Fallout PNP additions and revisions

I was considering writing up an Enclave and BoS Sourcebook with updated material. Although I really don't want to put anything directly relating to that piece of shit game Bethesda spewed out. Might put it to a vote actually.
 
If You want to put updated material what sources would You use if not new fallouts? There are a BoS and Enclave sourcebooks, which by the way in my opinion are crap.
Then again it's only my opinion.
 
I definitely recommend starting over with the BOS and Enclave resource books as the ones written were not very good.
The Enclave one introduced stuff like Astropolis and Aquapolis or something like that, had Enclave armed forces in the thousands and was waging a war with an Artificial Intelligence empire that interestingly enough operated from Iron Mountain.

(not to confuse with the Calculator, this one apparently was built using alien technology, another thing I detest)

The BOS one, if I remember correctly that one used a lot of resources from Tactics at some point, not sure how much but I think ranks and such.

Truth be told, I would not bother with the Enclave and BOS entries of Fallout 3 as I detest them myself but if you think they should be included.
You could always put these in a supplement.

Personally I think only the material from Fallout 1, 2, Fallout New Vegas and elements from Van Buren that do not conflict with the mentioned games should be used.
Ignore Tactics and FOBOS, even though both had some good ideas.

I definitely one day want to get my own idea for a Fallout Yurop Berlin or possible Fallout Yurop Northern Europe on paper.
 
That was what I was planning on Mr. Ghost. Starting over with the BoS and Enclave, with no mention of the events occuring in Fallout 3 (although I did enjoy parts of the story-line behind Fallout Tactics), so only the original two, Van Buren and New Vegas would be written about. Never even looked at FOBOS, but I think that Tactics should be included.

But I think I should leave it up to you fine people. What do you think?

Also if you enjoy what I do with the BoS and Enclave I might continue doing other factions like NCR, Caesars Legion, maybe create a few new ones.
 
Truth be told, I would skip Tactics and I happen to be a Fallout Tactics fan who has defended the game's story and elements in the past.

The problem is that some of the stuff really clashes with what we know of the previous games and what had been planned for Van Buren.

For example ODYSSEUS and not the Calculator was suppose to run the Vault network until project Safehouse got privatized.

Iron Mountain/Cheyenne Mountain also got really hit hard by the Chinese during the great war, turning it into a crater inhabited by Glowing Ones. (which would make sense IMO)

If you have any questions you can always check out the Vault Wiki or give me a PM.
To bad Ausir isn't much around these days as he has almost encyclopedic knowledge on Fallout lore.

Oh, one more thing; the Enclave is not directly descended from the pre war US government but rather a group of hardliners within the US government who dreamed of taking over one day.
 
The beautiful thing about tabletop RPGs is that You can pick what You like from different sourcess and put it together anyway You like.
There always will be someone that says "this is fallout lore ant that is not" but for a good RPG tabletop experience You have to use all means You have to make a story for Your PLAYERS and not the other "real" fallout fans.

On a side note fallout is a pulp game. If You wanted You could put an army of mechanized rubber ducks invading the wasteland, and it would be ok.

The real question is do we or You really need a BoS or Enclave sourcebook. If so what would be it's purpose?
Would it be a campaign setting manual or just some raw information for the GMs to play their Enclave and BoS NPCs?
PS. I've played all fallouts beside the brotherhood ps game, and although they were not all good fallouts, the all were good games. So again if You run a RPG tabletop You can pick elements that You like You don't have to take all the concepts and put them in Your setting.
 
Sourcebooks would be primarily for history, characters, vehicles and special perks for that particular faction. Best to know what is going on at that particular time of your campaign. That and I have 4 months of pretty much nothing to do.
 
1badmotha said:
s. So again if You run a RPG tabletop You can pick elements that You like You don't have to take all the concepts and put them in Your setting.

I agree, if you read over a sourcebook, cool its fine. Get new concepts or ideas. But basacly you can even make the BO diffrent like it is discribed. Where do you play? are you playing in the USA ? what state was it/is it? do you play in Germany ? maybe the Brotherhood ''hornor'' is not always present. Maybe some Bo Brothers abendent and recruting in the name of Brotherhood but act like Raiders.
 
It would be great if someone designed a new rulebook for fallout pnp. With rules that really make the setting and not the ones that are copied 1 to 1 from the computer games. Fallout PnP lacks many important mechanics for post-apo rpg, like good encumberance rules, proper rules for radiation and mutation, how does one become a ghoul, how much does a person has to eat or drink in the wasteland not to starve. The karmic system is too computergamish. Rules that are in the PnP rulebook are far from perfect, and mostly U need a calculator to play. I mean the original PnP rules are ok and I would hate to change the skills or the SPECIAL system but it really lacks many things, and sometimes the proposed mechanics are unplayable in a tabletop situation.

So maybe if You have 4 months of time You would design some great rules, for the benefit of all mutant haters in the wastelands of earth :mrgreen:
 
1badmotha said:
how much does a person has to eat or drink in the wasteland not to starve.

