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2015-05-06, 04:24 PM (ISO 8601)
- Join Date
- Jul 2012
- Location
- American Siberia
- Gender
DM77s Fallout: Great Plains (d20 Apocalypse) OOC
This is the starting thread for the resurrection of the Fallout game started by DungeonMaster77 quite some time ago.
I've tried to take the relevant information from their original threads and repost it.
The Original IC Thread was here.
The Original OOC Thread was here.
I put up the first post so that I can start editing in our homebrew gear and rules so that they're readily available.
Last edited by TheMightyQuinn; 2015-05-11 at 05:13 PM. Reason: Bad image link
"Not Appropriate? The TigerSaw embodies power, strength, and muderous vigilance. I can think of nothing More appropriate than a fearsome TigerSaw."
I Am A: N/G Human Monk/Sorc (3/2 Lvl)
Spoiler
Str-15
Dex-16
Con-13
Int-16
Wis-13
Cha-18
Find out = http://www.easydamus.com/character.html
courtesy of Easydamus
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2015-05-06, 04:36 PM (ISO 8601)
- Join Date
- Jul 2012
- Location
- American Siberia
- Gender
Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
The New Item / Feat / whatever the heck I want Archive!
Monetary Units:
(Money, people)
Spoiler
Caps:
These are metal bottlecaps, coming from NukaCola or beer. In the words, as the old currencies are practically extinct, this has become the norm.
1 TU: 10 bottlecaps.
150 bottlecaps = 1 pound of weight.
Spoiler
NEW ITEMS :
Spoiler
Vault 66 Jumpsuit
PHP Code:Armor Type: Impromptu
Equipment Bonus: +1
Nonproficiency Bonus: +1
Max Dex Bonus: +8
Armor Penalty: -0
Speed (30'): 30 feet
Weight: 2 lbs
TU's: 4
Restriction: -- (Rare outside vaults)
Vault 66 Security Armor
PHP Code:Armor Type: Medium Tactical
Equipment Bonus: +5
Nonproficiency Bonus: +2
Max Dex Bonus: +3
Armor Penalty: -4
Speed (30'): 25 feet
Weight: 10 lbs
TU's: 14
Restriction: -- (Rare outside vaults)
NukaCola
This tasty beverage is different than other “lesser” carbonated refreshments. It’s so absolutely refreshing (partially attributed to some of the same ingredients of a Stimpak, and some people say, Jet), consuming one heals 1d4 damage, and gives the character a 5 foot increase in base speed for an hour. Also, after drinking, the bottle cap can be pocketed as spare change!
Weight: 1 lb, TU: 2
Spoiler
Stimpak:
This healing medicine was developed before the Great War and comes in a syringe. When used, it heals 1d10 +10 damage (anyone trained in the skill "Treat Injury" can make a check, and for every point over a DC 15, results in another point of healing; the idea that those who know how to most effectively use it gets more benefit from it). Using a Stimpak is a move action (to retrieve it and use it, which provokes an attack of opportunity), or a free action (if already held or used by one character on another) which can provoke an attack of opportunity (GM's discresion and situationally dependant).
TU: 3
Spoiler
Med-X:
This is a military engineered medicine that reduces pain after injection (similar to morphine). Gives characters 1d10 temporary hit points, and DR 10/- vs non-lethal damage. Also grants a +4 bonus to any save or check made as a result of trauma caused by pain (one such example being checks made for massive damage). Effects last 2 hours.
TU: 2
Spoiler
Rad-X:
This chem was developed to stave off the efffects, if only temporarily, of radiation on one's body. For the 4 hour duration, a character who has taken Rad-X treats any radioactive area, object, exposure, etc... as one catergory lower than it is (severe becomes high, high becomes moderate, etc...). For characters still exposed to a radiation source once the duration ends must immediately take another dose, or are immediately affected by the source (as per table 4-1: Radiation Exposure; d20 Future, pg 81). The effects of Rad-X stack with the use of a Radiation Suit or NBC gear. Rad-X does nothing to combat the effects of Radiation Sickness.
TU: 2
Spoiler
RadAway:
This medicine is a wonder-drug for those suffering from radiation sickness. Firstly, it lessens the degree of exposure the character is suffering from, as well as stopping further Constitution damage, assuming the character is no longer being exposed to radiation. If taken while being irradiated, the character is treated as if their time of exposure were one catergory less (1 day turns to one hour, one hour to 10 minutes, etc...) as well as one situation catergory less severe. In order to gain this effect, RadAway must be taken hourly and the character cannot be exposed for longer than 24 hours at a time (this time is lengthened if Rad-X is also taken, if wearing a Radiation Suit, or NBC gear).
TU: 40
Spoiler
Buffout:
Buffout was THE steroid of the 21st century, boosting muscles ability to work, increasing their efficiency and endurance as well as adding powerful pain killers that limit the brains ability to keep natural 'safe gaurds' in effect, allowing the user to push himself to the point of exhaustion.
True to stereotypes, long term users of Buffout suffer from moderate mental handicaps during use, as well as excess body acne, (tiny little baby legs), and violent mood swings.
Originally purposed for soldiers on the battlefield, Buffout was found to have very specific gender-related side effects: men grew...smaller, and women became overly aggressive.
Buffout is potent, to put it lightly.
Use of Buffout provides 2d6 temoporary hit points, a +4 bonust to Strength and a +6 bonus to Constitution and the temporary hit points that provides as well.
