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FALLOUT: SEATTLE 

Rules of play:
● Rules of the game are simple: survive by any means necessary. I don't have to take my
time explaining the world of ​Fallout​ as a whole but I will spend time detailing the setting
later on in this document.
● The game 'difficulty’ is set on survival/hardcore mode. Harsh I know but this adds
realism to the game that would otherwise make it very difficult to run. Bullets should do
more damage than hitting someone with a stick. That being said, hitting people with a
stick until they drop is a time honored tradition of humanity and thus support for melee
builds are included within the game. Damage calculation for firearms and melee
weapons/unarmed will be detailed in the ​Combat​ section of this document.
● This game is largely player driven and thus relies heavily on people wanting to role play.
For example, if you're playing as a Raider don't shoot blindly at a caravan. Pirates in the
days of old preferred things to transpire without bloodshed as that put their crew at risk
and the opposite is the same for the caravan. However, if blood is what you want then
blood is what you will have. The more creative you are in dealing with the dangers of
wastes the better.
● Loot is sparse at the best and empty at the worst. It's been more than 200 years since
the bombs dropped so many areas are picked clean--again be creative. Making a spear
out of a bar stool with a knife or a sharp rock and spare time is an example of player
ingenuity. Bows are not found in ​Fallout's b​ ase game, that does not mean they can't be
crafted. If you have the materials, ingenuity, and RNJesus smiles upon you then you can
do near anything in this game. Strap a war head to a stick and throw it like a javelin for
all I care.
● The game is using a d100 system to appease skill checks. How that works is you roll
your d100 and add half of the skill value to the roll for the total. If the skill roll you are
performing has a difficulty level set that is half that of the associated skill then you
automatically succeed. For example of how this will play out: ​ Gash is attempting to pick
a pick a lock with a difficulty level of 25, his lock pick skill is 25--he will roll a d100 with no
modifier. Esmeralda is attempting to hack a terminal with a difficulty of 15, she has a
Science skill of 30--she automatically succeeds on the check.​ Even if you can
automatically succeed in a check, you can still attempt to roll for a critical success which
may yield additional effects such as: encrypted information or protectron override codes
for a critical success in a hack or finding extra loot beyond a picked lock.
● Levels will be awarded based upon a merit system. This can be done one of three ways:
either I or a a moderator awards you a level for playing your character well and being a
badass at what you do best, other players can petition for your level advancement by
providing examples of your characters deeds, or you yourself can petition for a level by
providing examples of your characters deeds. Don't worry too much about level pacing
as it will have a more or less regular frequency of award though not so much that it
creates a server of demi-gods and the game had only just begun.
● Lastly, please realise that not all perks will translate as well into this game from the video
games. Things like Swift Learner for example seem pointless in the way leveling is
handled but I assure you, all your perks are taken into account for. If you have a
question of how a perk would translate into the game just ask me and I'll either give an
answer or we can workshop it. Most importantly is for you to tell me what you're trying to
accomplish by taking a perk.

