Fallout RPG is a classless pen and paper
role-playing game where you, the player, take on
a role of a character that is stuck in a world
filled with decaying ruins, lifeless fields, and
Deadly diseases. You are one of the few
survivors on this giant dirt of sphere called
Earth and decided to try live it out as opposed
to taking your own life. Well, you could take
your own life, but it wouldn’t just as exciting,
now would it?
The game is meant for three to six people. One
player must be the Game Master, who controls the
characters and environment that interacts with
the rest of the player.
Rules
This is a narrative RPG its a somewhat more freeform based role-playing, focusing more on storytelling than action or rolling excessive number of dice. Usually, in a narrative RPG game, the game master (GM) needs to be able to improvise his plot, and the rules, as his players move along with the story. It is the Game Master’s job to provide an entertaining story for his players, while taking on the role of dozens of NPCs (Non player character) that will help or hinder the player’s role. The player’s job is to become the actor of the GM’s plot. It is their responsibility to play a realistic character that has both weaknesses and strengths. If the player’s character is dying, the performance of said character should act like they are dying. The player must always stay in character; whether it is the knowledge of the world or their skills. The GM has every right to disapprove a character because it doesn’t fit with the storyline.
Character Creation
Character Creation is a very important part of any PnP/RPG game. The idea is to create a combination of personality and physical attributes that represents your personification in the Fallout setting. The best way to decide how to build your character is through considering ideas about character creation and development. To start off, the player needs to choose a race. Most PCs will be human, but occasionally a GM will allow a non-human race if it adds to the flavor of the campaign. Because some races will not work in all stories, always check with the GM for approval before choosing a non-human race.
Human
Your basic human. Two arms, two legs, two eyes. You and me. Humans gain no bonuses or penalties to their statistics
Ghoul
When the bombs hit, some people were irrevocably changed (and not just the ones who were atomized at ground zero, either). Ghouls are humans who were alive when the bomb went off, and the radiation altered them at a cellular level. Ghouls enjoy an extremely slow cellular mitosis rate, rendering them essentially immune to the effects of old age. The radiation also changed their outward appearance, forever marking them as outsiders. Their skin hangs off their bones, sometimes in shreds, and sunken eyes peer out from skulls twisted and burned by radiation, giving these unfortunate people their name. Their skin can be anywhere from pale white to dirt brown in color, with green and yellow the most common. When they do have hair remaining, it usually does not grow. Some ghouls were inexplicably merged with plant species, and have shrubs and moss growing out of various parts of their bodies. It might have twisted their bodies, but the radiation did not affect their minds, and they are forced to live as misshapen outcasts, fully aware of the society they were once part of, but also aware they can never rejoin it. For this reason, many ghouls have formed settlements of their own, or live in settlements with humans and mutants who do not mind their appearance. Unlike their mythical namesakes, ghouls do not eat human flesh. They do, however, require a small amount of radiation to survive, and for this reason, one can often find a population of ghouls around a leaky nuclear reactor or an impact crater from the war.
Ghouls age very slowly, and their lifespan is a whopping 300 years past when they were exposed to the radiation. Their unnaturally long lifespan does not mean that they can't be killed by other means, however, and ghouls are just as vulnerable to disease, falls, and bullets as everyone else. Ghouls usually weigh anywhere from 80 to 160 pounds, and stand anywhere from 1.5 to 2.5 meters tall. Whether or not ghouls can reproduce is a subject open to scientific debate
ghouls get perks every 4. level and starts white the same basis stats as humans or gets a bonus (depending on the G,M)
Super Mutant
Super mutants (meta-humans, or just mutants, as they prefer to call themselves) are not the product of "natural" after effects from the war, but a race created by extensions of genetic and germ research from pre-war times. American scientists working deep inside a mountain created a biological agent called the Forced Evolutionary Virus, or FEV. The FEV was designed to drastically increase evolution, creating a kind of “super-soldier:” faster, smarter, and stronger. Most creatures exposed to FEV suffered only mild effects, but some were twisted beyond recognition. A member of an expedition into this base fell into the FEV vats and mutated into a super-intelligent, inhuman monster called “The Master,” who began creating a master race by exposing humans to FEV. After "dipping" the person in a vat containing the FEV virus, the victim would emerge and undergo an intense physiological change. They grew much stronger and more intelligent, as well as growing in height and stature. Armies of Super-Mutants were once slaves to the Master and his dream to "dip" every human on the planet, but the Master was eventually killed and the mutants freed (although to hear them tell it, the Master was more of a Messiah than a madman). Like ghouls, mutants age very slowly, but not as slowly as their cousins.
