Fallout D20 [The master wants YOU. To join his dark armies]

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Fallout D20 [The master wants YOU. To join his dark armies]

Post by lazerus »

With the recent death of the forums D&D game (run by tycho), i was thinking of starting a sci-fi game.

I have a set of rules for "Fallout D20" (D20 run in a setting based off the game of course). Their half finished, but i could dust them off and finish them.

Before i finish balencing them, i wanted to see if there would be any intrest in this.
Last edited by lazerus on 2004-09-28 12:01pm, edited 6 times in total.
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Re: Fallout D20

Post by Enigma »

lazerus wrote:With the recent death of the forums D&D game (run by tycho), i was thinking of starting a sci-fi game.

I have a set of rules for "Fallout D20" (D20 run in a setting based off the game of course). Their half finished, but i could dust them off and finish them.

Before i finish balencing them, i wanted to see if there would be any intrest in this.
Why not use the Gamma World books and convert the Fallout stats with them?
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Re: Fallout D20

Post by lazerus »

Enigma wrote:
lazerus wrote:With the recent death of the forums D&D game (run by tycho), i was thinking of starting a sci-fi game.

I have a set of rules for "Fallout D20" (D20 run in a setting based off the game of course). Their half finished, but i could dust them off and finish them.

Before i finish balencing them, i wanted to see if there would be any intrest in this.
Why not use the Gamma World books and convert the Fallout stats with them?
1) Because i don't have the Gamma World books.
2) Because it's more customizeable this way.

So would you be interested in playing?
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Post by DPDarkPrimus »

Ask Utsanomiko for his precious D6 set-up for the defunct Fallout campaign. :P
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Post by lazerus »

DPDarkPrimus wrote:Ask Utsanomiko for his precious D6 set-up for the defunct Fallout campaign. :P
.................sir, thou doth insult me.


Comon.............anybody in?
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Post by Captain tycho »

Sure.
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Post by Enigma »

I'd join.
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Post by DPDarkPrimus »

Kidding aside, I'd join.
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Post by lazerus »

Here is the first class, feel free to comment. This was to represent the rarely-used melee/unarmed combat type charachter.

Background: Guns and ammo are always expensive, and sometimes rare. Most people simply save money and conserve ammo, but there are a few who topt out of melee weapons alltogether.


SKIRMISHER
Alignment: Any.
Hit Die: d12.
Skill Points Per Level: (4+INT)
Class Skills: The skrimisher's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Profession (Wis), and Ride (Dex).
Weapon and Armor Proficiency: Skrimishers are proficient with a melee weapons. Skrimishers are proficient will leather, metal, and combat armor.


TABLE: The Skrimisher
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +1 +2 +0 +0 Improved Unarmed Strike, Rapid Strike
2 +2 +3 +0 +0
3 +3 +3 +1 +1
4 +4 +4 +1 +1 Bonus Feat
5 +5 +4 +1 +1
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2 Bonus Feat
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 Bonus Feat
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4 Bonus Feat
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5
16 +16/+11/+6/+1 +10 +5 +5 Bonus Feat
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6 Bonus Feat
20 +20/+15/+10/+5 +12 +6 +6

Improved Unarmed Strike: Skirmishers receive this feat at first level.

Rapid Strike: A skirmisher may choose to take two attacks in the time it would normally take him to take one, at -2 to both attacks. He may use this ability with Melee of HTH attacks only.

Bonus Feat: A skirmisher may choose to take a feat off the fighter feats list.

Kung-Foo-Grip: Any time a skirmisher would have taken a bonus feat, he may opt to instead increase his HTH damage by one dice. (from a d4 to a d6, a d6 to a d8 etc). With a maximum of a d12.
Last edited by lazerus on 2004-09-10 02:25pm, edited 2 times in total.
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Post by lazerus »

Argh, the forum won't display the table correctly.
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Post by lazerus »

I'm just about done with the other classes......but is this one good, bad, what?
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Post by Captain tycho »

lazerus wrote:I'm just about done with the other classes......but is this one good, bad, what?
Doesn't seem horribly unbalanced so far. :wink:
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Post by lazerus »

You know the type, their vaguely aware of the fact that it might be possible to attack in a way that ISN'T a called shot to the eyes. The damage may seem high, but remember, the nice man with the chain gun will be ripping into you while your aimin.


