Welcome, welcome, herein.
Please checkout the interest thread: roleplayerguild.com/topics/160708-fall..
Anyone considering joining, please pm me or comment on the interest thread linked above. Also anyone who wants to randomly chat about the rules or lore, welcome, though please keep it constructive and consider the context and objective :-)
OBJECTIVE: to develop a simple rule set to roleplay in the fallout wasteland, without excess percentages and formulas to complicate the experience. Equipment will be pre-configured however there will be room for The Overseer (TO) and Player Characters (PCs) to craft all manner of things.
SUMMARY:
Every challenge action is a roll against a combination of the two relevant SPECIAL stats, or the single stat x 2.
SPECIAL and Skills have an effect on relevant stat rolls and what equipment the PC can use or craft.
SPECIAL dictates what Skills can be learned by a PC.
If a hit is scored TO will determine damage based on the weapons damage rating and any other contributing circumstances.
Armour absorbs a certain amount of damage dealt to the individual wearing it and some types may protect against crippling of extremities.
Basic Gameplay:
Movement:
Movement is entirely freeform, within the description of the location. In combat movement is freeform though limited by distance, a character may move a short distance per ‘action’, enemies can also move a short distance.
Distance and Range:
A short distance is the distance one can move in a few seconds. It’s also the distance someone below ST 6 could throw something sufficiently hard enough to do damage. It’s also the distance that some weapons are effective within.
Think within the walls of a large room, that is a short distance.
Intermediate Distance is longer than short, but not really long, someone with above average strength could throw a heavy thing that far, and some weapons can effectively shoot that far, and it would take 2 turns for an enemy to charge from that far away.
Think a hall, or a basketball court.
Long distance is longer than intermediate. Someone with exceptional strength could throw something that far, and some weapons can shoot that far, and it would take 3 turns for an enemy to charge from that far away.
Think a football ground, a warehouse etc
Very long distance is further than long, no one can throw something that far, very few weapons can shoot that far effectively, and it would take 4 or more turns for an enemy to charge that far. Not many people or creatures can PErcieve things at that distance.
CHALLENGE ROLLS:
If a challenging action is attempted, the TO on behalf of the PC, will roll a D20, a successful roll is equal or under the value on the following table (note there is a -6 penalty if the character doesn’t have the prerequisite skill/perk):
Shoot Small guns A + P (+2 for targeted)
Shoot Energy weapons A + P (+2 for targeted)
Shoot Big Guns S + P
Hit Melee S + A (+2 for targeted)
Hit Unarmed S + A (+2 for targeted)
Throwing S + P
Medicine I + P
Lockpick P + A
Repair I + P
Science I + P
Sneak P + A
Steal A + L
Arm/Disarm Traps P + A
Speech / Barter C x 2
Gambling L x 2
Outdoors / Survival E + P
Prospect P + L
Bleeding:
Any sharp weapon (including bullets) can cause bleeding. Bleeding will cause 1/10th of the original damage per turn until first aid is applied.
Crippled extremity: Any weapon may cause a crippled extremity, as determined randomly by The Overseer and within context of the roleplay.
The consequences of a crippled extremity may vary, and could range from temporary SPECIAL reduction, reduced movement, reduced ability to use certain weapons etc.
Critical hits:
If a hit succeeds, it may become critical on a roll equal to or lower than the PC’s Luck on a D20. If it becomes critical the TO will consult the following table (tables are subject to revision):
Blunt weapons: (including pressure from explosions or falls)
1-5 Knocked out, 6-11 double damage and one crippled limb, 12-16 triple damage and two crippled limbs, 17-20 crushed (dead).
Sharp weapons: (including bullets)
1-5 bleeding heavily (will lose half the damage of original wound every turn), 6-11 double damage and bleeding heavily, 12-16 triple damage and one crippled limb and bleeding heavily, 17-20 bloody mess (dead).
Character creation and development:
SPECIAL:
All new players have the base points of 5 on each stat, and 5 spare to improve others, they may also reduce some stats to have spare points to improve others. The SPECIAL is the foundation of Player Characters, how a character survives the wasteland will depend heavily on the SPECIAL.
Experience points (XP):
Characters start at level 0. The level 1 is achieved after 100 xp, level 2 after another 200, level 3 after another 400, level 4 after another 800, and so on. XP can be earned by succeeding in challenging tasks, defeating hostile creatures, and quality roleplaying.