These effects last 1d6+2 hours, and the first use has a 10% addiction chance. Each additional use before 30 hours have elapsed increases the addiction chance by 30%.
Once Buffout has worn off, the user suffers -2 to Strength, Dexterity and Constitution for the full 30 hours, or until another dose is taken.
TU: 30
Spoiler
Mentats:
Mentats were originally created, like Buffout, for the soldier at war, but this time to make them smarter. The problem was that smart troops do not a hill storm at all odds. After prolonged use, it was found that all the user wanted to do was sit around lazily, and take more Mentats. Gives the user a +8 temporary Intelligence and Wisdom bonus for 1 hour. Each use carries a 60% chance of becoming addicted.
TU: 30
Spoiler
Fixer:
Carried by nearly every medical doctor, this medication instantly neutralizes the effects of chem addiction, and beginning the process of reversing the negative effects of withdrawl. If no withdrawl symptoms are yet present, the shot will complete the flush of chems from the characters' systems within 1d4 hours minus a number of hours equal to the characters' Constitution modifier, for a minimum of 1 hour. If symptoms are present, however, the character must have an uninterrupted 8 hours of rest to be rid of withdrawl symptoms (see "Chem Addiction" and "Withdrawl" below for details).
TU: 50
Spoiler
Water Purification / Deradiation Tablets
"Plop, plop, fizz, fizz! Oh, what a releif it is!"
These small tablets are no larger than aspirin, but thanks to their extreme potency, each one is capable of clearing impurities and radiation from a single gallon on water.
WARNING:If ingested, seek admittance to the nearest morge immediaely!
After Burner Gum
Spoiler
After Burner gum was an attempt to market a legal form of crystal meth to kids in the 21st century. After Burner is a powerful methamphetamine chewing gum that stimulates the central nervous system. The initial euphoric rush rarely lasts more than a few minutes, but during that time, the user is filled with a rush of energy & strength.
One dose of After Burner lasts 24 hours, and has a 50% addiction chance.
Use of After Burner grants the user 1 temporary action point that lasts for the duration, but disappears afterwards. The user also gains +1 Strength and +1 Wisdom for the duration.
After 24 hours, the user suffers a severe crash and incurs a -2 penalty to both Strength as Wisdom, which lasts for another 24 hours, or until another dose is taken.
After Burner is a strange drug, in that it has a cumulative effect. The second day that the drug is taken, the bonuses stack, to a total of 2 temporary action points (which refresh with each dose), and +2 strength and wisdom. The downside is that the second day, the user becomes addicted for sure, and coming down is twice as hard, with the penalty increasing to -4 for each.
TU -
Healing Powder
Spoiler
A powerful healing drug made from a mixture of plants. Healing powder cures 1d8-1 hit points of damage, but the user suffers mild hallucinations, incurring a -1 penalty to their actions for an hour after use.
TRAITS - (feats in disguise)
Spoiler
Traits in fallout are a new addition to the game. Traits have both advantages and drawbacks and are gained by some notable physical characteristic.
Each Character may take one, two or no traits.
Fast Metabolism
You have a very high metabolic rate. You regain 1.5 times as many hit points from natural healing. However, your Con saves when warding off radiation and poison are at a -4.
Bruiser
You are a little slower, but you hit Very hard.
You go last in a combat round, but your strength goes up by one point for combat purposes.
Small Frame
Due to your small starture, you are unable to carry a lot of weight. Your carry weights are 20% less for your strength than other people. You gain one point to your dexterity.
One Hander
One of your hands is very dominant. You excel with one handed weapons, gaining a +1 bonus on to hit rolls with them, but this also means that you suffer when it comes to weapons requiring two hands, which you have a -1 penalty on to hit rolls.
Finesse
You attack with style. The critical range for any weapon you use is one greater (20 becomes 19-20, 19-20 becomes 18-20). When rolling for critical damage, roll twice as many damage dice as needed, and take only the lowest die rolls.
Kamikaze
By not paying attention to threats around you, you move faster than most people in combat, gaining a +2 bonus to your initiative roll. However, you take a -2 penalty to your Defense.
Heavy Handed
You hit Hard, but with a total lack of finesse. You do +2 extra points of melee damage, but criticals must be checked an extra time.
Fast Shot
You attack wit ha gun faster than most people. As a result, you gain an extra attack of opportunity when using a firearm. However, you may not attack any weapon or item held by your target while you are targeting them with a firearm.
Jinxed
For you, and everyone 30' around you, all attack and skill rolls are botched on a roll of a one or two.
Good Natured
You studied up on skills other than combat. You may trade in your Simple Weapons Feat for one of the following Feats: Builder, Creative, Deceptive, Educated, Gearhead, Medical Expert, or Trustworthy.
Chemical Reliant
Your addiction rate to chemicals is twice as great, however, you suffer from their ill effects for only half as long.
Chemical Resistance
Chemicals only work half as long on you, but your addiction rate is half of the normal rate.
Night Person
You work much better at night. During the night, you gain a +1 circumstance bonus on attacvk rolls and skill rolls. During the daytime, this becomes a -1 penalty.
Glowing One (Ghoul Only)
Extreme radiation exposure has made you radioactive. You gain +2 bonus to ward off radiation, but everyone around you is constantly exposed to a mild amount of radiation.
Tech Wizard
You spent many years learning technical skills, granting you a +2 bonus on one of these skills: Computer Use, Craft (Chemical, Electronic, Mechanical), or Disable Defice. Your eye sight is damaged, requiring an Int check against a DC of 15 to make out details of objects further than 30 feet away.
