Administrator
|
This post was updated on .
And so for the past few months I have half-arsed my time on this project.
Well I'm finally coming to a point of "completion". I consider this the first step towards a Beta rulebook. The following is the current state, unfinished for now (But most of what left I have in other documents, and they need only minimal work). Fallout_Rules.docx It will look readable on Microsoft Word. I'm not sure how Open Office will mangle it. It has pretty pictures and textures too! *Just tried opening it in open office. I do not suggest this course of action. ( I will convert it to PDF once it's complete)
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
This post was updated on .
*Snipped for clarity as I try to neaten this thread up*
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
This post was updated on .
In reply to this post by messyart
Goddamn... Snipping and shit.
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
This post was updated on .
*Snipping more useless posts*
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
This post was updated on .
*Something about how Action Points will work*
Mankinds first mistake; Questioning why those around him, are dying.
|
CONTENTS DELETED
The author has deleted this message.
|
Administrator
|
This post was updated on .
*More crap snipped*
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
This post was updated on .
In reply to this post by messyart
*Snipped*
Since I have come up with newer rules in my mind lately, they will be written in neatly soon.
Mankinds first mistake; Questioning why those around him, are dying.
|
nice set of rules, i cant wait to test them with you and mort
altho im more of a range type of prson, than an up close and personle figher.
slowly but surely life find its way.
and thats when i find a dam PC to use.... |
Administrator
|
There'll be plenty of options for ranged fighters.
In fact, you'll have four different types of ranged combat to pick between; Pistols Rifles Heavy weapons Explosives. And even better, each of those is split into different types, too! I'll throw a few characters together for you for testing! :3
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
I am working on a bit of a change to the basic rules, now a brief playtest with Mortis and Radwell has shown a bit too much complication (I'll be honest, I knew it would happen, I was just being stubborn in not wanting to do anything like things I've already played).
So now I'll be working on making the game much more similar to Necromunda. Models will not have a Ws, Bs, I, A or Ld. Instead they will use the skills as listed. Initiative will be both renamed and re-written with Agility to grant bonuses to movements and close combat. Leadership will be used even less than in my zombie game, so I will simply remove it. I might give creatures a charisma skill to determine whether or not they flee for losing in combat. Ws & Bs are redundant while Guns, energy weapons, melee, unarmed and explosive skills are in-game, and I frankly prefer them all. And attacks.. Well, they're silly. Players will have their melee/ unarmed skills, roll modifiers to see how many hits are landed and then damage dealt afterwards, so an attack stat is unneeded. Strength and Endurance will dictate a characters S&T stats, and their armour will grant a save based on type. Armours will be classed up to 9, and use a D10 to try ignoring hits landed on them. Weapons will also use a "simpler" damaging method. They will stick to a simple S/Dam stat (Between 1&10) and simply inflict more wounds per hit. This will also allow for Repair to be useful. Criticals in close combat can be made simpler (Wounding on a certain dice, for instance). Ah well. In due time, you'll find Behemoths with 20+ wounds and you will cry.
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
Armour;
Models will take wounds, blah blah, and will have an armour value based on a 0-9; 0- Unarmoured 1- Basic clothing/ light armour (An example being Mercernary outfits, etc) 2- Leather Armour/ Strong light armour 3- Reinforced Leather Armour 4- Combat Armour 5- Reinforced Combat Armour 6- Combat Armour MkII 7- Combat Armour MkII Reinforced 8- Power Armour 9- Advanced Power Armour (An example being unique and rare types of armour)
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
This post was updated on .