We have ''proviant'' what includes water and food what you need.
you loose 1 Proviant eacht day, travling or not eating in city.
Stuff like Waterbottle or Instant Snacks or what ever only give you 1d4 Hps + 1d4 Rad rad resistance ist not working here, because you eat it, a radiation suit doesnt help if you eat something and the rad goes directly into youre boddy :D

This works Ok.. could work better, but its at least something my People love to find in a empty ruins or fridge. You found 2x Proviant. Because 1x Proviant starts at my game at 100$ +/- Barter skill.
Proviant is considert as non poison+Rad infectet food/water
They are not allowed to use instand snacks or such on if they have no proviant.

If they run out of Proviant and travel, they will start to starve.
In the time they should of used up 1 Proviant but dont have.
-1d8 +2 Hps, the second time -1d8+2 -1 all stats, etc.
And regenerating Hit Points is not as easy as they figured out :) so mine always look if they have enough proviant if they leave town.
And the good thing is, they always ask npcs how far the next town/location is :)
 
Thats actually a great idea, the mechanic of it would be different, but the idea is great, ALL food IS RADIATED.
 
Radiation is a easy going to come by.
I always give them in certain locations, 2 Rads after few Aktions.
(Make a secret roll for Radiation resistance)

And at the end of the session, or when they are already at home (the players) I Add 5 Rad if not suceed in RR.

I always keep Poison (Yea i like poison, i stack them 2 hrhrhrr)
and Radiation on a extra paper. Because my players didn think of Radiation yet. Hehe there are already at 55 Rad. What makes them tired. Theyre like, i sleep again, again, again... wy wtf ? ^^ lol.
They havent used a Giger counter yet, so they have 0 Rad at theyre paper :D

I know my Player love me and hate me as master at the same time ^^

edit: well one Player bought a Shedule of the Poison effekts and how to cure them, so he knows from the sympthoms what effekt the Poison does. Its like Intuition , only with Poison.
He payed enough for that. 450 $ ^^
 
After lot of thinking I've changed some stuff on my character sheet, basically I've borrowed some from McCabbe, because I've noticed that my players roll Stats quite often, so I added skills Awareness, Athletics and Acrobatics and of course I had to change the Poison and Radiation resistances back to percentile figures. So now my character sheet looks like this. You also notice that there is no traps and steal, but there is Sleight of Hand, so You disarm traps/explosives with lockpick or survival or explosives depending on the mechanism. If You steal You use Sleight of Hand.


What is Your opinion fellas?
 
I like =) :ok:
you dont use Big guns ? its all ''guns'' ?
you could sort the list a bit better =)
put all ''weapon'' Skills on top, and the non fighting skills down.
Guns:
Meele:
Trowing:
Energy:
Explovies:
Medic:
etc. :)
 
I don't have Big Guns there are only ST requirements for weapons, besides I didn't want the players to put all their XP in fighting skills.
 
Likewise... When I re-designed the gaming system, I also had that in mind. Fighting is truly optional in all my campaigns, both from a gaming and a narrative point of view. But eventually, I think I still failed. On my 14 skills, I ended up with 4 fighting skills, where it should have been 3 at max.

I currently have Tribal Weapons (unarmed, thrown, melee), Modern Weapons (guns), Military Weapons (big guns) and High-Tech Weapons (energy). I should have gotten rid of Military Weapons and melt it into Modern and High-Tech... which will happen soon, I think.

Badmotha, in my (very humble) opinion, athletics and acrobatics seem redundant... You could transform acrobatics into a perk requiring an athletics requirement...

And your Character Sheet looks great. Functional and pretty...
 
McCabbe said:
Badmotha, in my (very humble) opinion, athletics and acrobatics seem redundant... You could transform acrobatics into a perk requiring an athletics requirement...

True, but in my campaign there are too many physical challenges so it has to be a skill, and since 2 days ago I've already melted acrobatics and athletics into one skill.

I don't have a problem with there being too many skills I have 20 and thats good because everyone in the group is specialized.

and Thank You! :wink:

btw. I've added the new burst rule (You roll only once and for every ten points of succes a bullet hits) and it works great!
 
Hey there.

I made a new rule for traits. From now on for me, they are all customised in function of the character concept (as a matter of fact, I rebaptised "trait" into "concept").

So, for my four characters :

Gunslinger : cold-blooded and fearless, the gunslinger gets +10%AP, but -20%AC

Field Doctor : able to practice surgery anywhere, the Field Surgeon also gets a high number of losses : can practice surgery without the proper equipment, but with doubled critical failure chance

Laser Surgeon
: the laser surgeon excels with laser weapons, but gets clumsy with any other : +10 critical chance with laser weapons, +1AP required with any other weapon

Driver Under the Influence : reckless when drunk, the DUI is absolutely paralysed by fear if not heavily alcoholised when driving : can only drive under the influence of alcohol, but get +20% in driving and +10% in maximum vehicle speed
 
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