There are two kinds of mutants on the West Coast. “Alpha” mutants, the leaders of the Master’s Army, were the result of dipping genetically pure humans. The “Beta” mutant foot soldiers – stronger, but dumber grunts whose brains were slightly damaged by the dipping process - are a result of dipping people with minor mutations caused by radiation or the airborne strain of FEV.
Alpha mutants are by far the less numerous of the two. Many of them were killed in the Master’s war, so in games set after this chain of events Alpha mutants are only allowed with GM's approval.
Mutants are huge, easily reaching 2.8 to 3 meters in height, weight around 350 pounds, and come either male or female. Their skin is usually a greenish yellow color, and various bunions and growths cover their bodies. They have hair in all the usual places, but it usually grows slowly (a result of the slowed cellular mitosis from the FEV virus). The virus makes them completely sterile, although there are rumors of mutant scientists working on a cure for their sterility. Unfortunately, like ghouls, mutants are largely outcast from human society. Many of them prefer it this way, looking on human society as diseased or inferior because of the prejudice and corruption that still exist. Mutants were once part of what they see as an attempt to finally unite humanity and overcome humankind's weaknesses, and it is rumored that vats of the FEV virus still exist, and a mutant society is at work attempting to achieve this goal, even after the Master's death.
Alpha generation mutants get perks every 4. and has the same basis stats as humans or gets a bonus (depending on the G,M)
Beta generation mutants get perks every 4. level and starts white -2 Intelligence and +2 Endurance
Primary Statistics
There are 6 Primary Statistics, or Stats that describe various attributes of a character: Strength, Perception, Endurance, Charisma, Intelligence, and Agility. These are the character's strengths and weaknesses, and are the limits by which other aspects of a character are determined. Players determine Stats with a certain number of -points, determined by the character’s Race, distributed among the 6 statistics. In general, Primary Statistics are not altered after the game begins. a player has 1 d20-2 and 1 d20 to set as starting Statistics all other is at d20+5.
Skills
There are a set of skills a character knows. These represent the knowledge a character learns as he or she travels the highways of life, or knew before starting his or her adventures. Not all of them are covered in the skill list, either Skills can go up all the time, and can sometimes go down. For more information on what specific Skills mean, see skill list below a player has 1 d20-2 and 2 d20 to set as starting skills all other is at d20+5.
Traits
Traits are an optional part of a character. They are usually double-edged swords, giving a bonus as well as a penalty, making your character unique a character can pick two traits, one trait, or no traits at all. A character can never have more than two traits (see below)
Perks
Perks are special abilities a character gains every few levels, and sometimes just for doing something extra neat in the game. Perks sometimes affect skills, or will make gameplay more interesting. Perks never penalize the character, they just do good things a human gains perks every 2, level
Karma
Just like in the real world, the post-nuclear world has a system of morals. Performing certain actions can raise and lower a person's karma. Rather than an abstract idea of morality, punishment, and reward, karma in Fallout is a numerical value of how many good or bad things a character has done. Karma also connotes a person's reputation among the other inhabitants of the wastes. Do enough good things and word gets around. Do enough bad things, people know about it. Really good people tend not to associate with really bad people, and vice-versa. If a character is really good or really bad, or performs an action that heavily affects their karma one way or another, they can sometimes get a karmic perk. Most of the time, these just describe a usually well-known aspect of a character, but can sometimes give bonuses for being especially good (or evil). Maybe there is something to this karma stuff after all ther is up to +5 and down to -5 on the kama skale 0 is nutral
Archetypes
Archetypes are the focus of your character. Your archetype usually has a connection to tagged skills and perks you choose as you go through your characters development. A few great examples of archetypes are: Doctor, Brawler, Sniper, Gunslinger, Scientist, Thief, Smooth-talker, Raider, Each of the above mentioned Archetypes are important in their own way to the world of Fallout. What you make as a character is likely your choice, with possible intervention from your GM. remember its never a good idea to build your character to close to a Archetype but its a good guideline.
S.P.E.C.I.A.L.
2 tags 1d20 and 1d20-2
Primary Statistics
? Strength Strength is a measure of your raw physical power. It affects how much you can carry, and determines the effectiveness of all melee attacks.
? Perception The ability to see, hear, taste and notice unusual things. A high Perception is important for a sharpshooter
? Endurance Stamina and physical toughness. A character with a high Endurance will survive where others may not
? Charisma A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.
? Intelligence Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character.
