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Vin Robinson
2010-11-08, 03:53 PM
War Never Changes
A Fallout Epic Six D20 System. (or something)

*Eventually I'll format this to look pretty.



Table of Contents
001 Introduction
002 S.P.E.C.I.A.L.
003 Races
004 Classes
005 Traits
006 Skills
007 Perks
008 Additional Rules
009 Combat
010 Equipment.


001 Introduction
I have been kicking around the idea of at the very least running a Fallout campaign for a long time now. I was origionally going to just go with D20 Modern and Apocalypse, but that seemed to lack a certain something... The Spirit of Fallout, really. So I finally got off my butt and started to create my own system. Right now it is custom-tailored to me. I really like the idea of E6, so right now the classes only have six levels. It is far from complete, but at the beginning of each section I'll try to list some design notes. Feedback is really, really important to me at this stage, and nothing is concrete as of right now.

I also would like to note as of now for character creation, Player Characters and "important" NPCs all have the following array 8, 10, 12, 14, 15, 16, 17.
While non-important or generic NPCs are running the following 9, 10, 11, 12, 13, 14, 15.
I have some sound reasoning here, and I'll touch on that eventually. It's mostly for pounding out the math in my head.

I also wanted to catch Fallout 2's spirit of "Action Points." So, now all of your special abilities cost an Action Point to activate. Right now your action points are going to be equal to Your Level + Your Agility, or 5+ Your Agility. I haven't decided yet, it needs some playtesting. It was pointed out to me that since there's a lot of stuff that works off of Agility already, characters that aren't Agility focused would be penalized for it. On of the failings of D20 modern was that Fast Heroes were already ahead of the curve, and I'm really just making it worse. So, I need an alternate system to determine how many action points you have.


002 S.P.E.C.I.A.L.

Notes: These really are just the standard D&D Stats with an added Luck stat. I wracked my brain over what it could contribute to and then just decided to have it be rerolls. Your luck stat per day seems a little excessive, so right now it is per session. (I'm really just trying to cut down on the 15 minute adventuring day.) I'm going to eventually get up what each stat does in detail, but for right now I just want to say that I want your perception to be a bonus to the damage you deal with explosives and energy weapons, and your endurance to be a bonus to damage with unarmed attacks.


S is for Strength, and that means I am strong! I can carry lots of toys and swing stuff all day long!
P is for Perception, a long funny word! It means what I tasted, smell, saw and heard!
E is for Endurance, and that's how long I can play! I'm always really healthy, and have energy all day!
C is for Charisma, it's why people think I'm great! I make my friends all laugh and smile, and never want to hate!
I is for Intelligence, it means I'm really smart! I use my brain for lots of stuff, like science, math and art!
A is for Agility, that's how I get around! I move real fast and east, and I never make a sound!
L is for Luck, and it's simple, you see! It means that good things always happen to me!
003 Races

Notes: I eventually would like to capture the awesomeness of Nightkin, Ghouls, and Super Mutants, while having fair drawbacks that make them balanced for play. I think I pretty much have Ghouls figured out, and Humans are pretty much a slam dunk.

Humans
Bonus Perk at 1st level, +1 Skill Point at every level.

Ghouls
Healed by Radiation instead of damaged by it, -6 Charisma.


004 Classes

Notes: This is the thing that I really wanted to get out of the way first, and the design process of this has probably been the hardest thus far. It is also the thing I expect to change the most. I made up a pro/con list of trying to convert the traditional D&D classes (Barbarian, Bard, Fighter, Monk, Paladin, Ranger, Rogue) to a no-magic Fallout setting or just going with D20 Modern's Each Attribute Has Its Own Class dynamic. Both ways it works out to seven, and I figured the latter would be a lot better. I also decided to spruce up the names some, because lets face it.. "Strong Hero" seems pretty weak.
At each level up, you gain the appropriate BAB, Hitpoints, and Skill Points, and gain a Talent Point for the class. Each class has three different Talent Trees. Tier 2 can be taken with two other talent points in the class, and the Tier 3 can only be taken with 5 talent points in the class, making it only available at level 6 and a "capstone" ability.
As a general design note, I tried to make the Tier 2 and Tier 3 abilities activated ones that you use your AP for and activate proactively. (The thing that D20 modern lacks is cool abilities.)
Tier 1 Abilities are all Passive Bonusses that you can take up to a Maximum of two times.
What I hoped this would allow is for you to have complete specialization in one tree, or be able to have the tier 3 ability in one, and the tier 2 ability in another, making you more diverse.
The first line under the class is the number of hitpoints, base attack bonus, and skill points you get every level in that class.