Skills and Perks:Players may start with up to 3 skills/perks from the Tier 1. Additional Skill/Perks may be taken every 3rd level. T2 skills/perks are available from level 6 onward, Tier 3 skills/perks are available from level 12 onward (subject to revision).
Small guns: Dictates the ability to use small guns: (Minimum intelligence 3)
T1: .32 pistol, 10mm pistol
T2: 10mm SMG, Hunting Rifle
T3: Sniper Rifle, Assault Rifle, Special
Energy Weapons: Dictates the ability to use energy weapons: (Minimum intelligence 6)
T1: Laser Pistol, Laser Rifle
T2: Plasma Pistol, Plasma Rifle
T3: Special
Big guns: Dictates the ability to use big guns: (Minimum Strength 6)
T1: Flamer
T2: Minigun
T3: Rocket Launcher
Melee: Dictates the ability to use melee weapons:
T1: Basic Melee (knife, bat, spear, pipe, hammer etc). S added to damage
T2: Combat Knife, Baton
T3: Ripper, Super Sledge
Unarmed: Dictates the ability to use unarmed implements:
T1: Boxing gloves, brass knuckle, Fists and Feet. S added to damage
T2: Spiked Knuckles, Gauntlet Dagger, Special
T3: Power Fist, Punch Gun
Explosives and Traps: Dictates the ability to use Explosives for throwing, traps and demolition:
T1: Grenades, shotgun trap, bear trap
T2: Dynamite/timer, Landmine
T3: C4/remote, Special
Medicine: Dictates the ability to apply first aid and treat injuries: (Minimum Intelligence 5)
T1: Apply first aid kit
T2: Use Doctors bag, craft first aid kits (Minimum Intelligence 6)
T3: Operate Medbay, craft doctors bag (Minimum Intelligence 7)
Science: Dictates the ability to hack terminals, use laboratories etc
T1: Easy terminals, Basic laboratory crafting (Minimum intelligence 5)
T2: Normal terminals, Intermediate laboratory crafting (Minimum Intelligence 6)
T2: Hard terminals, Complex laboratory crafting (Minimum Intelligence 7)
Repair: Dictates the ability to repair and craft: (Minimum Intelligence 4)
T1: Dodgy Repair, Basic Crafting
T2: Reasonable Repair, Intermediate Crafting
T3: Excellent Repair, Advanced Crafting
Lockpick: Dictates the ability to use pick locks: (Minimum Agility 5 Perception 5)
T1: Easy Locks
T2: Intermediate Locks
T3: Hard Locks
Steal: Dictates the ability to steal: (Minimum Agility 6 Perception 6)
T1: Small Items from pockets/packs,
T2: Reverse Pickpocket
T3: Weapons from holsters, special
Sneak: Dictates the ability to sneak: (Minimum Agility 6 Perception 6)
T1: move slowly or crawl undetected
T2: move normally undetected, sneak attack
T3: move quickly undetected, sneak murder (+5 to crit. chance, +5 to crit. table)
Speech/Barter: Dictates the ability to convince others and barter successfully: (Min Charisma 5)
T1: Convince people with lower Charisma, low barter margin
T2: Convince people with equal Charisma, moderate barter margin
T3: Convince people with higher Charisma, high barter margin (Min Charisma 7)
Gambling: Dictates the ability to gamble:
T1: Basic Games, Low Stakes
T2: Intermediate Games, Moderate Stakes
T3: Complex Games, High Stakes (Minimum Intelligence 6, Charisma 6)
The following skills/perks are not available to vault dwellers until they have left the vault.
Outdoors / Survival: Dictates the ability to survive in the wasteland, and craft from the wild:
T1: Basic harvesting skill, Basic wildcrafting, Basic Scouting (finding nearby locations)
T2: Intermediate harvesting skill, Intermediate wildcrafting (Min End. 5 Per. 5 )
T3: Efficient harvesting skill, Complex wildcrafting, Advanced Scouting
Prospecting: Dictates the ability to find places worth prospecting and finding material within:
T1: Basic material, Easy Finds, poor Seams (Minimum Perception 6)
T2: Intermediate Material, Finds, and Seams
T3: Complex Material, Challenging Finds, Profitable Seams
Derived Statistics:
The following statistics are derived from the SPECIAL in the following formulas.