? Agility Coordination and the ability to move well. A high Agility is important for any active character
Skill list
3 tags skills 2d20 and 1d20-2
? Barter (S.P.E.C.I.A.L. Relation: Charisma) The Barter skill is used in the buying and selling of items, such as when trading with a merchant or scavenger or talk someone into a deal
? Small Energy Weapons (S.P.E.C.I.A.L. Relation: Perception) It determines your combat effectiveness with small laser, plasma, tesla, and flame technology
? Big Energy Weapons (S.P.E.C.I.A.L. Relation: Perception) It determines your combat effectiveness with big laser, plasma, tesla, and flame technology
? Explosives (S.P.E.C.I.A.L. Relation: agility)
The Explosives skill governs all mines and grenades, dynamite missile launcher and your basic knowledge of explosives
? SmallGuns (S.P.E.C.I.A.L. Relation: Perception) The skill determines your accuracy with every kind of slugthrower and firearm, from pistols to rifles.
? Bigguns (S.P.E.C.I.A.L. Relation: Perception) The skill determines your accuracy with every kind of really big slugthrower and firearms
? Lockpick (S.P.E.C.I.A.L. Relation; Agility) The skill of opening locks without the proper key. The use of lockpicks or electronic lockpicks will greatly enhance this skill
? Medicine (S.P.E.C.I.A.L. Relation: Intelligence) The ability to protect life can be just as important in Fallout as the ability to take life. These skills represent a character’s medical training as well as basic biological intuition and the ability to properly diagnose causes of illness and wounds that are not immediately apparent.
? Firstaid (S.P.E.C.I.A.L. Relation: Intelligence) The skill of minor healing. You will be able to heal minor wounds, cuts, and bruises with this skill.
? Pharmacist (S.P.E.C.I.A.L. Relation: Intelligence) the skill to properly make drugs and medicine
? Melee (S.P.E.C.I.A.L. Relation: strength) Using non-ranged weapons in hand-to-hand or melee combat - knives, sledgehammers, spears, clubs and so on.
? Repair (S.P.E.C.I.A.L. Relation: Intelligence) The practical application of the Science skill, for fixing of broken equipment, machinery and electronics
? Sneak (S.P.E.C.I.A.L. Relation: Agility) Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time
? Investigation (S.P.E.C.I.A.L. Relation: Perception) Not to be confused with the Perception attribute (which is used for passive detection), the Investigation skill is used to actively perceive things in the environment and in other characters.
? Mechanics (S.P.E.C.I.A.L. Relation: Intelligence) Mechanics covers knowledge for all sorts of mechanical and electronic devices (other than computers). It's used to deal with everything from engines to elevator doors to weapons and armor.
? Manipulation (S.P.E.C.I.A.L. Relation: Charisma) This combination of speech, facial expressions, and body postures is used to trick people.
? Science (S.P.E.C.I.A.L. Relation: Intelligence) Covers a variety of high-technology skills, such as computers, biology, physics, and geology.
? Speech (S.P.E.C.I.A.L. Relation: Charisma) The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct.
? Cooking (S.P.E.C.I.A.L. Relation: Endurance) the skill to make food and most drinks
? Survival (S.P.E.C.I.A.L. Relation: Endurance) this is the skill of outdoor living and survival in hostile environments. Basically, what they teach in Boy Scouts and Girl Scouts, modified for the post-nuclear world. Outdoorsman has many uses, from finding food and water in the middle of a vast wasteland to avoiding hostile creatures to knowledge about what plants and animals will help you or kill you. It's always good to have someone in the party who's an avid outdoorsman.
? Unarmed (S.P.E.C.I.A.L. Relation: strength) A combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet.
? Pilot (S.P.E.C.I.A.L. Relation: Perception)T he ability to operate and maintain all vehicles effectively
? Athletics (S.P.E.C.I.A.L. Relation: Agility) No, this skill isn't intended to cover sporting events. Instead, Athletics covers general activities of an athletic nature. Climbing, jumping, and swimming are all covered by
? Pickpocket (S.P.E.C.I.A.L. Relation: Agility) The ability to make things of others your own. Can be used to steal from people
? Academics ( S.P.E.C.I.A.L. Relation: Intelligence) Most knowledge not covered by other skills is covered by Academics. Academics represents trivia and general lore about history, philosophy, and the like
? Security (S.P.E.C.I.A.L. Relation: Perception) This skill dealing with Investigation is used for locating traps of all sorts, Security must be used to disarm or otherwise neutralize a trap once it has been found.
? Dodge (S.P.E.C.I.A.L. Relation: agility) the skill for getting out of the way
? Thrown weapons (S.P.E.C.I.A.L. Relation: Perception) The skill of muscle-propelled ranged weapons, such as throwing knives, spears and grenades.
? Gambling (S.P.E.C.I.A.L. Relation: Charisma) The knowledge and practical skills related to wagering. The skill at cards, dice and other games.
Taken direct damage
Most of the time, there is always
that thin chance of survival (or
perhaps a big chance) when the
unexpected hits a character. A
pistol shot in the gut, a highpowered
rifle in the shoulder, or an
insanely powerful car crash.