Commando (Strong Hero.) S
HD: D10. BAB: 1, SP : 2+Int

Kensai (Weapon Specialist)
Tier 1: Weapon Supremacy -- +1 to Attack and Damage rolls with the chosen weapon.
Tier 2: Maintenance By spending an hour and an Action Point, you may repair your chosen weapon back to perfect condition.
Tier 3. True Strike By spending an Action Point and a Standard Action, you may add +20 to your next attack roll with your chosen weapon.

Dervish (Two-Weapon Fighting Specialist)
Tier 1: Ambidexterity -- +1 to Attack and Damage Rolls when fighting with a weapon in each hand.
Tier 2: Double Hit As a Standard Action, you may expend an Action Point and attack with both your weapons.
Tier 3: Dervish Dance By Expending Two Action Points, you may move up to double your speed and make all of your attacks as if you were full attacking, as long as you move 10ft between each one. You are fatigued for 5 rounds after a Dervish Dance.

Fiend (Raider, Psycho, etc.)
Tier 1: Sadist Whenever hit a target in melee, you gain +1 to attack and damage rolls for the duration of the combat. Cumulative.
Tier 2: Cannibalize By spending ten minutes and an Action Point, you may eat the corpse of an enemy to heal Your Level D6 + Str Hit Points.
Tier 3: Reave Whenever you roll a natural 20 while attacking a target, you may expend an action point to immediately decapitate and kill your target unless they make a Fortitude Save equal to the damage dealt.

Savant (Perceptive Hero) P
HD: D8, BAB: , SP: 4+Int

Powder Man
Tier 1: Boom! -- +2 to your explosives skill and damage with explosives.
Tier 2: Bomberman You may spend an action point to quicky create a bomb that deals Level/2 D6 + Per damage.
Tier 3: Dead Man's Switch: When you hit negatives, you may immediately detonate all remaining explosives on your person, expending all your remaining AP to create Bomberman Bombs as well.

Medic
Tier 1: Healing Hands -- +2 Health whenever you perform first aid on someone, stabalize them or give them a stimpack.
Tier 2: Paragon of Health You may spend an action point to make the next healing action you do D8's instead of D6's.
Tier 3: Medical Miracle You may spend all your remaining action points to bring the target back from the dead with 1 hitpoint.

Tracker
Tier 1: Bring 'Em Back Alive Whenever you attack a target with non-lethal damage, you deal an extra 1D6 damage.
Tier 2: Intimidator Whenever you intimidate an opponent, you may spend an Action Point to have them be Cowered instead of Shaken.
Tier 3: Mark You may spend an action point to mark an object or person, then after that, you may use your mark and spend an action point to know in which direction the target of your mark lies. You may only have one mark active at a time.

Tough Guy (Hero of Endurance) E
HD: D12, BAB 1, SP: 2/level

Unbreakable
Tier 1: Thick Skin -- You add +2 to your Damage Threshold (Damage Reduction)
Tier 2: Tough Aint Enough You may spend an action point to gain 1D6+Endurance Temporary Hitpoints and Damage Threshold. Lasts 5 rounds.
Tier 3: Shrug It Off Spend an Action Point to completely ignore one attack.

Pugalist
Tier 1: Heavy Hands -- +2 to your attack and damage when fighting unarmed.
Tier 2: Flurry of Blows Spend an Action Points to Double the number of attacks you make this round.
Tier 3: Snatch Bullets Spend an action point to catch a projectile fired at you.

