View Full Version : Fallout: Post-Apocalyptic Fun (D20 Modern, PEACH, WiP)

2012-04-05, 05:48 PM
"War. War never changes. Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything: from God to justice to simple, psychotic rage. In the year 2077, after millennia of armed conflict, the destructive nature of man could sustain itself no longer. The world was plunged into an abyss of nuclear fire and radiation. But it was not, as some had predicted, the end of the world. Instead, the apocalypse was simply the prologue to another bloody chapter of human history. For man had succeeded in destroying the world - but war, war never changes. In the early days, thousands were spared the horrors of the holocaust by taking refuge in enormous underground shelters, known as vaults. But when they emerged, they had only the hell of the wastes to greet them."
-Fallout 3 Narrator

Fallout is my favorite game series of all time. The gritty feel is exactly what I look for in an RPG or movie focused on the subject, and it pulls it off flawlessly, while mingling in small doses of absurdism and humor to keep things interesting. Unfortunately, no matter how many DLCs they release, you're still bound by the programming as to what you can do. Want to see how China faired? Canada? Idaho? Maybe you think the Enclave wasn't half-bad, or maybe want to see how Super Mutants fair when they sail to Hawaii to get away from the smoothskins. And so, I want to make several additions and changes to D20 Modern, in order to capture this feeling, while maintaining the tabletop feel and relative ease of D20 Modern (because we don't have the advantage of a computer for a brain.)

And I know, someone's already made (http://www.paforge.com/fallout.html) a full Fallout RPG, and more power to them, but I'm working on this project for people like myself, who prefer a system they already know to learning a whole new one.

All comments and suggestions are welcome and appreciated!

The SPECIAL system that exists is already fairly matched to the normal abilities.
Strength = Strength
Perception = Wisdom
Endurance = Constitution
Charisma = Charisma
Intelligence = Intelligence
Agility = Dexterity
In addition, you gain an additional ability score, Luck. Luck is rolled that same as the rest of your stats, or at the same rate of point buy (it should be noted that point buy should be increased in this system, to accommodate for luck.)
Luck represents, simply, how much fortune favors you.
You gain a luck bonus (or penalty) equal to 1/2 your Luck Modifier (rounded down) on Attack Rolls, AC, Saves, and all Skill and Ability checks.

2012-04-05, 05:49 PM
Races of the Wasteland

The radioactive fields have left their mark on humanity, and the years have not been kind to all of them.

Humans (or "smoothskins"), for better or worse, have survived. Their numbers reduced, many had broken up into tribal groups. Others took shelter in vaults, and were protected from the majority of radiation. All humans are known for their versatility and good fortune.
Humans have the following racial traits -
+2 Luck. All humans are gifted with good luck.
Bonus feat granted at 1st level. They gain additional feats every 3 levels above the first.
Medium size.
Base Land Speed: 30 ft
4 Additional skill points at 1st level, and 1 additional point every level after 1st.
In addition, they choose they were Waste-born or Vault-born

Humans (Waste-born)
Waste-born humans are humans who've been living in the wasteland their entire life. While not as hardy as those infused with radiation, the constant exposure has granted them a small amount of protection from radioactive waste.
Waste born humans have the following racial traits, in addition to those granted by being human.
+2 Endurance. Waste-born humans are naturally hardy, due to their background.
Resistance to Radiation 3. Waste-born humans can survive unharmed in environments mildly effected by radiation, and are not nearly as effected by irradiated food.

Humans (Vault-born)
Vault-born Humans were born in underground vaults meant to protect the dwellers from the radiation and warfare above. Some vaults were never unsealed, others became centers of commerce, some remain quiet and hidden homes that rarely venture into the wasteland. Whatever the case, Vault-born humans are more in tune with technology than most, growing up repairing their decaying metal homes.
Waste born humans have the following racial traits, in addition to those granted by being human.
+2 Intelligence. Vaults tend to foster learning moreso than the rest of the wasteland.
+2 racial bonus on Repair and Science checks. Vault-born humans spend alot of time with computers, and jury-rigging fixes for broken equipment.
+2 racial bonus on Speech checks with Ghouls and Humans. Vault-born humans are taught language skills, and their articulation makes them better at swaying others.

Ghouls were once humans - Before the nukes fell. Camped out in underground tunnels, leaky vaults, or poorly protected shacks, the poor souls received a massive, potent dose of radiation which would kill most people. Fortunately (or unfortunately, as the case may be) they didn't, but were instead horribly mutated - skin fell off, hair fell out, and for some reason, hundreds of years later, they live on, preserved by radioactive waste.
They're not immune to damage, mind you, but with their ability to eat irradiated food and bath in glowing goo definitely gives them a one-up in the world. That is, until someone pulls a gun on them.
All ghouls possess the following racial traits.
+2 Endurance, +2 Perception, -2 Charisma. Ghouls are hardy and their long life has granted them insight, but their unsightly appearance has shocked their self-confidence.
Ghouls gain additional feats at a rate of one per 4 character levels. They are stubborn in their longevity, and take longer to adapt to new ideas.
Medium size.
Base Land Speed: 30 ft
Ghouls gain a +10 racial bonus on Knowledge (History) checks, as the chances of having either accurate knowledge (having been alive before schools were decimated) or first hand knowledge of the history in question.
Mutated Connection: Super Mutants treat Ghouls as one disposition higher than they normally would upon first meeting them, as the two races share a unique kinship. Though their origins are separate, they are both a far cry from their former selves. This is not to say a Super Mutant can't hate a Ghoul, but in general, they're more likely to give them the benefit of the doubt. Ghouls, however, do not share this feeling towards Super Mutants (though most are kind to them regardless, not wanting to be killed.)
Radioactive Nourishment: Ghouls are not only immune to Radiation, they're healed by it. Any Radiation effects that would harm a ghoul instead heal him by 1/4 of the amount of damage that would have been done, but no higher than 5 HP healed per round.