I have briefly had an idea for "Luck"
To remove the awkward nature of trying to work out "Does this make a critical hit?" I might just say "Your luck is exactly how many criticals you can land per game." Players will get to pick when they use them, creatures with Luck values will have the same ability. Critical hits; Wounds are doubled. Sneak attack criticals; Wounds are TRIPLED
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
In reply to this post by messyart
Rules have changed and I can't be bothered to post them yet! :D
I'm going to get some models together, find a day to play-test them and then see how it goes. So for now, a bit of fluffiness; Kwazi, Super Mutated Super Mutant. Once a 1st gen, long, long ago. Kwazi was taken in after the Masters death, by a small band of travellers who needed to carry valuable goods over a vast swathe of land. For hundreds of miles he walked with them, learning of ways outside of human contact. Sadly, it was not to remain that way for long, as an Enclave faction spread against the townships ahead of them. Kwazi, and his "new" friends were captured. The humans amongst them all were shot, or thrown into an old, abandoned Vault before the door was locked behind them. Kwazi was amongst them eventually, but not before being brutally beaten by his captors. His skull was so deformed by the time his old friends had found him, that he would have been unrecognisable, had it not been for... Well, he's a Super Mutant. They're not. After years of third-rate medical care, using books and supplies scavenged from within the Vault, his broken bones and fractured skull had been "repaired". Mostly. His ribs had been so badly smashed that they'd never truly show off the impressive wads of muscle that once hung from them, and his left hand had been so badly mangled that it had been amputated shortly after he'd been found. But for many years after, he, and his little group of friends, grew to accept the changes. Once again, this changed. His friends began dying away, incapable of breeding to create a new generation for him to look over, possibly due to radiations within the Vault. Kwazi was left alone after a few decades, and the solitude did nothing for his shattered heart and mind. He begun pounding at the door to the Vault, spending days upon days in an explosive fit of rage as he begged for the giant metal cog-wheel to just roll aside. Once madness settled inside, he had doomed himself. He descended the Vault, seeking the reactor core for something to take away his misery. The intense radioactive explosion he created sadly did nothing to end his life, prolonging it in a cruel twist of fate. But the Vault was opened. A band of troops passing nearby had come to investigate the rumbling underground and hacked their way through the consoles at the mouth of the Vaults deep cave entrance. What they found was a sorry sight. Bodies, now little more than skeletons, sat up against the walls with cups and dolls around them, as if set up for a sick tea-party. Kwazi greeted them, in the only way he could imagine, and left four more bodies to rot beside the people he once strode beside. Be it a bout of karma, or sheer misfortune, Kwazi found it gradually more and more impossible for his sorry life to end. He tried seeking the tallest of cliffs and ruins, leaping to his end, and yet every time, as the pain grew wild enough for him to believe it the end, it made him... Stronger. As if his brain took the agony and nurtured it into power. He grew larger, every time he felt bones shatter from a jump. As time passed, it became harder and harder for the falls and the gunshots to even trouble him. It was as if he could stride across fire unscathed (And he often did, as the Enclave forces in the area often sought this "tough bastard"). Time, madness and knowledge, once coupled with the means, gave him all he needed to make up for all he had lost. For his lost arm, he fashioned himself a glove. Based on what he saw from the dismantled power fist he'd smashed through the heads of the Enclave soldiers who'd ambushed him, he fitted the glove with (suprisingly) delicate servo-enhancements. Sadly, all of the imagination in the world couldn't link a pile of junk up to his nervous system, so he made use of his heavy-duty club-hand for a whole century before he stumbled upon a group who held the knowledge needed to give his metal hand "life". Possibly of Enclave descent, the men agreed to help him, asking only for tissues in return, with which to study the impressive (and enormous) Supermutant. Bounties and slaughters and allies passed by over the years, and Kwazi begun finding Mutants as lost as he. He formed a roaming "gang", in which he proclaimed himself the "new Master". Rules; While unhinged and unpredictable, Kwazi has a very noble tolerance of humans he has no reason to kill. He preaches this amongst all who follow him, as well as the values of karma. To that extent, he will initially be friendly to all who've no real allegiance. And in the same vein, his past gives him an innate hatred of all things Enclave. Any player decidely Enclave in nature will simply be hunted down. As will their friends. (His stats sit between Overlord and Behemoth) He is always armed with a selection of particularly unpleasant weapons; Las1k; Unique Gatling Laser that fires 8 shots/ burst. (Unobtainable) DAMNER; Unique Super Sledge that grants D10 Cc bonus. (Unobtainable) 2D6 Frag grenades Mahfisty; Unique unarmed weapon. It counts as "Bare fists" but inflicts two wounds/ hit. (Unobtainable) In addition, Kwazi can shrug off wounds that have been inflicted upon him. Roll a D20 for every wound inflicted. If the score is equal to or less than the Str of the attack, the wound is ignored. (The more painful, the more likely he will react with focus and purpose, rather than irritation.)