Action Points:
Whilst traditionally a derived statistic, in this game, every PC has 2 actions per combat turn, or one targeted shot/strike.
Carry weight:
Just be reasonable please. TO may penalise PC for continuously carrying too much.
Combat Sequence:
Synonymous with Post Order. PC go first in any order (may revise later in order of high to low agility), then hostiles have their turn, then non hostile NPCs have their turn. Players may contact TO if they would like something rolled in advance of their post so they can roleplay the results.
Hit Points:
How much damage an individual can take before they die.
15+S+(Ex2) = Starting HP
E+2 = extra hit points every level up
Healing Rate:
At the end of every day, players recover E+6 HP
Throwing range:
Up to S 5 = Short Distance, S 5 –8 = Intermediate Distance, S 9 or more = Long Distance
Armour and clothing:
Damage Threshold:
Armour has a damage threshold, any damage that is lower, or equal to the threshold is negated. Any damage that is higher than the threshold is reduced by the threshold amount, and the armour takes a strike.
How many strikes an armour can take is determined at the time of finding/purchasing/crafting.
Weapons:
Like Armour, weapons receive wear and tear. Anytime a miss is scored on D20 roll of 20, the weapon takes a strike.
How many strikes a weapon can take is determined at the time of finding/purchasing/crafting.
Items
Items typically have one use, for example first aid kits, stimulants, foodstuffs, water flasks etc
Stuff
Stuff are items that don't have a particular use, but maybe required for crafting or quests.
CRAFTING:
Players can describe what they wish to craft and with what materials. Then they will need to obtain those items, this would require wild harvesting or prospecting for the items, rolls against P + L while characters are at appropriate locations. Once materials are obtained then the crafter must be at an appropriate work bench and test against P + I, if successful the overseer will determine the stats of the item.
Weapons (examples):
Broken Bottle
Damage: 2 (+S)
Strikes: / (not repairable)
Counterfeit Switchblade:
Damage: 3 (+S)
Strikes: ///
.32 Pistol
Damage: 8
Effective Range: short
Strikes: /////
10mm Pistol
Damage: 12
Effective Range: Short
Special: Effective at Intermediate range when aimed
Strikes: //////////
Armour and Clothing:
Vault suit
DT: 1
Strikes: ///
SUMMARY:
Every challenge action is a roll against a combination of the two relevant SPECIAL stats, or the single stat x 2.
SPECIAL and Skills have an effect on relevant stat rolls and what equipment the PC can use or craft.
SPECIAL dictates what Skills can be learned by a PC.
If a hit is scored TO will determine damage based on the weapons damage rating and any other contributing circumstances.
Armour absorbs a certain amount of damage dealt to the individual wearing it and some types may protect against crippling of extremities.
Basic Gameplay:
Movement:
Movement is entirely freeform, within the description of the location. In combat movement is freeform though limited by distance, a character may move a short distance per ‘action’, enemies can also move a short distance.
Distance and Range:
A short distance is the distance one can move in a few seconds. It’s also the distance someone below ST 6 could throw something sufficiently hard enough to do damage. It’s also the distance that some weapons are effective within.
Think within the walls of a large room, that is a short distance.
Intermediate Distance is longer than short, but not really long, someone with above average strength could throw a heavy thing that far, and some weapons can effectively shoot that far, and it would take 2 turns for an enemy to charge from that far away.
Think a hall, or a basketball court.
Long distance is longer than intermediate. Someone with exceptional strength could throw something that far, and some weapons can shoot that far, and it would take 3 turns for an enemy to charge from that far away.
Think a football ground, a warehouse etc
Very long distance is further than long, no one can throw something that far, very few weapons can shoot that far effectively, and it would take 4 or more turns for an enemy to charge that far. Not many people or creatures can PErcieve things at that distance.