Savage Ghouls
In addition, a Ghoul may be Savage. Savage Ghouls are close to becoming Feral, but still manage to maintain a shred of sensibility.
Savage Ghouls possess the following racial traits.
+4 Strength, +2 Agility, +4 Endurance, -4 Intelligence (minimum 3), -2 Perception, -6 Charisma. Savage Ghouls are stronger and faster than their non-savage brethren, but their mental facilities are extremely hampered. These ability score adjustments replace the standard Ghoul's.
Medium size.
Base Land Speed: 40 ft
Claws: With their skin rotting away, Savage Ghouls are left with claws instead of hands. While this doesn't hinder them from using weapons, many ghouls give into the temptations to sever warm flesh with their bare hands. A Savage Ghouls claws do 1d6 points of damage, plus 5 points of Radiation damage (Fortitude negates Radiation damage, DC 10+1/2 Character Level+Endurance modifier.)
Craving for Flesh: As they revert into madness, they face the difficult task of containing their hunger. Every day, the Savage Ghoul must make a Fortitude save (DC 10+1/2 Character Level) or suffer a -1 penalty on ranged attack rolls, Will savings throws, and mental skill and ability checks until he eats warm flesh (be it from a Human, Molerat, Dog, or any other living creature with flesh.) If he fails his savings through the next day, increase the penalty by 1.
The penalty disappears if the Savage Ghoul gives into his base urges.
Should his penalty reach -10, he loses all control, his mind too focused on eating to ever be returned. He becomes a Feral Ghoul under the control of the DM.
No racial bonus on Knowledge (History) checks. Savage Ghouls can't access memories easily.
Savage Ghouls take an addition -2 penalty on any Charisma based skill checks with humans, who can barely tell them apart from a Feral Ghoul.
Savage Ghouls only need to sleep 4 hours each night.

Super Mutants
Dipped in radioactive vats of FEV, Super Mutants were created to be the dominant race of the Wasteland. Strong and brutal, these hulking giants strike fear into the hearts of many of the wasteland settlers. Unfortunately, they did not become the super race imagined - The FEV made their bodies strong, but had negative effects on their mental well-being, causing decreases in intelligence and increases in the likelihood of schizophrenia, rage issues, and memory loss.
Super Mutants possess the following racial traits.
+6 Strength, -2 Agility, +4 Endurance, -4 Intelligence (minimum 3), -4 Charisma. Super Mutants are strong and hardy, but mentally deficient.
Large Size
Base Land Speed: 30 ft
Super Mutants gain additional feats at a rate of one per 4 character levels. Their mutations make it more difficult for them to adapt new skills.
Damage Resistance 3/-. Super Mutants can shrug off some damage due to their thickened hide.
Radioactive Nourishment: Super Mutants are not only immune to Radiation, they're healed by it. Any Radiation effects that would harm a Super Mutant instead heal him by 1/4 of the amount of damage that would have been done, but no higher than 5 HP healed per round.
Pudgy Fingers: Super Mutants are unable to use 1-handed guns or energy weapons, unable to pull the trigger with any efficiency. They may, however, fire 2-handed guns or energy weapons in one hand with no penalty. They must still have the other hand free to reload (or pump the barrel, in the case of a shotgun.)
Armor Difficulty: Super Mutants are much larger than humans or ghouls, and have a hard time fitting into armor made for them. Armor for a Super Mutant costs 4x as much as it would for a medium creature, since they typically have to stitch several pieces together.
The exception to this is Power Armor - Other than a single set for a high ranking Enclave member, no power armor has ever been modified for a Super Mutant, and the results of that were questionable at best. As such, it is nearly impossible for a Super Mutant to find Power Armor.
Super Mutants have a +5 racial bonus on Speech skills meant to threaten or intimidate Ghouls or Humans. However, they take a -2 penalty on all other Speech checks with Humans (but not Ghouls) due to their racial enmity towards each other.

2012-04-05, 05:50 PM
The basic classes used in D20 Modern are mostly unchanged, except for Skills and Proficiencies.

Strong Hero
Proficiencies: Strong Heroes are proficiency with melee weapons (one and two-handed), heavy guns, and explosives (thrown or projectile.)

Fast Hero
Proficiencies: Fast Heroes are proficient with melee weapons (one-handed), small guns (one and two-handed), energy weapons (one-handed), and explosives (thrown).

Tough Hero
Proficiencies: Tough Heroes are proficient with melee weapons (one and two-handed), heavy guns, and explosives (thrown or projectile.)

Smart Hero
Proficiencies: Smart Heroes are proficient with melee weapons (one-handed), small guns (one or two-handed), and energy weapons (one or two-handed)

Dedicated Hero
Proficiencies: Dedicated Heroes are proficient with melee weapons (one-handed), small guns (one-handed), energy weapons (one or two-handed), and explosives (thrown)

Charismatic Hero
Proficiencies: Charismatic Heroes are proficient with melee weapons (one-handed), small guns (one or two-handed), energy weapons (one-handed), and explosives (thrown).

2012-04-05, 05:51 PM
Reserved for Traits

2012-04-05, 05:52 PM
Reserved for Feats (Perks)

2012-04-05, 05:54 PM
Reserved for Skills

2012-04-05, 05:55 PM
Reserved for VATS

2012-04-05, 05:56 PM
Reserved for Equipment

2012-04-05, 05:57 PM
Reserved for Misc.

2012-04-06, 01:28 PM
For the VATS, would you be using something similar to the action point mechanic?