Berserker
Tier 1: Fast Movement -- Add +10 to your movement speed.
Tier 2: Rage As Barbarian. Action Point to Activate.
Tier 3: Frenzy Whenever you drop a target while raging, you may immediately move up to 30ft and attack an additional target.

Charlatan (Charasmatic Hero) C
HD: D6, BAB , SP: 4+Int.

Cockatrice
Tier 1: Braggart -- +2 to attack and damage rolls against demoralized opponents. Gain feat Dazzling Display.
Tier 2: Steal Glory Whenever someone crits a target you have the ability to attack, you may spend an action point to immediately attack that target.
Tier 3: Moment of Triumph You may spend an action point to declare a moment of triumph, gaining your Charisma bonus to all rolls for 1 round.

Leader
Tier 1: Buddy System -- +2 to all rolls when adjacent to an ally.
Tier 2: Small Unit Tactics Allies within 30ft of you gain your Charisma Bonus to attack and damage rolls as long as you keep spending a standard action to direct them. Costs and Action Point to activate.
Tier 3: Action Trust Whenever an ally activates an ability, you may choose for it to use your Action Points instead of theirs.

Smooth Talker
Tier 1: Smooth Criminal -- +2 on all Cha-based checks and skill checks.
Tier 2: Suggestion. As the spell. Costs and AP.
Tier 3: Leadership. Costs an AP to recruit a follower.

Nerd (Smart Hero) I

Chemist
Tier 1: Optimized Metabolism Increases the effectiveness of all Chems you take by +2
Tier 2: Still need something.
Tier 3: Nerd Rage When you take a chem, you may spend an action point to add your int to attack and damage rolls for the duration of the chem.

Mechanic
Tier 1: Tech Boy. +3 to all rolls when dealing with old-world techonlogy.
Tier 2: Robot Companion Still need details.
Tier 3: Cyborg. You become a Cyborg, gaining DT5, Rad immunity, etc. Needs work.

Factotum
Tier 1: Jack of all Trades -- +1 to all non-int skill and ability checks.
Tier 2: Cunning Surge You may spend an action point to add your Int bonus to a D20 roll.
Tier 3: Master of All You may emulate another classes' activated talent. Costs the AP of the talent + 1.

Action Boy/Girl (Fast Hero) A

Assassin (needs reworking)
Tier 1: Sneak Attack Gain 1D6 sneak attack.
Tier 2: Hidden Blade Spend an AP to make your next attack against a target a sneak attack.
Tier 3: Death Attack As Assassin.

Gunslinger
Tier 1: Dead Eye -- +2 to attack and damage with guns.
Tier 2: Double Tap Spend an action point to fire two bullets instead of one with a standard action.
Tier 3: Quick Draw Whenever combat starts, you may spend an action point to gain your own surprise round.

Dare Devil
Tier 1: The Quick and the Dead You gain +2 to all Agi related skills and ability checks.
Tier 2: Adrenaline Surge Spend an action point to act as though hasted for 5 rounds (3.0 haste) you are fatigued for 5 rounds after.
Tier 3: Parkour! -- Spend an action point to gain a Climb speed. Jumping is a free action for one round.

Fortune's Friend (Lucky Hero) L
HD: D6, BAB: , SP: 4+Int

Hexer
Tier 1: Aura of Unluck Everyone within 30 feet of you (including you) crit fails on a 2 as well as a 1.
Tier 2: Unluck Use an action point and a standard action every round to make the target roll 2D20 on all rolls and take the lower. Lasts 5 rounds.
Tier 3: Critstealer Whenever you critfail you may spend an action point to make the target of your choice's next action a critical failure.

Lucky (needs a better name)
Tier 1: Better Criticals Crit range improved by 1.
Tier 2: Better luck than good You may spend an action point to add your level and luck bonus to a reroll.
Tier 3: Moment of Providence You may declare a lucky moment and add your luck bonus to all rolls for a round.