Depending on the situation and
magnitude of the damage, the GM will
ask the player to do a critical roll
and give a difficulty based on the
scenario. Failing at a critical roll
means the player suffers greater
wounds which might have negative
effects on the character (e.g. wound
in leg means agility-based rolls are
more difficult). Continuing to fail
critical rolls might lead to a all-or-nothing Roll.
Critical roll Endurance against 6-1, up to 4 times (depending on damage if 2 legs are shattered after a land mine its fewer rolls then if you get a machete cut)
Then a all-or-nothing roll Endurance against ( 4-1)
Rolling the dice
Whenever there is a situation involving a chance of failure, a ‘test’ needs to be made using either the character’s Stats or Skills. The GM determines what is used and the ‘difficulty’ number that needs to be passed. In most situations, a 6 or lower is needed to pass the test. Higher numbers mean the test is easier, while a lower number means a more difficult task. The outcome does determine the degree of success or failure. If someone rolled a twenty, for example, it would be considered a ‘critical failure’ and something disastrous is likely to happen. A one, on the other hand, means you have succeeded without flaw or ‘critical success
Competition Rolls
There will be scenarios when two characters duke
it out using the exact same skills, a competition
roll is made. A competition roll is very simple:
Roll two dice belonging to the same skill
used, and the one with the lowest result wins.
Arm wrestling? Strength. Racing down the
street? Driving. Beer drinking contest?
Endurance.
The difference between the two results also
affects the outcome of the contest. If there is
a tie involved, than there is a tie.
Magazines and temporary bonuses
Magazines can give a temporary bonus like boxing-times -2 length of time GMs choice Drugs and som food and nectars from animals can also give a temporary + or- or Bothe
Like slasher +2s +2p. length of time is GMs choice
Poison and rads disease damage
Both Poison and Diseases can be resisted against, according to your endurence stat. Whenever you come in contact with venom or a disease, you must roll your endureance stat and try to get it equal or under the difficulty number listed.
Disease/Poison/rad Strength
Difficulty Number
Weak 10
Moderate 8
Strong 6
Deadly 4
Lethal 2
Addiction rate
Getting addicted is one of sure-fire ways to end your life. In this radioactive wasteland where food comes in a form of an giant rat, drugs are often perceived as either a death wise or an escape from this horrible reality. But sometimes, in the hardest of situations, you will need that extra boost of strength or vitality, or insert a needle into your brain to enhance your perception. However, a drug does come with a very hefty price What a drug does is modifies the roll of 6 Stats of the Character: Strength, Endurance, argillite, Charisma, Knowledge, and Perception. A ‘good’ drug will modify the result of the roll by making it lower, while a ‘bad’ drug does the opposite. It is very possible for a drug to affect different stats at the same time. The duration of the drug is up to the GM.
Example Drug: Angel Eye gives -2 to
endurance roll with a Dangerous addiction
rating.
Traps
Doors, chests, and lockers are some of things that can be trapped by their owners. A trap can have numerous effects, from incredibly high voltage to spraying deadly viruses. The imagination is left up to the GM. To detect a trap, a Investigation skill roll has to be made and roll under the GM’s difficulty (usually 6, the lower the harder). Once detected, the Security skill is used to disarm the trap. You can also trap things yourself, if you have the right equipment and pass all necessary rolls assigned by the GM
Equipment and Technology
Your character’s starting equipment.
Should match your character’s skill and
background. A military man, for example,
Would have plenty of weapons and ammo. A
man of science and math would have a
Calculator, a notebook, and a pistol.
Discuss with your GM to what items you
Will need. Starting characters also get
About a week worth of water and rations a starting pistol and some clips.
Inventory space
ca, as much as you can have on you in real life (depending on backpack and pouches and size of the player)
Item condition
etch time a specify event takes place you have to take a condition test this means that u roll a d20 and takes the number from the 100 condition points every thing have when the item reaches 20+ it is consider broken -20 the weapon or armour is annihilated
Exp
-2 or -1 two 2 skills or the ceation of a new skill starting at d20
Lvl1 50 -2
Lvl2 100 -2 perk
Lvl3 200 -2
Lvl4 400 -2 perk
Lvl5 800 -2
Lvl6 1600 -2 perk
Lvl7 3200 -2
Lvl8 6400 -2 perk
Lvl9 12800 -2
Playing the Game
As you are probably well aware, most of
the information is very vague. This is
Intentional. Unlike most other RPGs,
you are not forced to follow background
information provided in the rulebook.
work in progress.
based on a game called LOVE THE BOMB and of course :fallout:
help, ideas, comments all welcome