Fear the Reaper
One way or another, you've managed to cheat Death - for a while. You gain an extra starting perk, but something dangerous lies in your future (discuss with GM)
Vat Skin (Super Mutant Only)
Your skin is a ghastly sight to see, and you have a permanent, almost unbearable stench. You gain 5 points to your Defense, but everyone within 30' of you must make a Fot save DC 15 every round to avoid gagging from your stench.
Those who fail are at a -2 penalty for all rolls until the time comes to make another check.
You also lose 2 points of charisma.
Ham Fisted
You have big hands. You gain the Brawl Feat for free, but are at a -4 penalty on the Skills: Computer Use, Craft (any) and Disable Device.
Domesticated (Deathclaw Only)
Thanks to special training, you gain a point of Intelligence. You do 4 less points of damage with unarmed damage.
Rabid (Deathclaw Only)
If you manage to kill a foe in battle, you may take another swing at any enemy you threaten at your highest modifier. Unfortunately, your physiology is incompatable with any chems or healing items, making them ineffective on you.
Chem Addiction
Spoiler
Obviously, any chem addiction is bad. If a character takes a chem with a chance of addiction, the player rolls d%, and if the result is the stated percentage or less, the character is addicted to that chem. At that point, at the end of the duration of the chem, the character must make a Fortitude save DC 10 + 1 for every hour they have gone without the chem they are addicted to (additional and separate checks are made for each chem they are addicted to). If the character makes this check successfully for a 24 hour period, the character "kicks" the habit, but suffers from an emotional scar that presents itself in a -1 penalty to both Wisdom and Charisma until they can be administered with Fixer. A character under the care of a doctor who makes a successful Treat Injury check for long-term care (DC 15), can give a +1 bonus to each of these checks for each two points they exceed the DC 15 check. If they fail any checks, they begin suffering from Withdrawl.
Chem Withdrawl
Chem withdrawl is a hard thing to watch, let alone experience. The effects of withdrawl are dependant on each chem. Once the duration for the chem expires, the character loses the temporary bonuses, and then takes a penalty of the same amount of the temporary bonus they received, for a minimum of 1, at which point the character enters into a coma. They must be administered to and be given under long-term care. If they are unable to be given Fixer, they will come out of the coma in 48 hours, with the -1 Wisdom and Charisma penalties until they can get a dose of Fixer. If no long term care is available, the character suffers 1 point of temporary Constitution damage each day they go without long-term care. Once their Constitution score reaches 0, the character dies.
Ranged attacks of Opportunity
Characters with the Point Blank Shot feat are allowed to make ranged attacks of opportunity when they are provoked. However, the character does not receive the bonuse to hit granted by the feat when making the attack of opportunity
Damaged Weapons
On the roll of a Nat 1, any weapon you use have a chance of breaking and then becomes inoperable until repaired. This reflects the unreliability of things in the outside world and not having the constant resources to keep things working as we do in RL.
Treat Injury and Stimpacks
For every point over the DC of 15 (failure just means you get the 1d10+10), you get an additional point of healing from the Stimpak in addition to the 1d10+10. For example, if he gets a result of...oh...30, you get the 1d10+10+15 in hit points healed.
Water Weight
1 quart of water weighs 1 pound. simple
New Skill!
Barter (Cha)
Use this skill to convince others to pay more for your goods, and to accept less money for theirs.
Check - To barter with a merchant, you must have a number of goods, or an amount of money to trade roughly equal to the value of the good you wish to trade with the merchant.
Your Barter skill is opposed by the merchant's skill check. tyhe difference in checks will result in a higher percentage of goods being gained or sold.
Check Difference / % Increase for winner
PHP Code:1 through 9 / 10%
10 through 19 / 15%
20 through 29 / 20%
30 through 39 / 25%
40 or more / 30%
You roll and compare your Barter skill checks, and you come out 5 points ahead. You can safely offer 360 caps (400- 10%) of goods for their 400. Had the merchant won instead, you would have had to pay 440 caps for their goods, however, you are under no obligation to buy the merchants goods.
Try again? Yes, but each check takes up to 20 minutes.
Special - You cannot take 10 or 20 when making a Barter check
Time - A Barter check requires 20 minutes.
NEW FEATS:
Spoiler
Armor Proficiency (Powered)
You understand how to utilize the features of powered armor.
Prereq: Armor Proficiency (Light), Armor Proficiency (Medium)
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty only applies only to Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble checks.
Normal: A character who wears armor with which they are not proficient takes a -4 armor check penalty on attack rolls and all skill checks that involve moving, including Ride and Pilot.
Powered Melee Weapon Proficiency
You understand how to operate and maintain powered melee weapons.
Benefit: You make attack rolls with powered melee weapons normally.
Normal: A character without this feat takes the -4 nonproficient penalty when making attacks with powered melee weapons.
Adrenaline Rush
Requirements: Strength lower than 17
With this feat, you gain one point of Strength when you go under half your hit points.
Better Criticals
Requirements: BAB +6, Dex 13, Any non Mutant race
The critical hits you cause in combat are more destructive. When you cause a critical hit, add an additional 1d6 points of damage (not multiplied).
Bonsai
Requirements: Knowledge (Earth and Life sciences) 5 ranks, Craft (Chemical) 4 ranks, Ghoul only
Through careful nurturing, you have a small fruit tree growing out of your head. This small tree bears 1d4 fruit.