Combat
● Combat is inevitable in the world of ​Fallout. ​Things that are important to note for combat
is your Dodge, Threshold, Hits, Damage, and Speed.
○ Dodge class​ is how hard it is to hit you. When someone tries to attack you they
roll a d20 + 1 for every 10 points they have in a combat stat-- such as guns for
example-- and any other bonuses they have, against your armor class. Your DC
is equal to a base of 10 + half your agility rounded up. If someone rolls above
your dodge class to hit you, you are hit. At or below you are not hit.
○ Damage Threshold ​is how much of a beating you can take before actually taking
any wounds. Your threshold score is calculated by a base of 10 + your
Endurance score + any other modifiers you may receive from other sources,
such as armor. However, for every time an attack hits its mark, your DT steadily
decreases by 2 for each successful hit against your AC. You can spend your turn
during combat to recover and gain DT back at a rate of 2 for every turn you
spend recovering. This turn must be spent not moving, taking any other actions,
or taking any damage from other sources. If you're receiving a bonus to your DT
from armor, once the reduction of your DT as stated above causes the armor's
modifier to reach 0, the armor is considered to be inert, and you will no longer
receive the bonuses it offers. You can repair your armor mid combat when you
take time to recover, however you will need the necessary components and a
sufficient amount of time. Unlike your Endurance based DT, your armor DT will
not recover naturally.
○ Hits ​is simply how many times you can get hit before kicking the bucket. Every
player​ has three hits to unconscious and four to death. Most enemies only have
one hit but may have a high AC or DT. It is possible to raise your hits by taking
drugs like Buffout or by receiving expensive implants to make you more hardy.
○ Damage​ is calculated based off the weapon being used, most of which are
detailed in ​Equipment.​ You may be asking yourself, “What role do combat skills
like Guns play in this game?” That's a good question and it is very simple--just
like in the game, the higher the combat skill the more damage you deal with that
kind of attack or weapon. Simply roll the damage dice and add ⅕ of the skill
rounded up as damage. Why only ⅕? Because half would be too lethal and any
more would make specialising in a combat skill to be pointless. Another question
is how do firearms play in combat? To fire a semi-automatic or other repeating
firearm takes a simple action. A complex action can be spent as well to
'double-tap’ which increases the to-hit by +2 and the damage by one die at the
cost of two rounds. If you miss, both rounds miss their target. With automatic
firearms, a complex action is required to fire a total of four rounds of ammunition
which must roll to hit separately. Different targets may be selected when firing a
weapon, for example: ​a Raider with a 10mm pistol is shooting two feral ghouls.
By spending a Complex Action and a Simple Action, the raider can fire upon both
ghouls on his turn. Similarly, a Super Mutant with an automatic assault rifle is
shooting at a caravan. Holding down the trigger as a Complex Action and loosing
a spray of gunfire has the chance to hit up to four targets--though this must be
declared before shooting.​ You roll your damage dice versus the Damage
threshold of an enemy. Your damage threshold is equal to 10 + your endurance,
plus any armor you have. For every 5 points above the DT your damage is, you
do an extra hit of damage. Armor is used to soften the blows against your
vulnerable insides and thus the modifiers seen in armor unless otherwise
specified is applied to your DT.
○ Taking the dodge action adds a cover bonus up to a value of +4 to AC and DT
depending on the environment.
○ Speed​ is when you move in combat. A post order is established in combat based
upon a d20 roll plus your Agility score. Any perks you may have that enhance
movement are added to the roll as a modifier. Movement in combat is rather
loose as there's no real limit as to how far a character can move on their turn.
Just be realistic and if you have a question of how realistic it is for a character to
move from point A to point B, just let me know and I will most likely ask for a
check of some sorts to see if you can cover that much ground.

Character Creation
● Players have the option of choosing one of three playable races within the game. A
player can be either a human, ghoul, robot or a Super Mutant. I am well aware that the
calculator I have posted does not include these races, this is something to keep in mind
while you are making your character. If you have a stat that increases over 10 and want
to know how it impacts your skills,use the following formula: 2+(2×Stat)+[Luck÷2 (to a
minimum of 1)]
● Use this link
○ http://www.rpg-gaming.com/fnv.html
○ Humans are the most abundant race in the world and are highly adaptable.
Humans are given a total of 33 points to allocate to their S.P.E.C.I.A.L stats with
minimum score of 1 and a maximum score of 10 at character creation. They also
are able to start out with two traits and three skill tags.
○ Ghouls are highly irradiated humans that are either unfortunate souls of the
wastes or were there when the bombs fell. Ghouls have only 25 points to allocate
to their S.P.E.C.I.A.L stats with Endurance and Luck being at a minimum score of
5--this cannot be decreased in any way--and a maximum in these stats of 11. A
Ghoul can be charismatic but only so much as their skin peels off from their skull
and they look like zombies. The maximum score for a ghouls charisma is 7. They
are resistant to and healed by radiation and start with no traits and have four skill
tags.
○ Super Mutants are the result of the FEV virus and are all sterile and masculine.
There are three types of super mutants: Alpha, Beta, and Nightkin mutants. All
mutants have a max charisma score of 8 as this is more of a force of personality
and less good looks. They have 25 points to allocate to their S.P.E.C.I.A.L stats.
They both start with the Guns and Melee skills tagged with one floating tag. They
have no starting traits.
■ Alpha Mutants have a base stat of 5 in both Strength and in Intelligence.
The max for these scores are 11. The minimum scores cannot be
dropped lower than 5.
■ Beta Mutants have a base stat of 5 in strength and endurance, and a
maximum of 12. This minimum score cannot be dropped lower than 5.
■ Nightkin Mutants receive an additional penalty to charisma, making the
max 5 for them. However, the Guns skill is replaced by the Stealth skill
and your Strength and Agility become a base value of 5 with a maximum
of 11. This minimum score cannot be lower than five and the Charisma
stat cannot exceed 5. You must frequently use a Stealth Boy or become
increasingly violent.
○ Robots of all shapes and sizes roam the Seattle Jungle and likewise the rest of
the Washington Wastes. To list all the different kinds of Robots you could
possibly be would be a very lengthy list especially since with the Automaton DLC
in Fallout 4 showing that the parts are almost universally compatible with other
robot parts. As such, you are considerably more modular than your fleshy
counterparts, though this is not without drawbacks. They have 25 points to
allocate to their S.P.E.C.I.A.L stats. Robots will get a base of 5 endurance and 5
intelligence, can't fall any lower and a Max of 11. You're immune to Radiation
damage and your DT only reduces by one from non energy based attacks.
Additionally,instead of having 3 hits to unconsciousness, you instead have 4.
However you take double from energy damage (plasma and laser), you don't
naturally heal nor can you take your turn to recover and repair unless someone
else is helping you or you have an upgrade that allows you to do so. You can't
take drugs. To level up you must be upgraded further by someone with the
proper skills. You can be hacked if someone has the proper skills and luck. Your
Fire Wall protection is equal to 5 × your Intelligence or your Science skill;
whichever is highest. You can have your software upgraded further to improve
your Fire Wall rating as well but obviously need someone else to do it. If
someone fails to hack you, they are locked out of your system. You have the
Science and Energy weapon tags but no traits. Your weapons are considered to
be always integrated and cannot be changed without the help of someone with
the proper skills.

