Exotic (Military) Shotgun 20 gauge 1.25x1d8 Semi-Auto Hunting Shotgun Martial Shotgun 12 gauge 1.5x1d8 Pump Action Double Barrel Martial Shotgun 12 gauge 1.5d8/2d8 Semi Auto Hunting Bow Exotic (Archery) ARW Arrow 1d6+4 Single Shot Compound Bow Exotic (Archery) ARW Arrow 1d10+4 Single Shot Crossbow Exotic (Archery) ARW Bolt 1d6+6 Single Shot Hand Crossbow Exotic (Archery) ARW Small Bolt 1d4+3 Single Shot Plasma Rifle Exotic (Energy) Plasma MF Pack 1d8+6 Semi-Auto Plasma Pistol Exotic (Energy) Plasma EC Pack 1d4+4 Semi-Auto Plasma Caster Exotic (Spec2) Plasma CF Rod 1d8+10 Single Shot Gauss Rifle Exotic (Spec2) Unique Tungsten Bolt 1d10+6 Single Shot Laser Rifle Exotic (Energy) Laser MF Pack 1d6+2 Semi-Auto Laser Pistol Exotic (Energy) Laser EC Pack 1d4 Semi-Auto Gatling Laser Exotic (Energy) Laser EC Pack 1d4 Full-Auto Minigun Exotic (Spec1) Unique 5mm 1d4 Full-Auto
Damage Damage Modifier Strength
Name Classification Type (per strike) (For Hands Used) Requirement Baseball Bat Simple Blunt Melee 1d6 .5x1 1x2 5 Claw Hammer Simple Blunt Melee 1d4 1x1 NA 3 Sledge Hammer Martial Blunt Melee 1d10 NA 1x2 7 Lead Pipe Improvised Blunt Melee 1d6 1x1 NA 5 Nail Board Simple Blunt Melee 1d8 .75x1 1x2 6 Chain Improvised Blunt Melee 1d6 1x1 2x2 6 Super Sledge Martial Blunt Melee 1d12 NA 1x1 8 War Club Exotic (Tribal) Blunt Melee 1d8 1x1 2x2 6 Wood Plank Improvised Blunt Melee 1d4-2 1x1 2x2 3 Rebar Improvised Blunt Melee 1d4 1x1 1.5x2 4 Knife Simple Sharp Melee 1d4 1x1 NA 2 Machete Martial Sharp Melee 1d6 1x1 NA 5 Hunting Spear Exotic (Tribal) Sharp Melee 1d8 1x1 1.5x2 4 Bayonet Exotic (Military) Sharp Melee 1d6 NA 1x2 NA Bowie Knife Exotic (Cowboy) Sharp Melee 1d8 1x1 NA 3 Shock Sword Exotic (Energy) Sharp Melee 1d12 1x1 1.5x2 5 Ripper Exotic (Military) Sharp Melee 1d10 1x1 NA 6 Brass Knuckles Simple Unarmed +2 Spiked Knuckles Martial Unarmed +1d4 Volt Glove Exotic (Energy) Unarmed +1d10 Power Fist Exotic (Military) Unarmed +1d8
Name Damage Range Frag Grenade 1d20+10 30ft+10xSmod Dynamite 1d20+2 50ft+10xSmod