Bracing
Requirements: BAB +6, Con 13
You have learned to brace yourself when firing large guns. You are considered one size larger for the purpose of firing guns from a standing position.
Brutish Hulk
Requirements: Str 16, Con 9, Deathclaw and Mutant only
With this feat, you gain double the normal amount of hit points each time you gain a level.
Cancerous Growth
Requirements: Str under 14, Ghouls and mutants only
You have mutated so badly that you regain 2 extra hit points when healing naturally. You can also regenerate broken limbs.
Crazy bomber
Requirements: Craft (Chemical) 6 ranks, Int 13
With this feat, your character has become an expert with making explosives. Should your Craft (Chemical) check fail by 5 points or more, the explosives do not explode, and the components aren't wasted.
Death Sense
Requirements: Int 10
You have very heightened senses. This perk gives you a +5 on listen and spot checks to notice somone Moving Silently or using the Hide skill.
Demolition Expert
Requirements: Craft (Chemical) 7 ranks, Dex 13
You are an expert at making explosives. Any explosive made by you goes off on time, and does an extra 1d6 points of damage.
Die Hard
Requirements: Treat Injury 4 ranks, Con 13
You don't die easily. When you get down below 20% of your hit points, your Saving Throws gain a +5 bonus until you are healed past 20%.
Dodger
Requirements: Dex 15
You are less likely to be hit, thanks to this feat. You gain an additional 2 points to your Defense with this feat.
Drunken Master
Requirements: Brawl, BAB +3, at least 1 alchoholic drink, Non-robots only
You fight better with a little liquid libation. You gain an additional +2 to your unarmed attack rolls while under the influence of alchohol.
Faster Healing
Requirements: Con 15
This feat can be taken up to three times. You gain an extra 2 hit points through natural healing.
Flexible
Requirements: Dex 15
Years of exercise has made you extremely supple. You can stand up and make a 10' move with a single move action.
Flower Child
Requirements: Con 15
With this feat your are only half as likely to be addicted to a chemical, and you suffer the after effects only half the normal time.
Ghost
Requirements: Move Silently 6 ranks
In poorly lit areas, or after the sun goes down, you move very easily. In these conditions, you gain a +2 bonus to your Move Silently checks.
Harmless
Requirements: Sleight of Hand 5 ranks
You appear to be an innocent or at least innocuous person, and it makes it easier for you to steal from others. You gain a +2 on your Sleight of Hand checks when using it to pick pockets.
Healer
Requirements: Treat Injury 4 ranks, Int 16, Dex 15
You find it easier to heal injuries. When restoring hit points, kyour restore 1d8. During surgery, you restore 1d12 hit points for every character level of the patient.
Heave Ho!
This feat can be taken up to three times. Each time it is taken, you add 5' to the range of thrown weapons.
Hide of Scars
Requirements: Con 15
Your flesh has become hardened due to years of abuse and scarification. You have an extra 5 DR against all damage except fire.
Hit the Deck
Requirements: Dex 15
You react very quickly to incoming fire. When making a Reflex save against attacks that target an area, you take only half half damage with a successful save.
Lead Foot
Requirements: Drive 6 ranks
Your ability behind the wheel and your fast reflexes make you an incredible driver. When declaring a speed when driving, you can go up to two categories faster than the one you are currently at.
Light Step
Requirements: Dex 15, Disable Device 6 ranks
You have a soft touch and step, and are very cautious. If you fail a DIsable Device check while disarming a trap by more than 5, there is only a 50% chance the trap will actually go off.
Little Leaguer
Prerequisites: Must be a member of the Vault Baseball Team (or a trained member of one); Weapon finesse or Weapon focus (Baseball bat and/or club)
Always the baseball enthusiast, you were a member of the Vault baseball team! This feat gives you a +1 attack and damage using bats or clubs (similar to bats), as well as a +1 attack with thrown weapons generally of the size/shape of a baseball (grenades of most kinds, rocks, etc...). Effects stack with Weapon Finesse.
Living Anatomy
Requirements: Treat Injury 4 ranks, Surgery
You have a better understanding of the anatomy than most people. You gain one free rank in Treat Injury, and do an extra 2 points of damage on any attack against living creatures.
Loner
Requirements: Charisma 10 or less
You work much better alone. When working away at least 50' away from any allies, you gain a +1 circumstance bonus on all your combat an skill rolls.
Master Thief
Requirements: Disable Device 5 ranks, Sleight of Hand 5 ranks, Dex 15
You have become incredibly skilled at picking locks and stealing. You gain a +3 bonus to both Disable Device and Sleight of Hand.
Master Trader
Requirements: Barter 7 ranks, Cha 16
You have mastered one aspect of bartering and buying goods cheaper than normal. You get an additional 5% of goods payed or discounted in your favor when bartering
Medic!
You gain a +2 bonus to your Treat Injury skill checks
More Criticals
Requirements: BAB +6, Non Mutants
This feat can be taken three times. You are more likely to score a critical hit in combat. You gain a +1 bonus to rolls to confirm critical hits.
Mutate
Requirements: Minimum ECL 9
Exposure to weird radiation has changed one of your traits. You may replace one of your traits with a different one. You lose the benefits and penalties of the old Trait and take on those of the new one.
Negotiator
You are a very skilled negotiator. You gain a +2 bonus to Barter skill checks.
Night Vision
With this feat, you can see in the dark much better. In total darkness, you can see as if you were in candle light (5' radius around you).