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
In reply to this post by messyart
Just a little thing that popped into my head;
"Stuff" :3 Whenever players enter terrain, they roll a set of dice to find out the contents. So street-based rubble would have D* containers. (*based on size of area) Say they roll 5, the GM would then roll 5 dice for the following kind of chart; D6; 1. Drawers 2. Cupboard 3. Medicine box 4. Vending Machine 5-6 Ammo box (I will make ammo more ambiguous. It'll act as a preventative of breaking weapons in a way. Whenever players shoot, if they roll a double 1, they roll a further D6. Their weapon either breaks, in which they must pass a check against their Repair skill (granting a bonus if they have another weapon of the same type on them at the time) or the weapons ammo catrridge has run dry. If they hold an "ammo pack" (As found in these containers) then they will immediately reload without a problem.) Or the like. Each container will have a list of possible finds. In addition, any patch of terrain with evidence of plantlife will have D3 plants that the player can pick, for food or medicinal items. Plants will have benefits for healing, some will have negative effects. Healing chances will be boosted by improved Survival skill. A rough idea of how this will work is as follows; A player using a Stimpak will roll a D10; 1-5 1w regained 6-9 2w regained 10. 3w regained Medicine will add +1 to the roll for every skill point. Food will be similar, but will be more noticably less.
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
This post was updated on .
In reply to this post by messyart
Well, this post of snippy snippy!
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
Radiation;
A build up of radiation can hinder and even cripple characters over time. To represent this, there are 5 "Levels" of radiation that one can endure. 1. Minor Rad poisoning. (Feel physically weaker, nauseous and achey.) 2. Advanced Rad poisoning. (Sickness, vomitting and hair-loss common.) 3. Critical Rad poisoning. (Skin begins to crack, peel and fall away.) 4. Deadly Rad poisoning. (Constant agony.) 5. Deadly, deadly death. (Without religious ideas, it's difficult to further define "Death".) In game terms, these levels of radiation will cause the following effects; 1. -1 to Endurance (with all of the penalties to wounds, toughness and armour that includes) 2. -2 to Endurance & -1 to Agility (again, with all penalties included) 3. -3 to Endurance, -2 to Agility & -1 to (non-derivative) Strength 4. -3 to Endurance, -2 to Agility & -2 to (non-derivative) Strength 5. Character dies. If a player remains within the "Critical Rad poisoning" or "Deadly rad poisoning" brackets for more than 5 games, they will become a Ghoul. Their SPECIAL stats will be limited upon Ghoulification. Their Strength, Endurance and Agility stats will be dropped to 8 if higher, and may never be taken over this value. However, they will instantly lose all rad poisoning penalties and never suffer them in future, and will suffer penalties during conversations and speach checks. They will also gain benefits from the blasts of a Glowing ones rad' blast just as any other Ghoul. Rad build up will be as follows; 00-10 - Fine 11-20 - Minor 21-30 - Advanced 31-40 - Critical 41-50 - Deadly 51+ - Death. Rad build up will come from a variety of things. Radiated foods will add 1 when applied (It's likely, that to represent the minor amount they give in the game, that I will have a dice roll to determine whether enough was consumed. a 6 on a D6, for instance). Walking through water, irradiated areas, etc. Encounters with any enemy who uses it aggressively, like Reavers, Centaurs, Golden Geckos, etc. Items like Rad-Away will reduce the radiation count by a value based on a characters Medicine skill. So remember, don't let yourself get caught up between a few glowing ones, they could cripple your character without even touching you! 8D
Mankinds first mistake; Questioning why those around him, are dying.
|
CONTENTS DELETED
The author has deleted this message.
|
Administrator
|
Rather than whole boards, spots on each map during play will be radioactive. GM will pick where and how dangerous.
Fallout_creature_stats_updated.docx That's the current creature rules, I'm going to be working on balance a bit more. Mostly in combat dice and creature combat skills. Creatures that can inflict radiation damage; Reavers Glowing ones Giant Ant Queens Centaurs/ Evolved Centaurs Golden Geckos (These have the highest potential for death, as each gecko in close combat could land 15 points of radiation.) In general, radiated areas will give say, 1 point per turn within it. (It was initially to be 1/ 1" moved through them). And by "per turn", it means any turn in which you ever entered the area.
Mankinds first mistake; Questioning why those around him, are dying.
|
Administrator
|
This post was updated on .
Right, here’re the current “classes” I’ve got down. The SPECIAL bit explains the limits on their SPECIAL stat line.