SNIPER
Alignment: Any.
Hit Die: d8.
Skill Points Per Level: (2+INT)
Class Skills: The snipers's class skills (and the key ability for each skill) are Concentration (Con), Spot, Hide, Move Silently, Listen, Use Rope, Heal
Weapon and Armor Proficiency: Snipers are proficient with pistols, rifles, assult rifles, and energy weapons.
TABLE: The Sniper
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +1 +0 +0 +0 Snipe, Headshot
2 +2 +0 +0 +0 Hole in Their armor
3 +3 +1 +1 +1 That Looked Painful 1d6
4 +4 +1 +1 +1
5 +5 +1 +1 +1
6 +6/+1 +2 +2 +2 That Looked Painful 2d6
7 +7/+2 +2 +2 +2
8 +8/+3 +2 +2 +2
9 +9/+4 +3 +3 +3 That Looked Painful 3d6
10 +10/+5 +3 +3 +3
11 +11/+6/+1 +3 +3 +3
12 +12/+7/+2 +4 +4 +4 That Looked Painful 4d6
13 +13/+8/+3 +4 +4 +4
14 +14/+9/+4 +4 +4 +4
15 +15/+10/+5 +5 +5 +5 That Looked Painful 5d6
16 +16/+11/+6/+1 +5 +5 +5
17 +17/+12/+7/+2 +5 +5 +5
18 +18/+13/+8/+3 +6 +6 +6 That Looked Painful 6d6
19 +19/+14/+9/+4 +6 +6 +6
20 +20/+15/+10/+5 +6 +6 +6

Snipe: A sniper that takes extra time to aim as his target (between 1 and 3 rounds), can receive a bonus to his attack roll and damage (between +1 and +3 respectivly).

Headshot: By aiming for hard to hit areas, a sniper can do extra damage. A snipe can take a penalty to their attack roll equal to or less then their BAB. Add this number to damage. If the hit is a critical hit, this damage IS multiplied.

Hole in Their armor: Every armor has weak points, a sniper can take advantage of that. A sniper that spends a full round firing one shot halves any AC and/or DR provided by their foes armor.

That Looked Painfull: A sniper is a master of making his weapons hit where it hurts, any sniper that uses his “Snipe” ability to the full +3 adds this much to their damage. In the event of a critical hit this damage is multiplied.
Last edited by lazerus on 2004-09-23 08:47pm, edited 1 time in total.
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Post by lazerus »

You know the type, the type that's dagerous with anything more powerfull then a BB-gun. If his name is Ian, i would keep the BB guy away from him.

--

Rules About Automatic Weapons: A weapon like an automatic pistol, is considered to be attacking 2 times at a -2 penality to each shot. A SMG is considered to be attacking 4 times at a -6 penality to each shot. A machine gun is considered to be attacking 10 times at a -10 penality to each shot.[shooting a machinegun is a full round action]


MACHINEGUNNER

Hit Die: d10.
Class Skills: The machinegunner's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (any one) (Int), Profession (Wis), and Hide (Dex.)
(2+INT) skillpoints per level
Weapon and Armor Proficiency: machinegunners are proficient with pistols, machine guns, and SMG's.
TABLE: The machinegunner
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +1 +2 +0 +0 Better lucky then accurate, Weapon Handling
2 +2 +3 +0 +0 Don't fear the recoil +1
3 +3 +3 +1 +1
4 +4 +4 +1 +1
5 +5 +4 +1 +1 Don't fear the recoil +2
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2 Don't fear the recoil +3
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3
11 +11/+6/+1 +7 +3 +3 Don't fear the recoil +4
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4 Don't fear the recoil +5
15 +15/+10/+5 +9 +5 +5
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5 Don't fear the recoil +6
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 Don't fear the recoil +7

Better lucky then accurate: When attacking with an automatic weapon, a machinegunner can re-roll the lowest roll. He must stick with the new result, be it better of worse.
Weapon Handling: At first level, the machinegunner recives the Weapon Handling feat for free (+3 STR for the purposes of wielding weapons)
Don't fear the recoil: At second level, a macinegunner has learned to control his weapons unstable barrel. The penalites his shots take on full auto are reduced by the listed amount (starting with +1)
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Post by lazerus »

Some people lack at the techie for being underpowered in combat. Then the techie sic the killer robots on them. :lol:

Techie's just represent the non-combat char type, the kind of guy who dosn't have SG, BG or EW as his tag skills.


