A community effort

Discussion in 'Fallout PnP (Pen and Paper)' started by Hassknecht, May 2, 2016.

NMA - A post-apocalyptic roleplaying game?

  1. Interested in playing and helping

    46 vote(s)
  2. Interested in playing

    35 vote(s)
  3. Not interested

    6 vote(s)
Multiple votes are allowed.
  1. The Dutch Ghost

    The Dutch Ghost Grouchy old man of NMA Moderator

    Jan 11, 2004
    I do hope that we will continue with this project as I would still like to do the Denver concept, even if it recycled Van Buren content.
  2. Gizmojunk

    Gizmojunk Sonny, I Watched the Vault Bein' Built!

    Nov 26, 2007
    I don't think it works like that. Bethesda has to defend their brand [unfortunately], and even non-for-profit projects can do brand damage/ brand dilution/ or even one-up-manship of an official product.

    If someone tried to make a free Spiderman serialized comic book (possibly even a web-comic; or web movie), Marvel or Disney (or both) would slam them with legal action. It's no different for Bethesda, or any other company... It was no different for Black Isle ~though with them it was more of an "As long as we don't officially know about it ~it's unofficially okay" attitude.

    I recall that Bethesda jumped on many people about Fallout fan projects; including a free cell-phone theme.

  3. Atomkilla

    Atomkilla Hazel Hegemon oTO Orderite

    Dec 26, 2010
    But for all intents and purposes, this is not a Fallout game. It's more of a spiritual sequel, the way I see it, since I don't think we can use official and licensed names and places belonging to the franchise, at least not in great detail.
    I'm kinda worried about SPECIAL tho...
  4. Gizmojunk

    Gizmojunk Sonny, I Watched the Vault Bein' Built!

    Nov 26, 2007
    Let's call it ACELIPS.

    As I understand it [and I could be horribly wrong], it is technically legal for instance...to take the D&D manuals and relabel the principle names, and replace or rewrite any identifiable fiction, and KEEP the rules intact. Rules are not an option for copyright.

    * It would be nice to have a technical/professional explanation of this though...and its limitations.

    Here is something:

    (I wonder what people have against anchor tags. It would be so easy to link to the specific paragraph if the whole page wasn't nameless <span> tags, and had a few anchors.)
    Last edited: Oct 5, 2016
  5. Risewild

    Risewild Half-way Through My Half-life
    Modder Orderite

    Jun 14, 2014
    Well Bethesda never did anything about Fallout Equestria comics or the computer game for example. And I do know of a few people who reported those to Bethesda. :shrug:
    Same for people selling on Etsy replicas of Bethesda's Fallout games skill books and other fallout stuff people make and sell there :scratch:.

    I say that we should try and keep this community project as close as possible to the original games' system and then if Bethesda complains it is just a matter of change names and whatever else we would need to change so they would be happy. It's not like they would throw us into the courts as soon as they see it exists. :shock:
    Also there have been many RPG systems suggested in the suggestions thread, we might end up with a system that uses d20 (that uses: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma), World of Darkness (that uses: Strength, Dexterity, Stamina, Charisma, Manipulation, Appearance, Perception, Intelligence and Wits) or any other ones I don't know from the top of my head :rofl:, so we don't even know if we will use the SPECIAL system.

    I am curious to know what people will decide in the end :mrgreen:.
    • [Like] [Like] x 2
  6. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    It is, one of my favourite RPG games which is free is literally a DnD copy but with changed rules here and there, some really interesting ideas and great character builds.
  7. FalloutIsMyDrug

    FalloutIsMyDrug Former Fo3 Lover(converted)

    Sep 29, 2016
    I think it would be a bad move not to use SPECIAL. It has been in every Fallout game I've played and is very iconic. How could you build a Fallout character without something as integral to Fallout character creation as the SPECIAL stats?

    On a side note, is there somewhere I can look for an overview of what has been accomplished so far in the development? I would rather not dredge through tons of pages for information that may or may not have been released yet.
  8. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    Nothing has been accomplished. Unfortunately...
  9. Risewild

    Risewild Half-way Through My Half-life
    Modder Orderite

    Jun 14, 2014
    Dr Fallout is right. Nothing as been accomplished yet.
    All we did was submit RPG game systems so people can look at them and decide which one to use.

    On a different note, I did start making a P&P RPG system based on the computer games because I always wanted a P&P system that would be as close together to the games as possible, but due to my computer breaking I can't really work on it anymore.
    • [Like] [Like] x 1
  10. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    Wow, that is unfortunate. What's the system like?
  11. FalloutIsMyDrug

    FalloutIsMyDrug Former Fo3 Lover(converted)

    Sep 29, 2016
    Well, now is the time to take advantage and show off my stuff! I have been working on creating basic documents and whatnot just to see what I could do. Perhaps you guys could check things out and tell me what you think? Everything so far is very basic and probably sloppy. And yes I stole assets straight from Fallout 2...