CHALLENGE ROLLS:
If a challenging action is attempted, the TO on behalf of the PC, will roll a D20, a successful roll is equal or under the value on the following table (note there is a -6 penalty if the character doesn’t have the prerequisite skill/perk):
Shoot Small guns A + P (+2 for targeted)
Shoot Energy weapons A + P (+2 for targeted)
Shoot Big Guns S + P
Hit Melee S + A (+2 for targeted)
Hit Unarmed S + A (+2 for targeted)
Throwing S + P
Medicine I + P
Lockpick P + A
Repair I + P
Science I + P
Sneak P + A
Steal A + L
Arm/Disarm Traps P + A
Speech / Barter C x 2
Gambling L x 2
Outdoors / Survival E + P
Prospect P + L
Bleeding:
Any sharp weapon (including bullets) can cause bleeding. Bleeding will cause 1/10th of the original damage per turn until first aid is applied.
Crippled extremity: Any weapon may cause a crippled extremity, as determined randomly by The Overseer and within context of the roleplay.
The consequences of a crippled extremity may vary, and could range from temporary SPECIAL reduction, reduced movement, reduced ability to use certain weapons etc.
Critical hits:
If a hit succeeds, it may become critical on a roll equal to or lower than the PC’s Luck on a D20. If it becomes critical the TO will consult the following table (tables are subject to revision):
Blunt weapons: (including pressure from explosions or falls)
1-5 Knocked out, 6-11 double damage and one crippled limb, 12-16 triple damage and two crippled limbs, 17-20 crushed (dead).
Sharp weapons: (including bullets)
1-5 bleeding heavily (will lose half the damage of original wound every turn), 6-11 double damage and bleeding heavily, 12-16 triple damage and one crippled limb and bleeding heavily, 17-20 bloody mess (dead).
Character creation and development:
SPECIAL:
All new players have the base points of 5 on each stat, and 5 spare to improve others, they may also reduce some stats to have spare points to improve others. The SPECIAL is the foundation of Player Characters, how a character survives the wasteland will depend heavily on the SPECIAL.
Experience points (XP):
Characters start at level 0. The level 1 is achieved after 100 xp, level 2 after another 200, level 3 after another 400, level 4 after another 800, and so on. XP can be earned by succeeding in challenging tasks, defeating hostile creatures, and quality roleplaying.
Skills and Perks:Players may start with up to 3 skills/perks from the Tier 1. Additional Skill/Perks may be taken every 3rd level. T2 skills/perks are available from level 6 onward, Tier 3 skills/perks are available from level 12 onward (subject to revision).
Small guns: Dictates the ability to use small guns: (Minimum intelligence 3)
T1: .32 pistol, 10mm pistol
T2: 10mm SMG, Hunting Rifle
T3: Sniper Rifle, Assault Rifle, Special
Energy Weapons: Dictates the ability to use energy weapons: (Minimum intelligence 6)
T1: Laser Pistol, Laser Rifle
T2: Plasma Pistol, Plasma Rifle
T3: Special
Big guns: Dictates the ability to use big guns: (Minimum Strength 6)
T1: Flamer
T2: Minigun
T3: Rocket Launcher
Melee: Dictates the ability to use melee weapons:
T1: Basic Melee (knife, bat, spear, pipe, hammer etc). S added to damage
T2: Combat Knife, Baton
T3: Ripper, Super Sledge
Unarmed: Dictates the ability to use unarmed implements:
T1: Boxing gloves, brass knuckle, Fists and Feet. S added to damage
T2: Spiked Knuckles, Gauntlet Dagger, Special
T3: Power Fist, Punch Gun
Explosives and Traps: Dictates the ability to use Explosives for throwing, traps and demolition:
T1: Grenades, shotgun trap, bear trap
T2: Dynamite/timer, Landmine
T3: C4/remote, Special
Medicine: Dictates the ability to apply first aid and treat injuries: (Minimum Intelligence 5)
T1: Apply first aid kit
T2: Use Doctors bag, craft first aid kits (Minimum Intelligence 6)
T3: Operate Medbay, craft doctors bag (Minimum Intelligence 7)
Science: Dictates the ability to hack terminals, use laboratories etc
T1: Easy terminals, Basic laboratory crafting (Minimum intelligence 5)
T2: Normal terminals, Intermediate laboratory crafting (Minimum Intelligence 6)
T2: Hard terminals, Complex laboratory crafting (Minimum Intelligence 7)
Repair: Dictates the ability to repair and craft: (Minimum Intelligence 4)
T1: Dodgy Repair, Basic Crafting