NEW KNOWLEDGE SKILLS:
Knowledge: Science
Knowledge: Medicine [this covers anything complex enough that the First Aid skill dosn't handle it]
Knowledge: Pre-War Society [a more specific subset of the knowledge histroy skill]

TECHIE

Hit Die: d4.
Class Skills: The Techie's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge [All Skills], Demolitions (Int), Profession[any one chosen at first level], Computer Use (Int), Pilot (Dex), Ride(Dex)
(8+INT) skill points
Weapon and Armor Proficiency: Techie's are proficent with all simple weapons. Plus pistols.
TABLE: The Techie
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +0 +0 +2 Jack of All Trades, Don't Touch the Red Button, Skill Focus
2 +1 +0 +0 +3 Jury Rig +1
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Jury Rig +2, Skill Focus
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6 Jury Rig +3
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Skill focus
11 +5 +3 +3 +7 Jury Rig +4
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9 Jury Rig +5
15 +7/+2 +5 +5 +9 Skill Focus
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10 Jury Rig +6
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Jury Rig +7, Skill Focus
Jack Of All Trades: A techie never knows in advance what he will be called upon to repair, so it's best to be able to do a little of everything. At first level, a techie chooses 3 skills. If they were restricted skills, they are now considered cross-class. If they were cross class, they are now considered class skills.
Don't Touch the Red Button: A techie that dosn't learn this early dosn't live long. Once per day a techie may re-roll a critical failure on any INT based skill.
Jurry Rig: A techie is skilled in the art of repairing decripit machines, this ability adds a modifier to any roll used to repair something.
Skill Focus: As Per the feat
Last edited by lazerus on 2004-09-16 03:58pm, edited 1 time in total.
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Post by Captain tycho »

Looks great so far. :)
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Post by lazerus »

"Yeah, i've scouted some of the more valuable homes in this area......"

SCOUT

Hit Die: d6
Class Skills: The Scouts's class skills (and the key ability for each skill) are Concentration (Con), Knowledge [Any One], Profession[any one chosen at first level], Ride(Dex), Pick Pocket (Dex), Hide, Move Siletly, Bluff, Diplomacy, Sense Motive, Appraise, Innuendo, Search, Spot, Listen, Disable Device
(8+INT) skill points
Weapon and Armor Proficiency: Scouts are proficent with pistols, rifles, and knives.
TABLE: The Scout
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +0 +2 +0 Scout +1, Illicit Deal, Scouts Honor +1, IWJSI
2 +1 +0 +3 +9 Uncanny Dodge (cannot be caught flatfooted)
3 +1 +1 +3 +1 Evasion
4 +2 +1 +4 +1
5 +2 +1 +4 +1 Scout +2, Scouts Honor +2
6 +3 +2 +5 +2
7 +3 +2 +5 +2
8 +4 +2 +6 +2
9 +4 +3 +6 +3 Scout +3
10 +5 +3 +7 +3 Scouts Honor +3
11 +5 +3 +7 +3
12 +6/+1 +4 +8 +4
13 +6/+1 +4 +8 +4 Scout +4
14 +7/+2 +4 +9 +4
15 +7/+2 +5 +9 +5 Scouts Honor +3
16 +8/+3 +5 +10 +5
17 +8/+3 +5 +10 +5 Scout +5
18 +9/+4 +6 +11 +6
19 +9/+4 +6 +11 +6
20 +10/+5 +6 +12 +6 Scouts Honor +4

Scout: Scouts receive a +X (starting with +1) bonus to Hide, Move Silently, and Pick Pocket. This bonus stacks with all other bonuses.

Illicit Deal: Scouts are skilled in the art of making merchants pay up. They get a +5 modifier to any roll made haggling with a merchant.

Scouts Honor: Scouts are well trained in the art of looking innocent, they receive +4 to a roll to avoid suspicious. (Usually bluff, but may sometimes be diplomacy or indimidate)

IWJSI (I was just scouting it): A scout may, within reasonable limits, talk his way out of theft. A scout that fails a pick pocket check may roll bluff. A passing check means the person thinks nothing of it.
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Post by Utsanomiko »

DPDarkPrimus wrote:Ask Utsanomiko for his precious D6 set-up for the defunct Fallout campaign. :P
It's still your guys' move; you gonna check your map and put on your goggles, or just step cluessly into open air and direct sunlight?