Pickpocket
Requirements: Sleight of Hand 9 ranks, Dex 16
You are adept at stealing. When attempting to pick someone elses pocket, they make their Spot check with a -5 penalty.
Psychotic
Requirements: Con 13, Mutants only
Your body has adjusted to the effects of certain chemicals.
Select one chemical - the benefirts of the drug are doubled, while the withdrawal effects are halved.
Pyromaniac
Requirements: BAB 7
You do more damage wit hfire based weapons. When using a weapon that deals fire damage, they do an additional 1d6 poins of damage.
Quick Pockets
Requirements: Dex 13, Minimum ECL 3
You have learned to pack your equipment so that it is easily accessible. When retrieving a piece of equipment from your inventory, it doesn't draw an attack of opportunity.
Quick Recovery
Requirements: Dex 13
If you have been knocked down by an attack, you may stand up as a free action, so long as you are not grappling, pinned or unconcious.
Rad Child
Requirements: Con 13, Ghouls only
You do not take immediate damage from radiation, instead, you gain 2 extra points of natural healing while being explosed to it. Radiation will still continue to build up in your body, and possibly irradiate those around you.
Rad Resistance
Requirements: Con 15, Int 13, Non ghouls only
This feat may be taken up to twice. You are able to avoid radiation and the illness it causes. Each time this feat is taken, you gain a +1 bonus to your Fort save when warding off radiation and its effects.
Ranger
You gain a +2 bonus on your Knowledge (earch and life sciences) check.
Salesman
You can sell just about anything to anyone - if there were still eskimos, you could sell them an ice machine and still make a tidy profit. You gain an additional 5% in your favor when attempting a Barter skill check.
Sharpshooter
Requirements: Dex 16, Int 16, BAB +11
While using either handguns or long arms, range increments past 5 increments only incur a -1 penalty to hit.
Silent Death
Requirements: Move Silently 8 ranks, BAB +7, Improved Brawl or Advanced Combat Martial Arts
On a successful Move Silently check, you can sneak up on an enemy and inflict double damage with an unarmed strike.
Silent Running
Requirements: Move Silently 7 ranks, Dex 16
You can Move Silently up to your full speed without incurring a penalty, however attacking, running and charging still incur a penalty.
Slayer
Requirements: Improved Knockout Punch, or Advanced Combat Martial Arts, BAB +11, Dex 16, Str 16
In unarmed combat, all threatened critical hits are automatically confirmed.
Snake Eater
Requirements: Con 13
This feat may be taken up to twice. Each time it is taken, it grants a +2 bonus to Fort saves against poison.
Sniper
Requirements: BAB +11, Int 16, Dex 16
You have mastered the firearm as a source of pain. With this feat, any threatened critical hits are automatically confirmed.
Stat!
Requirements: Treat Injury 8 ranks, Dex 13
When using the Treat Injury skill to stabilize a dying character, you do not draw attacks of opportunity.
Steady Arm
Requirements: Str 18, Advanced Firearms proficiency, Mutants only
Your massive size allows you to keep your weapons steady when attacking with Burst fire.
When using Burst fire mode, your attack roll is oly penalized by -2.
Stonewall
Requirements: Str 16
When someone attempts to bull rush you, you get an additional +2 stability bonus.
Strong Back
Requirements: Str 16, Con 13
This feat can be taken up to three times. Each time this feat is taken, you are considered to have 1 extra point of strength for determining carrying capacity.
Stunt Man
Requirements: Str 13, Con 13, Dex 13
You have learned how to roll with the punches... or explosions, car crashes and skull crushing trauma.
You take 1d6 less points of damage from falling, explosives and other sources of massvie trauma (Dm's discretion).
Survivalist
You gain a +2 bonus to your survival skill
Swift Learner
Requirements: Int 16
This feat may be taken up to three times. Each time you take this feat, you gain an additional skill point per level. These skill points are retroactive as well.
Talon of Fear
Requirements: BAB +11, Str 13, Deathclaw only
All unarmed attacks you make poison your target. Poison types vary and must be cleared by the DM.
Thief
You have a +2 bonus to Disable Device and Move Silently checks
Tough Hide
Exposure to radiation and the brutal life of the wasteland has hardened you against the elements. You gain 7 points of Defense, and an extra DR of 3.
Last edited by TheMightyQuinn; 2015-05-11 at 05:25 PM.
"Not Appropriate? The TigerSaw embodies power, strength, and muderous vigilance. I can think of nothing More appropriate than a fearsome TigerSaw."
I Am A: N/G Human Monk/Sorc (3/2 Lvl)
Spoiler
Str-15
Dex-16
Con-13
Int-16
Wis-13
Cha-18
Find out = http://www.easydamus.com/character.html
courtesy of Easydamus
-
2015-05-08, 11:16 AM (ISO 8601)
- Join Date
- Jul 2006
- Location
- Huntsville, AL
- Gender
Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Thanks, Quinn!
Do me a favor and PM the link to this thread to Lentrax, so Aria can get put up here.
As always, I am claiming Dark Green.My Awsome Sig!
Spoiler
The Original Narrator for the SMBG "Werewolf" game
WEREWOLF CENTRAL
Avatar by Sampi
LET CHAOS RULE: Turquoise bicycle shoe fins actualize radishes greenly!
It's not about making money, it's about taking money; destroying the status quo. Because the status...is not quo.
Games I run: Fallout: Great Plains (Redux)
-
2015-05-08, 04:10 PM (ISO 8601)
- Join Date
- Jul 2012
- Location
- In the Final Frontier
- Gender
Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Hello.