Oracle
Tier 1: Fortune Finder -- +2 to all rolls in a situation that you have a fortune for.
Tier 2: Fortune Teller You may spend an action point to find out if the outcome of a certain action will be good (weal) or bad (woe) or both.
Tier 3: Prophet. You are never surprised. You can never be flat footed or flanked, gain a permanent +2 to your armor class and iniative, and always act in the surprise round. Costs 3AP at the beginning of the day to activate. Lasts 24 hours.

005 Traits

Notes: It's not Fallout without traits. Every character can select 2 traits. My short term goal is to get the list up to 20, long term is 50.

Built to Destroy -- +1 crit success and failure threshold.
Fast Shot -- ???
Four Eyes -- +1 Perception when wearing classes, -1 Perception when not.
Good Natured -- -4 to combat related actions, +4 to noncombat related actions.
Heavy Handed -- +2 to attack and damage when unarmed, crits only deal x1.5 damage.
Kamikaze -- +2 Action Points, -2 Damage Threshold.
Loose Cannon Palm Throw
Small Frame -- +1 Agility, -1 Endurance
Trigger Discipline -- ???
Bruiser -- +2 Damage with melee and unarmed, -2AP
Gifted -- +2 to all S.P.E.C.I.A.L., -2 to all skills, only gain skills on level up.
Sex Appeal -- +2 to Charisma checks when dealing with opposite gender, -2 with same.
Skilled -- +4 skill points every level, Perk Progression cut in half.

006 Skills

Notes: I still need to add descriptions and set DCS, but right now the max you can get on a skill check is around 30 at max level, so setting appropriate skill dcs will be easy. Here's the list. I also plan to add weapon skills, and what the weapon skill will determine is if you can use the weapon effectively or not, or maybe I'll do away with the concept of BAB and make everything just a skill check. The higher numbers seen across the board would be easy to adjust by changing the stats on armor and the like. I would also mention that Sneak is very potent in Fallout 3 and New Vegas, so I really would like to make it into some sort of "dumbed down" iajutsu focus. I also want your medicine skill to determine how much Stim Packs heal for. You may also notice that there are no "class skills" and your max rank is equal to your level. This is to capture the customization standpoint of the game, and hopefully be easy to balance.

Acrobatics
Bluff
Appraise
Diplomacy
Disable Device
Disguise
Escape Artist
Intimidate
Longuistics
Sneak
Search
Repair
Science
Medicine
Slight of Hand
Survival
Sense Motive
Explosives
Gamble
Athleticism.



007 Perks
*still needs to be done.

008 Additional Rules
*still needs to be done

009 Combat
I want the combat to be pretty much a carbon copy of the standard D20 rules.
*still needs to be done

010 Equipment.
I want all weapons to have a Strength requirement, and possibly a skill requirement.
*still needs to be done

011 Beastiary
*still needs to be done


What I need the most is feed back and help developing stuff. This system is entirely just for my own edification, and frankly I think it's pretty neat. Any help or suggestions any of you give me will be taken to heart.

NamelessNPC
2010-11-09, 03:53 AM
Well, the "gifted" trait seems just as broken as in the game

Temotei
2010-11-09, 05:19 AM
Know that it's been done (http://www.paforge.com/fallout.html).

By all means, continue if you'd like to, though. :smallsmile:

elpollo
2010-11-09, 10:08 AM
Know that it's been done (http://www.paforge.com/fallout.html).

By all means, continue if you'd like to, though. :smallsmile:

That's not d20, to be fair, although I was totally going to suggest it. You are right in saying it's been done though - whilst I don't have any links, a search for Fallout d20 should reveal quite a few finds.

Vin Robinsion - why are you deciding to use d20 rather than the SPECIAL system? Is it because you didn't know of the existance of the above link, and if you were doing the work it would be easier to do it d20?


edit - off topic, Temotei, thanks for that link (despite it in no way being for me). I only had the core rulebook before.