I'd only share it with those who earned it, and even suggesting to run Fallout with D20 is not the way to do so. :P

Have fun shruggin off shotgun blasts...
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Post by lazerus »

I'd only share it with those who earned it, and even suggesting to run Fallout with D20 is not the way to do so.
I prefer the actual d100 rules the game runs off, but i figured more people would know how to run D20.

hmmmmm. Maybe Fallout HERO?
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Post by Utsanomiko »

The official P&P version of GURPS might be the more accurate system. There's guides and rulbooks to it floating all over the net.
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Post by lazerus »

Super Mutants are tougher, stronger, and just plain more badass then any other race. But super strentgh and toughness vs guns....well.....it evens out.


SUPER MUTANTS
Description: Like mutants, but SUPER. They look like the incredable hulk, only a foot taller and 80IQ points dumber.

Traits:
+10 STR
+8 CON
-4 WIS
-4 INT
-4 DEX

Mutants gain feats once every four levels.

Super Mutants may not wear any armor other then leather armor, and even that has to be custom made. They just don't make armor that big.

Super Mutants may not wield small arms of any type. And may not wield any energy weapon but the plasma rifle.
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Post by lazerus »

Humans are just like they are in any other D20 system.
--

GHOULS [Template]
"Ghoul" is a template that can be applied to any human charachter.

+4 INT
+4 WIS
-2 DEX
-2 STR
-2 CON

Ghouls, ulike other races, are healed by radation and are immune to desease. (the germs can't handle it)

Ghouls cannot wield Heavy Weapons.
Last edited by lazerus on 2004-09-16 06:08pm, edited 1 time in total.
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Post by lazerus »

INTELLEGENT DEATHCLAWS
Descrption: Their 1/2 goat, 1/2 rat. 1/2 Bull, 1/2 FEV, and 1/2 Tohmsons Lizard. That's a total of 2 and a half homicidal mainacs.

+8 STR
+10 CON
+4 DEX
-4 INT

1d12 claws.

Deathclaws may not wear armor of any type. They may not wield weapons. They cannot operate anything that requires thumbs.

--

Special Rules: Deathclaws that take ranks in the skirmisher class can use their "Kung Foo Grip" ability to add damage to their claws. That damage starts as +1d4 and then increases normally.
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Post by lazerus »

I know the race ajustments for mutant and deathclaws seen horrendusly broken, but bear in mind, that in early game mutants will be forced to fight hand to hand. And it late game, deathclaws will be somewhat lacking in damage. So it works out to roughly fair.

I might tweak it a bit later on.
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Post by lazerus »

Special Rules:

You start with two feats and two traits at first level. [Humans start with three feats]


NEW SKILLS:
Knowledge: Science
Knowledge: Medicine [this covers anything complex enough that the First Aid skill dosn't handle it]
Knowledge: Pre-War Society [a more specific subset of the knowledge histroy skill]
Pilot
Computer Use


Rules About Automatic Weapons:
A weapon like an automatic pistol, is considered to be attacking 2 times at a -2 penality to each shot. A SMG is considered to be attacking 4 times at a -6 penality to each shot. A machine gun is considered to be attacking 10 times at a -10 penality to each shot.[shooting a machinegun is a full round action]

Starting Equipment:
Done by charachter class, a bit unorthadox, but with prices varying widely from reagon to reagon, a starting bottlecap system woudln't work too well.

EVERYONE starts with: A canteen (or flask, or waterskin, or similar device). Clothes. A few days rations. And 100 bottle caps. There is a 50% chance you start with a leather jacket. If you choose not to take the leather jacket, you start with 200 extra bottlecaps.

Skirmisher: Any one non-powered melee weapon. You may choose to forgo this weapon in favor of 50 bottlecaps.

Sniper: A loaded pistol and 1d6 extra clips for it. (you can choose one, or, if you don't have the D20 Guide to Firearms, i can suggest one.)

Machine Gunner: A loaded pistol and 1d6 extra clips for it. (you can choose one, or, if you don't have the D20 Guide to Firearms, i can suggest one.)

Techie: A basic tool kit. A loaded pistol that is no higher then .45 caliber. +1d4 extra clips for it.

Scout: A loaded pistol and 1d8 extra clips for it. Always has the leather jacket. +100 extra bottlecaps.

++more rules to come++
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