Going to be taking purple again.
Co-Founder of LUTAS.
For all you lesser superheroes out there.
Custom STO avatar by Durkoala.
A novella about a wizard and a rock star, cross-dimensional travel, and healing wounds neither knew were there.
Spoiler: Online stuffsLentrax has a Deviantart now, check it out!
Streaming Monday, Wednesday, and Friday at 11CST on Twitch.
Follow me on Twitter!
-
2015-05-09, 09:52 AM (ISO 8601)
- Join Date
- Jul 2006
- Location
- Huntsville, AL
- Gender
Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
I think my PM's are having problems. Someone PM omni and get him the link here, too.
My Awsome Sig!
Spoiler
The Original Narrator for the SMBG "Werewolf" game
WEREWOLF CENTRAL
Avatar by Sampi
LET CHAOS RULE: Turquoise bicycle shoe fins actualize radishes greenly!
It's not about making money, it's about taking money; destroying the status quo. Because the status...is not quo.
Games I run: Fallout: Great Plains (Redux)
-
2015-05-09, 10:24 PM (ISO 8601)
- Join Date
- Jul 2012
- Location
- American Siberia
- Gender
Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Okay - I will later tonight. At work right now.
Yeah. I got some pm with a picture of dexter? Wasn't sure if that was for me... lol"Not Appropriate? The TigerSaw embodies power, strength, and muderous vigilance. I can think of nothing More appropriate than a fearsome TigerSaw."
I Am A: N/G Human Monk/Sorc (3/2 Lvl)
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2015-05-09, 11:11 PM (ISO 8601)
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Yes. It was a pic of what I envision as Kief...
My Awsome Sig!
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The Original Narrator for the SMBG "Werewolf" game
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LET CHAOS RULE: Turquoise bicycle shoe fins actualize radishes greenly!
It's not about making money, it's about taking money; destroying the status quo. Because the status...is not quo.
Games I run: Fallout: Great Plains (Redux)
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2015-05-09, 11:26 PM (ISO 8601)
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Ooh. The crazy guy. I need to reread the thread we did..
I'm also trying to remember how we figured Markis out. I'll send you a pm shortly and explain what I remember
Edit:
Alright, well, as long as I have a post up here, welcome everyone!
I'll be claiming Fire brick as my speech color. I think.Last edited by TheMightyQuinn; 2015-05-11 at 05:19 PM.
"Not Appropriate? The TigerSaw embodies power, strength, and muderous vigilance. I can think of nothing More appropriate than a fearsome TigerSaw."
I Am A: N/G Human Monk/Sorc (3/2 Lvl)
Spoiler
Str-15
Dex-16
Con-13
Int-16
Wis-13
Cha-18
Find out = http://www.easydamus.com/character.html
courtesy of Easydamus
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2015-05-11, 06:47 PM (ISO 8601)
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Hey all,
As promised, here will be an example, as I previously promised:
__________________________________________________ __________
Your Character Name in Bold
Here, you tell what you do, and what not.
If you say anthing in-character, it goes like this, in your chosen color. Check previous posts from players who already have their colors chosen. In addition to this color (dark green), orange is also taken.
Generally, people put their character's thoughts, feelings, etc...right in here.
Spoiler: Dice RollsDice rolls go here, like this:
(1d20+5)[18]
+1 Base Attack
+1 Weapon Focus
+3 DM Circumstance Bonus
FOR THE DM:
Spoiler: FOR DM77Put messages for just me like this or PM me.
__________________________________________________ _
Any Questions, just ask me Quinn or Lentrax.My Awsome Sig!
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The Original Narrator for the SMBG "Werewolf" game
WEREWOLF CENTRAL
Avatar by Sampi
LET CHAOS RULE: Turquoise bicycle shoe fins actualize radishes greenly!
It's not about making money, it's about taking money; destroying the status quo. Because the status...is not quo.
Games I run: Fallout: Great Plains (Redux)
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2015-05-12, 03:40 AM (ISO 8601)
- Join Date
- Mar 2011
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Hey, folks! :)
I'll be claiming Navy Blue for my posting color.
Also, Oncoming Wealth and HP rolls, for records sake:
Wealth: (2d10)[13]
Second level HP (minimum half the dice value): (1d10)[8]
EDIT1: my mistake on the wealth rolls, oops!
Rolling again: in a newer post, hehLast edited by Hussam B.; 2015-05-12 at 03:43 AM.
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2015-05-12, 03:44 AM (ISO 8601)
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Wealth: (8d10)[57]
So, times two, that will be 114 TUs or 1140 Caps?
And, stuff I got on the start:
- Lever-action shotgun: (Using Benelli 121 M1 Stats) Purchase DC(?): 17
- Brass knuckles: Purchase DC(?): 5
- Leather Jacket: Purchase DC(?): 10
So, does that consume 32 TUs?Last edited by Hussam B.; 2015-05-12 at 03:54 AM.
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2015-05-12, 04:06 AM (ISO 8601)
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Most rifles have a trade unit cost of about 8 to 11.
the Mossberg for example is 8.
Leather jacket is 5, and brass knuckles 3, so you're at about 16."Not Appropriate? The TigerSaw embodies power, strength, and muderous vigilance. I can think of nothing More appropriate than a fearsome TigerSaw."
I Am A: N/G Human Monk/Sorc (3/2 Lvl)
Spoiler
Str-15
Dex-16
Con-13
Int-16
Wis-13
Cha-18
Find out = http://www.easydamus.com/character.html
courtesy of Easydamus
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2015-05-12, 04:20 AM (ISO 8601)
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Cool.
