Posted by
messyart on
Jan 02, 2012; 10:58pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Fallout-Updated-8-4-Rulebook-WIP-download-tp7036435p7145101.html
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.