Super mutant; S 9-10 P 1-5 E 9-10 C 1-4 I 1-10 A 1-5 L 1-10 They’re immune to radiation, but they suffer penalties to speech checks and they’re limited to the following weapons; Assault carbine Automatic rifle Hunting rifle Light Machinegun Sawed off shotgun Minigun Alien Blaster Gauss rifle Holorifle Laser rifle Tri-beam rifle Plasma Rifle Multiplas rifle Flamer Gatling laser Heavy incinerator Incinerator Plasma Caster Tesla Cannon Fat Man Missile Launcher 2D6 Frag grenades * Railway rifle Bumper Sword Fire Axe Nailboard Baseball bat * Rebar club Sledgehammer Super Sledge Bare fists. * Weapons with a * are the only ones available at the beginning of a campaign. Ghouls; S 1-8 P 1-10 E 1-8 C 1-4 I 1-10 A 1-8 L 1-10 Immune to radiation, and suffer penalties to speech checks. All weapons available. Enclave – Hate Ghouls, super mutants, NCR & BoS. Energy weapons & Medicine OR Science starts at 2. Power Armour training. Brotherhood of Steel – hate Ghouls, super mutant & Enclave. Murderous in the desire for technology. Energy weapons & Science starts at 2. Power Armour training. NCR – Guns starts at 2 NCR Ranger – Guns & Unarmed starts at 2 Wasteland Doctor – Medicine starts at 3 Trader – Barter starts at 3 Junkie – Chems last longer Tribal – Survival starts at 3 Scavenger – Repair & lockpick start at 2 Child; Sneak starts at 3 S 1-4 P 1-10 E 1-4 C 1-10 I 1-8 A 1-10 L 1-10 Slaver – Barter starts at 2 If they successfully knock a human/ Ghoul out, they may place a bomb collar on them. That model MUST then do as the player demands. If they refuse, they will instantly die in their next turn. Written down because of Bert. More will be added as I think of things. More; Commonwealth android; Known for their technological advancements, the Commonwealth produce incredibly lifelike robots, capable of feeling almost as deeply as any human. Indeed, they even look exactly like people. At least, most of them. Some older versions are still on the run, constructs that couldn't look more like tin-men if they tried. And of the newer escapees, some even seek to build their own robot companions. To put it simply.. You could go and pick up a Copplestone Terminator Robot for all I care, and I've got rules for them. :3 For you, Mort. Since you asked so nicely, and it even fits. Older systems; They pick their SPECIAL stats with only 35 points. But to make up for the shortfall, they have the following abilities; Reconstruction; Their Repair skill can be used once per turn (At the cost of an action point) to attempt to "repair" one lost wound. Must roll equal or lower than. 10 always fails, but Repair 10 allows a single re-roll. Affinity for Energy; Gets a -1 bonus to their dice roll when hitting with Energy weapons. If they have an Energy skill of 10, it grants 2 re-rolls. (Rolls of 10 to hit are a failure, regardless of skill) Immune to radiation Basic armour value of 3 Always suffer a penalty to Speech checks. Newer systems; Capable of utilising any two of the following abilities (and no more than two allowed /character) Pheonix Nanocyte Breeder; Once per turn, the player can regain D3 lost wounds if they succeed in a Repair check. (A better version of the older models repair ability, essentially) Sub-dermal reactive armour; Base armour of 6 Medibot; Can help other characters when they use chems (or anything that requires Medicine skill). If it is within 2", it adds its own Medicine skill to the skill of the healing player. Tinker-bot; Not a fairy who grants flight. Tinkerbots are naturally adept at repairing things. If a weapon of theirs or an ally's breaks down, they may add their own Repair skill to that of the character involved if they are within 2" (Or simply double their own). "Wellness" droid; Capable of giving a single Implant to any player character they meet, for whatever price they see fit. Sexbot; Had to add it. Blame FISTO. If a player character wishes, they may spend two turns without spending actions points with the robot for ... Happy fun times. They regain all lost wounds after these two turns are through. In addition, they are always immune to radiation, and when wounded, suffer a penalty to Speech checks. "What the fuck? You're not a human!" One noticable downside to using Androids of any distinction is the risk posed by pulse weaponry. Easily capable of destroying the likes of Sentry bots, they pose incredible threat to an isolated Android.
Mankinds first mistake; Questioning why those around him, are dying.
|
Free forum by Nabble | Edit this page |