● Some characters may come from different backgrounds such as being a Vault Dweller or
a Caravan Driver. These backgrounds grant you your starting gear unless stated
otherwise by me. You can also opt to start with 500 caps and purchase your own
supplies in ​Equipment.
○ Vault Dweller​: Corresponding vault suit, pip-boy, police baton, 10mm pistol, 36
10mm rounds (3 clips), and 5 stimpacks.
○ Raider:​ Raider leathers, lead pipe, automatic pipe pistol, 36 .38 rounds (3 clips),
and 5 chems of your choice.
○ Caravan:​ Road Leathers, baseball bat, sawed-off double barrel shotgun, 36 12
gauge shotgun shells, 50 caps.
○ Enclave​: Fatigues, combat knife, plasma pistol, 36 Microfusion Cells (3 clips),
Eye-Bot.
○ Brotherhood Scribe:​ Scribe Robes, Power Brace (a lesser power fist), laser
pistol, 36 electron pack cells (3 clips), Brotherhood Beacon.
○ Brotherhood Knight:​ Damaged T-45a Power Armor, short laser rifle, 24 electron
pack cells (2 clips), Brotherhood Beacon.
○ Woodsmen:​ Yao Guai fur lined Flannel jacket, Wood cutters axe, hunting rifle, 36
.308 caliber rounds, radstag caller.
○ Starbucks Barista:​ Starbucks uniform, brass knuckles, .22 silenced pistol, 36 .22
rounds (3 clips), thermos of hot coffee.

Equipment
● This is a catalogue of common starting equipment. There are other weapons out in the
wastes but this is a list of the most common items that are sold by shopkeepers or are
easily obtained from a background.
Weapons
10mm Pistol 50 Caps 10mm 2d6+⅕ Guns
10mm SMG 125 Caps 10mm 3d4+⅕ Guns

Shotgun 75 Caps 12 gauge 1d12+⅕


Guns-distance(meter
s)

Hunting Rifle 200 Caps .308 cal 1d12+⅕ Guns

Laser Pistol 80 Caps Electron Pack 2d6+⅕ Energy


Weapons

Laser Rifle 200 Caps Electron Pack 2d8+⅕ Energy


Weapons

Silenced .22 Pistol 50 Caps .22 cal 1d4+⅕ Guns

Pipe Pistol 25 Caps .38 cal 1d6+⅕ Guns

Pipe Rifle 45 Caps .38 cal 1d8+⅕ Guns

Plasma Pistol 90 Caps Microfusion Cell 1d8+⅕ Energy


Weapons

Plasma Rifle 220 Caps Microfusion Cell 1d12+⅕ Energy


Weapons

Combat Knife 10 Caps ---- 1d6+⅕ Melee

Boxing gloves 15 caps ---- 1+⅕ Unarmed


(Non-lethal)

Brass Knuckles 5 Caps ---- 1d4+⅕ Unarmed

Woodcutter's Axe 20 Caps ---- 1d10+⅕ Melee

Power Brace 200 Caps ---- 1d10+⅕ Unarmed

Police Baton 10 Caps ---- 1d4+⅕ Melee

Armor
Vault Suit 20 Caps +10 speech skill

Vault Security Armor 30 caps +2

Raider Leathers 10 Caps +1

Road Leathers 15 Caps +1


Leather Armor 65 Caps +3

Fatigues 20 Caps +2

Yao Guai Flannel Jacket 45 Caps +3

Raider Armor 100 Caps +4

Metal Armor 600 Caps +7

Pre-War Clothes 15 Caps ----

Starbucks Uniform 65 Caps +2 , +10 barter, +10 speech

Damaged T-45 A Power 1,500 caps +10 +1 STR


armor

T-45 A power armor 2,000 caps +15 +3 STR

Chems and Aid

Stimpack 48 Caps Heal 1 Hit immediately

Super Stimpack 150 caps Heals 3 Hits immediately, -2


strength for 5 minutes

Doctor's Bag 55 Caps Heal all Hits over a rest, can


heal broken limbs,

Mentats 50 Caps +2 Charisma, +2 Intelligence,


+1 Perception
(5 minutes, 5% addiction
chance)