T2: Reasonable Repair, Intermediate Crafting
T3: Excellent Repair, Advanced Crafting
Lockpick: Dictates the ability to use pick locks: (Minimum Agility 5 Perception 5)
T1: Easy Locks
T2: Intermediate Locks
T3: Hard Locks
Steal: Dictates the ability to steal: (Minimum Agility 6 Perception 6)
T1: Small Items from pockets/packs,
T2: Reverse Pickpocket
T3: Weapons from holsters, special
Sneak: Dictates the ability to sneak: (Minimum Agility 6 Perception 6)
T1: move slowly or crawl undetected
T2: move normally undetected, sneak attack
T3: move quickly undetected, sneak murder (+5 to crit. chance, +5 to crit. table)
Speech/Barter: Dictates the ability to convince others and barter successfully: (Min Charisma 5)
T1: Convince people with lower Charisma, low barter margin
T2: Convince people with equal Charisma, moderate barter margin
T3: Convince people with higher Charisma, high barter margin (Min Charisma 7)
Gambling: Dictates the ability to gamble:
T1: Basic Games, Low Stakes
T2: Intermediate Games, Moderate Stakes
T3: Complex Games, High Stakes (Minimum Intelligence 6, Charisma 6)
The following skills/perks are not available to vault dwellers until they have left the vault.
Outdoors / Survival: Dictates the ability to survive in the wasteland, and craft from the wild:
T1: Basic harvesting skill, Basic wildcrafting, Basic Scouting (finding nearby locations)
T2: Intermediate harvesting skill, Intermediate wildcrafting (Min End. 5 Per. 5 )
T3: Efficient harvesting skill, Complex wildcrafting, Advanced Scouting
Prospecting: Dictates the ability to find places worth prospecting and finding material within:
T1: Basic material, Easy Finds, poor Seams (Minimum Perception 6)
T2: Intermediate Material, Finds, and Seams
T3: Complex Material, Challenging Finds, Profitable Seams
Derived Statistics:
The following statistics are derived from the SPECIAL in the following formulas.
Action Points:
Whilst traditionally a derived statistic, in this game, every PC has 2 actions per combat turn, or one targeted shot/strike.
Carry weight:
Just be reasonable please. TO may penalise PC for continuously carrying too much.
Combat Sequence:
Synonymous with Post Order. PC go first in any order (may revise later in order of high to low agility), then hostiles have their turn, then non hostile NPCs have their turn. Players may contact TO if they would like something rolled in advance of their post so they can roleplay the results.
Hit Points:
How much damage an individual can take before they die.
15+S+(Ex2) = Starting HP
E+2 = extra hit points every level up
Healing Rate:
At the end of every day, players recover E+6 HP
Throwing range:
Up to S 5 = Short Distance, S 5 –8 = Intermediate Distance, S 9 or more = Long Distance
Armour and clothing:
Damage Threshold:
Armour has a damage threshold, any damage that is lower, or equal to the threshold is negated. Any damage that is higher than the threshold is reduced by the threshold amount, and the armour takes a strike.
How many strikes an armour can take is determined at the time of finding/purchasing/crafting.
Weapons:
Like Armour, weapons receive wear and tear. Anytime a miss is scored on D20 roll of 20, the weapon takes a strike.
How many strikes a weapon can take is determined at the time of finding/purchasing/crafting.
Items
Items typically have one use, for example first aid kits, stimulants, foodstuffs, water flasks etc
Stuff
Stuff are items that don't have a particular use, but maybe required for crafting or quests.
CRAFTING:
Players can describe what they wish to craft and with what materials. Then they will need to obtain those items, this would require wild harvesting or prospecting for the items, rolls against P + L while characters are at appropriate locations. Once materials are obtained then the crafter must be at an appropriate work bench and test against P + I, if successful the overseer will determine the stats of the item.
Weapons (examples):
Broken Bottle
Damage: 2 (+S)
Strikes: / (not repairable)
Counterfeit Switchblade:
Damage: 3 (+S)
Strikes: ///
.32 Pistol
Damage: 8
Effective Range: short
Strikes: /////
10mm Pistol
Damage: 12
Effective Range: Short
Special: Effective at Intermediate range when aimed
Strikes: //////////
Armour and Clothing:
Vault suit
DT: 1
Strikes: ///