    All I have is a player book overview and a partial character sheet, but here it is: https://drive.google.com/drive/folders/0B_ltoHVH3fAwUHI4UXZuS2NnTGs?usp=sharing
    Please let me know if there is a problem with the link. :mrgreen:
    • [Like] [Like] x 2
  12. Risewild

    Risewild Half-way Through My Half-life
    Modder Orderite

    Jun 14, 2014
    I think I started posting in here asking people for feedback. I was really early and got a bit stuck in the armor/protection system (AC, DR, DT) because I want to make it the closest possible to the computer games, but I also want to make it fluid, fast paced and not need a calculator for combat (AC is easy, make a roll of some kind, compare to a value and hits or misses. DT is easy too, just take that value from the damage taken. But DR is percentile and so while I wanted to keep it because the games have it, in terms of P&P it could be easier to just get rid of it altogether).

    Found the thread:
  13. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    Thanks, will read through and comment on it.

    Thanks as well!
  14. Risewild

    Risewild Half-way Through My Half-life
    Modder Orderite

    Jun 14, 2014
    I will check your link out after I make and eat dinner :postviper:.
  15. Agnus_Dei

    Agnus_Dei First time out of the vault

    Jun 30, 2017
    I am aware that this thread is so dam dead, but it could be called "Vaults&Behemoths"
  16. Hassknecht

    Hassknecht I guess you're through, huh? Admin Orderite

    Aug 16, 2010
    I'd rather go for "Vaults & Deathclaws" ;)
    But yeah, it's kinda dead and it's entirely my fault. I'll post something about that later on.
  17. Agnus_Dei

    Agnus_Dei First time out of the vault

    Jun 30, 2017
    1yaphuntingrifle.png 1yaphuntingrifle.png 2yapassaultrifle.png 3yapaburcubur.png 3yaptemizsu.png
    Will be waiting for that. I run my own made pnp fallout campaign with a couple of friends, and i have some decent lore and easy game mechanics i can share. I made 30-40 item cards and 3d printed a unique d6 (body parts) ((i can share the .stl file)).
    I uploaded some of my cards. They are Turkish tho but i have the .psd file so i can easily edit them.
    Last edited: Jul 6, 2017
  18. The Dutch Ghost

    The Dutch Ghost Grouchy old man of NMA Moderator

    Jan 11, 2004
    Man we really need to bring back some life to this project.
    I have a topic I would like to discuss with people here that are interested in participating that I will post here for now. If it takes of I will move it to its own thread.

    First of all lets assume that Fallout 1, Fallout 2, Fallout New Vegas, and parts of Fallout Tactics and FOBOS (minus Wild Wasteland and then pop culture references and jokes) are canon (I would not mind treating parts of Van Buren canon but I don't know how many people here have read the design documents)

    I would like to discuss the topic of mutants in Fallout, existing ones but also ideas for new ones.
    These include FEV mutants, mutants that are the result of radiation and other mutagens, but also genetically engineered weapons (Wannamingoes, Nightstalkers, Cazadores)

    Regarding the Super Mutants, lets assume that they are only common to the Core Region. The Generation 1 and Generation 2 types which include regular Super Mutants and the Nightkin.
    There are no Super Mutants "native" to the rest of the United States (no other places dedicated to FEV research than West Tek and Mariposa base, and the destroyed Enclave oil rig), but groups of Super Mutants have moved Eastwards beyond the Colorado mountain range, and some Mutants have also reached the former Texas state.

    Super Mutants of course can not reproduce. Creating new Super Mutants may be possible but is unlikely to happen.

    Ghouls are also rare but are a bit more "common" throughout the former United States. The majority of them came from Necropolis and the Vault underneath but there may also be other places that had the same conditions as that place such as underground bases and research facilities that were better shielded but did not offer complete protection.
    Ghouls are divided in regular Ghouls and Glowing Ones, and both populations contain sane members and mindless members (I hate the while feral or zombie ghouls)

    Sane members tend to be more common as most of the mindless ones have died naturally or have been killed when they attacked wastelanders, wildlife, and robots. Occasionally a Ghoul may still become mindless because of psychological issues (just like a human can become insane), or their mind deteriorating due to physical conditions or exposure to other conditions.
    Sometimes their fellow Ghouls lock their mindless members away for their own protection but those that escape roam the land searching for food and drink and either die naturally or are killed sooner or later.

    One sub category of Ghoul are the Marked Men who are only common to the Divide, they were created when the ICBMs in the underground silos under it were triggered by the detonator, tearing the land apart and catching NCR soldiers, Legion soldiers, and civilians in the blast wave, and then suffering from the storms generated by the weather control facility and Big MT, skinning them but not killing them.

    Ghouls of course can not reproduce (unless we go with the "Made Ghouls" from the Reservation), but new Ghouls may be created though it requires special conditions and takes a long time. And not every human exposed becomes a Ghoul, most people die from poisoning.

    (for now I am going to treat the Ghost People as be separate different mutant rather than being Ghouls due to their origins, but this could be revised in the future)

    A unique human mutant type found at the Sierra Madre are the Ghost People., they are the former workers that were employed at the villa surround the casino when it was under construction
    During this a dangerous hazard, a toxic cloud was released from the ventilation system from time to time (later revealed to one of the creations of the Innovative Toxins Lab at Big MT) that could cause lung and tissue damage.