Day tripper 40 caps +2 charisma, +4 luck, -2


strength (5 minutes, 10%
addiction chance)

Mentripper (Mentats+Day 200 caps +5 charisma, +2 perception,


tripper) +4 intelligence +5 luck, -3
strength, -3 endurance (5
minutes, 50% addiction
chance (become addicted to
one or the other, flip coin to
decide))

Buffout 45 Caps +1 Hit maximum, +3


Endurance, +2 Strength
(5 minutes 20% addiction)

Jet 50 Caps +10 to Initiative, You now


have two actions on your turn
(3 rounds, 50% addiction
chance)

Psycho 50 Caps +1 Hit maximum,+5 Damage


(5 minutes, 15% addiction
chance)

Psychout (Buffout+Psycho) 200 caps +2 Hit maximum, +3 strength,


+3 endurance, +10 damage.
(5 minutes, 60% addiction
chance (addicted to one or
the other psycho or buffout,
flip coin to decide))

Steady 125 Caps +10 to hit


(5 minutes, 80% addiction
chance)

Rebound 20 Caps Gain another turn


(Immediate, 30% addiction
chance)

Cateye 20 Caps 120ft of dark vision


(5 minutes)

Rad-X 40 Caps +25 Radiation Resist


(5 minutes)

Rad-Away 80 Caps -75 Radiation

Med-X 50 Caps +7 Threshold


(5 minutes, 10% addiction
chance)

Addiction

● Addiction in the wasteland is unfortunately commonplace. Fortunately there are doctors


in the wastes that can treat the effects of addiction to alleviate a tiny portion of the
suffering this world had come to know. To be ​addicted​ to a chem means the positive
effects of the chem turn to negatives while suffering the withdrawals until 48 hours have
passed without rest. To benefit from a chem you are addicted to, you must take twice as
much to gain the benefits of the chem. If you are already addicted, you continue to make
addiction checks against the ‘%’ chance. To become ‘addicted’ again means to increase
the negatives received by the effect value again. Additionally, if your dependency on the
chem has increased by another value, the number of chems required to gain a positive
effect increases exponentially. Time needed to recover naturally from a chem addiction
also increases exponentially. May not sound like a long time but that long without rest
and to carry those negatives prove to be deadly in the wastelands. The going rate on
average to cure addiction is 50 caps, but some doctors may charge more or less
depending on your level of addiction and how many chems you are addicted to.
● To test against addiction, roll a d100--the addiction ‘%’ chance is the range of addiction
chance. Every time you take a chem, the addiction chance increases by the stated ‘%’
chance. You reduce the addiction ‘%’ chance by ​2 ​for every ​1 ​point in ​Endurance​. For
example: ​Shred has taken his first hit of the popular chem, Jet. Jet has a 20% chance to
cause an addiction; Shred has an Endurance of 8. Thus the total ‘%’ chance of addiction
is decreased by 16, so the ‘%’ chance of addiction is reduced to only a mere 4%!
However, the high Shred got from Jet was so impactful he decides to continue taking Jet
regularly. The next time he takes Jet, the ‘%’ addiction chance increases from 20% to
40%. Shred still has an 8 in Endurance so the total ‘%’ chance is reduced to 24%.
● After 48 hours pass with rest in between chem usage keeps the ‘%’ chance of addiction
to a minimum.
FALLOUT-SEATTLE NEW PERKS
This is a list of perks added to fallout seattle (all new-vegas perks are also allowed)
Name Requirements Effects

Action surge N/A You are crazy hyped all the


time! In combat you can
forfeit your NEXT turn and
take a -5 to your AC for two
turns to make a Rambo-like
action THIS turn! When you
attack, treat it as having 2
complex and 2 simple
actions. You cannot use this
ability again until you roll a 6
on a d6(you may do this once
per turn) or complete a rest.

Iron fist Unarmed 25 Any time you roll damage for


an unarmed attack, roll an
additional damage die . The
number of extra dice you roll
increases or each rank of this
perk(up to 2 ranks). Your
standard unarmed attacks
now do (d4+1/5 unarmed)
damage.

Concussive Blows Explosives 40, level 4 You may replace your Melee
skill for your Explosives skill
when calculating damage for
melee weapons

Specialist skill N/A You gain one additional skill


which you can use as
opposed to a SPECIAL roll
for specific tasks. For
something like
Gambling(Luck) this
represents special training
but for something like Driving
(AGL) this represents the
ability to perform actions
others normally cannot.

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