Also, decided to pick up two traits: Bruiser and Ham Fisted
Then by picking Ham-Fisted, I got the Brawler feat for free, So I looked on the new feats and picked up:
Hide of Scars
Requirements: Con 15
Your flesh has become hardened due to years of abuse and scarification. You have an extra 5 DR against all damage except fire.
Which seems like really really good, almost making me think that there is a requirement missing, heh
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2015-05-12, 05:52 AM (ISO 8601)
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
It is really good, and we got quite a bit of the material from the fallout d20 supplement - while we've been working things up and tweaking it, credit is due to them.
I'm not sure how it will balance out, but with the prevalence of flame weapons, breath attacks and such, it might not be bad."Not Appropriate? The TigerSaw embodies power, strength, and muderous vigilance. I can think of nothing More appropriate than a fearsome TigerSaw."
I Am A: N/G Human Monk/Sorc (3/2 Lvl)
Spoiler
Str-15
Dex-16
Con-13
Int-16
Wis-13
Cha-18
Find out = http://www.easydamus.com/character.html
courtesy of Easydamus
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2015-05-12, 11:23 AM (ISO 8601)
- Join Date
- Jul 2006
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Okay, I have Hussam's character sheet, as well as Lentrax and Quinn. I am missing omni's and shadow's.
Omni, will you still be playing/rewriting up your old character? We are picking up where we left off, at the living examples left by the Legion.My Awsome Sig!
Spoiler
The Original Narrator for the SMBG "Werewolf" game
WEREWOLF CENTRAL
Avatar by Sampi
LET CHAOS RULE: Turquoise bicycle shoe fins actualize radishes greenly!
It's not about making money, it's about taking money; destroying the status quo. Because the status...is not quo.
Games I run: Fallout: Great Plains (Redux)
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2015-05-12, 01:11 PM (ISO 8601)
- Join Date
- Jan 2015
Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Need to adjust wealth and maybe pick "Good Natured". Would that replace a feat I've already chosen?
(8d10)[49]My Characters
Alaniel (Retired) Bob "O-Matic" Kern (Fallout) Hanzi Ivarisky (Giantslayer)
Games I'm running
Runelords
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2015-05-12, 03:38 PM (ISO 8601)
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Time to start brushing up on my technical jargon...
Co-Founder of LUTAS.
For all you lesser superheroes out there.
Custom STO avatar by Durkoala.
A novella about a wizard and a rock star, cross-dimensional travel, and healing wounds neither knew were there.
Spoiler: Online stuffsLentrax has a Deviantart now, check it out!
Streaming Monday, Wednesday, and Friday at 11CST on Twitch.
Follow me on Twitter!
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2015-05-12, 03:44 PM (ISO 8601)
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Haha. I'm reading up on the old IC thread to brush up on the story. I didn't remember reading it, but I must have, since I got to the point where I was posting.
Been just a little while.
One thing is for certain - we'll have to find a new way to cook salisbury steak for Aria."Not Appropriate? The TigerSaw embodies power, strength, and muderous vigilance. I can think of nothing More appropriate than a fearsome TigerSaw."
I Am A: N/G Human Monk/Sorc (3/2 Lvl)
Spoiler
Str-15
Dex-16
Con-13
Int-16
Wis-13
Cha-18
Find out = http://www.easydamus.com/character.html
courtesy of Easydamus
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2015-05-12, 03:50 PM (ISO 8601)
- Join Date
- Jul 2006
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- Huntsville, AL
- Gender
Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Firstly, welcome everyone!
Please ensure you all read through all pertinent information that's been posted here, including the IC thread posting format.
Second, I need a short "this is how I got here" blurb to explain why the two newcomers are arriving on scene. I will be posting the last few bits from the old IC thread so as to ensure everyone remembers where we were and what we were doing. I will put up the link for the IC thread (and start it) either late Thursday evening or Friday morning.
If anybody has questions, please feel free to ask. This is going to be a fun game, I just know it!
Also, please check the first post in this thread and take a look at the old IC and OOC threads, just to get an idea of pacing.
We had an agreement of at least a once-per-day posting requirement (excluding Saturdays), and if everyone had posted for the day, and I could get another post in, we would continue. The idea is that we are posting at least one time per day. I know some of you are, quite literally, on the other side of the globe, and that's okay. We will work with you.
That said, I look forward to gaming with you all.My Awsome Sig!
Spoiler
The Original Narrator for the SMBG "Werewolf" game
WEREWOLF CENTRAL
Avatar by Sampi
LET CHAOS RULE: Turquoise bicycle shoe fins actualize radishes greenly!
It's not about making money, it's about taking money; destroying the status quo. Because the status...is not quo.
Games I run: Fallout: Great Plains (Redux)
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2015-05-12, 04:41 PM (ISO 8601)
- Join Date
- Jul 2012
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Co-Founder of LUTAS.
For all you lesser superheroes out there.
Custom STO avatar by Durkoala.
A novella about a wizard and a rock star, cross-dimensional travel, and healing wounds neither knew were there.
Spoiler: Online stuffsLentrax has a Deviantart now, check it out!
Streaming Monday, Wednesday, and Friday at 11CST on Twitch.
Follow me on Twitter!