    Special hazard suits were purchased from Big MT and distributed to the workers. The corrosive effects of the cloud would actually trap the workers inside the suits as

    The Tunnelers. These creatures are related to humans, being the descendants of the inhabitants of Hopeville who took shelter underground when the Great War took place (and perhaps even before that when Big MT started their weather experiments which plague the Divided with storms today)
    Their descendants degenerated mentally and physically and they have taken on reptilian features.
    One of their strengths is that they can tunnel underground real fast and in numbers can even take out superior foes like Deathclaws.
    They are one of the few mutated species that can reproduce naturally.

    Tunnelers are native to the Divide and currently only found there but Ulysses warned that they will eventually spread out across the Mojave and probably Westwards.

    Psykers were humans who had undergone various experimental treatments to psionic abilities such as ESP, telekinesis, pyrokinesis, and other sci fi mental abilities.
    But they were extremely rare and tended to go insane because of the treatments and perhaps the power. The majority of them were at the Cathedral and died when the Cathedral was destroyed when the underground nuclear bomb.
    If there are any survivors they most likely did not reproduce. (so no superhero mutants)

    With the occasional Ghoul population and the rare Super Mutant traveler, lets postulate that other parts of North America had their own unique human mutants that are indigenous to these places, what kind of ideas would people have for such "species"?
    Do try keep in mind that it has to stick to the concepts of Fallout 1, 2, and FNV, and not something from the X-Men, DnD creatures, or Lovecraftian things.

    BTW, I kind of skipped out on animal and plant mutants but I think I don't have to tell this story all over again but then write in Radscorpions, Pigrats, Molerats, Mantises, and so on to explain what people should use as references to come up with new mutant critters.

    One of my ideas for a project SurfSolar was working on years ago was organic mass or blob like creature called a Slobber. Basically a moving formless mass of flesh.
    The slobbers are the unfortunate survivors of a fictional rocket launch facility (rocket as in space vehicle) who were exposed to both wild FEV when West Tek was hit and blew the FEV in the storage tanks there into the air and into the air streams, and the radioactive fuel that was kept at the base that was going to be used for the Mars rocket they were working on.

    The affected humans rapidly lost their normal form and degenerated into mentioned moving mass of flesh, loosing all their memories and reasoning capabilities until only some animal like instinct remains.

    Slobbers prefer to remain in dark wet surroundings as their "bodies" constantly need moisture to remain flexible. Without sufficient water Slobbers dry up and die.
    When active Slobbers search for prey, be it animal, human, or mutant in order to replenish or increase their own organic mass which constantly consumes itself. Once they have caught a victim they absorb it into their own mass.

    Right now I have not decided if Slobbers can reproduce or not (would probably be by division)
    They are of course somewhat inspired by the Visceroids from Command and Conquer.

    Bullets and lasers in general are not effective against Slobbers but flamethrowers and plasma weapons are. Grenade type weapons would probably just tear them apart.
    • [Like] [Like] x 2
  19. Arnust

    Arnust Maybe you've seen it, maybe, in a dream...

    Feb 2, 2016
    Slobbers sound like the more dark version of Slimes in dark fantasy. I approve.

    Now would be looking at this (imagine it with some more remaining huamn features)

    Or at this:

    Anyway, you forgot one of our beloved Abominations! Ghosts! Now they would be uncommon as all hell. But the Cloud is also a good idea for some kind of enviromnental hazard, and could be spread sparcily or be straight out rare. Same goes for the Spore Carriers and Lakelurkers if you want to include those.
  20. The Dutch Ghost

    The Dutch Ghost Grouchy old man of NMA Moderator

    Jan 11, 2004
    I can add the Ghost People and the Spore Carriers later if people need a quick reminder on what they are about but I think most will remember them either from FNV or from their Wiki entries.

    Mirelurks aren't actually mutated humans but rather mutated snapping turtles that look somewhat human. They would fall under the category of critters.
    But my suggestion for people to try to come up with new mutants that would fit the various regions of Fallout North America is not just solely human types, new animal types or plant types are also welcome.

    Hmm, you brought up a good comparison which I had forgotten for a moment, the Slime types from fantasy games. I hope the creature I came up with does not feel as a derivative of those, I really am trying to come up with new mutant types that fit the Fallout world.

    One new mutant creature suggested for Fallout Online which I rather liked were giant mantis shrimps that could do quite a number on even armored people.

    Edit: forgot all about the Beastlords from Tactics, a population of mutants with a unique psionic ability to control certain mutants and animals but for the rest are (perhaps sickly looking) humans with a cannibalistic diet.

    And the Trogs (no not the mutants from The Pitt), somewhat mutated (and perhaps deformed) Hillbillies who are sensitive to sunlight but are pretty much human for the rest.

    There were also some type of human eating midgets in the Grand Canyon but they probably have been made into the Tunnelers.

    Last there are the Molochs and the Gehennas, mutants unique to Burnham Spring who were former NCR army engineering corps members (and Powder Gangers?) who got trapped in the coal mines when the engineers collapsed the mines and who were mutated by the radioactive waste Poseidon Energy had dumped there before the War and other present elements.
    • [Like] [Like] x 1