mr.fizzypop
2009-08-20, 02:34 PM
Me and a friend have been working on a fallout 3 d20 using D20 apocalypse. So far all we have is one race. We'll come out with more, but we want to know if what we have is fair. We're not keeping it canon, but we are trying to stay with the Fallout canon as much as possible. This chart here is a racial progression, which you can take instead of a class level on a level progression. The classes will be taken from D20 modern, and will be much more feat/perk oriented. The racial levels are based more on combat/utility roles. Also, I'd prefer it if people who have played, or are rather familiar with, Fallout 3 comment on this and following posts, so the advice can be well-informed.
Scrap is going to be the basic material for making just about anything, and it is not supposed to be scrap metal from Fallout 3
Also, the basic ability ability scores will be replaced with the S.P.E.C.I.A.L. stats; most conversions should be obvious, except that perception is the equivalent of wisdom. Also, luck will be added to the game, and will affect things like dice rolling, random encounters, and other gamboling games.
That's it for now, later posts should appear within a week
Vault Dweller:
Vault Dweller(human)
•Hit Die: 1d6
•Skills points: 6+Int/level
•Starting Attributes: +2 Cha, +2 Int, -2 Str, -2 End
•Class Skills: Appraise, Barter, Explosives, Knowledge(history, machinery, robotics), Medicine, Repair, Science, Speech
{table=head] Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | DR | Special
1st|
+0|
+0|
+1|
+1|
-|
Pipboy, Bonus Feats
2nd|
+1|
+0|
+1|
+2|
-|
+3 HP
3rd|
+1|
+1|
+2|
+2|
1|
+3 HP, Bonus Feat
4th|
+2|
+1|
+2|
+3|
1|
+2 Int/Cha, Improved Drugs
5th|
+3|
+1|
+2|
+3|
1|
+4 HP
6th|
+3|
+2|
+3|
+4|
2|
+4 HP, Bonus Feat
7th|
+4|
+2|
+4|
+5|
2|
Make Meds
8th|
+4|
+2|
+4|
+5|
3|
+2 INT/CHA
9th|
+5|
+3|
+4|
+6|
3|
+5 HP, Bonus Feat
10th|
+6|
+3|
+5|
+7|
4|
+4 INT/CHA, Leadership[/table]
Pip Boy: Provides a light in a 5ft radius, Navigation(Shows map of area), Radio.
Improved Drugs: Chems effects are doubled, and the Vault Dwewler can clear addiction in himself or another part member 1/day.
Make Meds: Can use one scrap for creating one generic med/chem of choice.
Leadership: +3 BaB to allies within 15ft, always natural 20 on speech checks.
Scrap is going to be the basic material for making just about anything, and it is not supposed to be scrap metal from Fallout 3
Also, the basic ability ability scores will be replaced with the S.P.E.C.I.A.L. stats; most conversions should be obvious, except that perception is the equivalent of wisdom. Also, luck will be added to the game, and will affect things like dice rolling, random encounters, and other gamboling games.
That's it for now, later posts should appear within a week
Vault Dweller:
Vault Dweller(human)
•Hit Die: 1d6
•Skills points: 6+Int/level
•Starting Attributes: +2 Cha, +2 Int, -2 Str, -2 End
•Class Skills: Appraise, Barter, Explosives, Knowledge(history, machinery, robotics), Medicine, Repair, Science, Speech
{table=head] Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | DR | Special
1st|
+0|
+0|
+1|
+1|
-|
Pipboy, Bonus Feats
2nd|
+1|
+0|
+1|
+2|
-|
+3 HP
3rd|
+1|
+1|
+2|
+2|
1|
+3 HP, Bonus Feat
4th|
+2|
+1|
+2|
+3|
1|
+2 Int/Cha, Improved Drugs
5th|
+3|
+1|
+2|
+3|
1|
+4 HP
6th|
+3|
+2|
+3|
+4|
2|
+4 HP, Bonus Feat
7th|
+4|
+2|
+4|
+5|
2|
Make Meds
8th|
+4|
+2|
+4|
+5|
3|
+2 INT/CHA
9th|
+5|
+3|
+4|
+6|
3|
+5 HP, Bonus Feat
10th|
+6|
+3|
+5|
+7|
4|
+4 INT/CHA, Leadership[/table]
Pip Boy: Provides a light in a 5ft radius, Navigation(Shows map of area), Radio.
Improved Drugs: Chems effects are doubled, and the Vault Dwewler can clear addiction in himself or another part member 1/day.
Make Meds: Can use one scrap for creating one generic med/chem of choice.
Leadership: +3 BaB to allies within 15ft, always natural 20 on speech checks.