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2015-05-12, 05:17 PM (ISO 8601)
- Join Date
- Jul 2012
- Location
- American Siberia
- Gender
Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
"Not Appropriate? The TigerSaw embodies power, strength, and muderous vigilance. I can think of nothing More appropriate than a fearsome TigerSaw."
I Am A: N/G Human Monk/Sorc (3/2 Lvl)
Spoiler
Str-15
Dex-16
Con-13
Int-16
Wis-13
Cha-18
Find out = http://www.easydamus.com/character.html
courtesy of Easydamus
-
2015-05-12, 05:53 PM (ISO 8601)
- Join Date
- Jul 2006
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Alright you two. Save it for the in character thread.
My Awsome Sig!
Spoiler
The Original Narrator for the SMBG "Werewolf" game
WEREWOLF CENTRAL
Avatar by Sampi
LET CHAOS RULE: Turquoise bicycle shoe fins actualize radishes greenly!
It's not about making money, it's about taking money; destroying the status quo. Because the status...is not quo.
Games I run: Fallout: Great Plains (Redux)
-
2015-05-12, 06:03 PM (ISO 8601)
- Join Date
- Jul 2012
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
/pout
Aalright.....
After reading through the old thread, I'm just rather excited.
I hope I'll be able to keep up with that level of writing though. I was reading through it, thinking "wow. Did I write this?" lol"Not Appropriate? The TigerSaw embodies power, strength, and muderous vigilance. I can think of nothing More appropriate than a fearsome TigerSaw."
I Am A: N/G Human Monk/Sorc (3/2 Lvl)
Spoiler
Str-15
Dex-16
Con-13
Int-16
Wis-13
Cha-18
Find out = http://www.easydamus.com/character.html
courtesy of Easydamus
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2015-05-12, 06:39 PM (ISO 8601)
- Join Date
- Jan 2015
Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Are you relaxing the TU for ammo? In the Apoc book it's listed as TU per bullet, not per box of x bullets.
Otherwise, here is Bob slightly modified and paid for most of his gear, which I've listed in what I thought were TUs where the "weight" is so I had an easier time with calculation.
BobLast edited by Shadowsend; 2015-05-12 at 06:59 PM.
My Characters
Alaniel (Retired) Bob "O-Matic" Kern (Fallout) Hanzi Ivarisky (Giantslayer)
Games I'm running
Runelords
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2015-05-12, 11:48 PM (ISO 8601)
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Use the D20 Modern SRD figures for character creation and I will adjust the rest. Be advised that Barter is a new skill that you can put ranks into. It is an in-class skill for everyone.
My Awsome Sig!
Spoiler
The Original Narrator for the SMBG "Werewolf" game
WEREWOLF CENTRAL
Avatar by Sampi
LET CHAOS RULE: Turquoise bicycle shoe fins actualize radishes greenly!
It's not about making money, it's about taking money; destroying the status quo. Because the status...is not quo.
Games I run: Fallout: Great Plains (Redux)
-
2015-05-13, 12:09 AM (ISO 8601)
- Join Date
- Jul 2012
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Gah! Barter!
I forgot all about that.
I'll have to switch some skill ranks around. Thanks for the heads up there Boss."Not Appropriate? The TigerSaw embodies power, strength, and muderous vigilance. I can think of nothing More appropriate than a fearsome TigerSaw."
I Am A: N/G Human Monk/Sorc (3/2 Lvl)
Spoiler
Str-15
Dex-16
Con-13
Int-16
Wis-13
Cha-18
Find out = http://www.easydamus.com/character.html
courtesy of Easydamus
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2015-05-13, 04:29 AM (ISO 8601)
- Join Date
- Jan 2015
Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
I got everything else I wanted, I was just surprised at the extreme cost of bullets.
My Characters
Alaniel (Retired) Bob "O-Matic" Kern (Fallout) Hanzi Ivarisky (Giantslayer)
Games I'm running
Runelords
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2015-05-13, 07:34 AM (ISO 8601)
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Yeah, I am probably going to work up a modified price list, but I don't know. Heh, we could make it the source of one part of the story...crafting them, or finding a cache. Oh, and don't forget to declare you ate picking up your brass if you wanted to do reloads.
My Awsome Sig!
Spoiler
The Original Narrator for the SMBG "Werewolf" game
WEREWOLF CENTRAL
Avatar by Sampi
LET CHAOS RULE: Turquoise bicycle shoe fins actualize radishes greenly!
It's not about making money, it's about taking money; destroying the status quo. Because the status...is not quo.
Games I run: Fallout: Great Plains (Redux)
-
2015-05-13, 08:58 AM (ISO 8601)
- Join Date
- Mar 2011
- Location
- Amman, Jordan
- Gender
Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Heh, that reminds me; gotta get shells for my guy's shotgun.
Added to sheet.
Also, found me a copy of d20 modern - apocalypse :)
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2015-05-13, 01:17 PM (ISO 8601)
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Re: DM77s Fallout: Great Plains (d20 Apocalypse) OOC
Yeah, I was going to ask that everyone shoot me an email so that I could share my Google Drive folder with all of my d20 Modern, future, etc...books in it. Anybody interested? Just put your Giantitp.com screen name in the subject so I know you aren't a random person.
My Awsome Sig!
Spoiler
The Original Narrator for the SMBG "Werewolf" game
WEREWOLF CENTRAL
Avatar by Sampi
LET CHAOS RULE: Turquoise bicycle shoe fins actualize radishes greenly!
It's not about making money, it's about taking money; destroying the status quo. Because the status...is not quo.
Games I run: Fallout: Great Plains (Redux)