Old Orleans, New Trouble: A Fallout Campaign (Inactive)

Game Master SinBlade06

Old Orleans is in need of heros. Is this you? A campaign based off of Fallout 3.


Old Orleans...the name brings thoughts of a city deep in the swamps of Louisiana ruins overrun with marshes and radioactivity. But no, Old Orleans is living still, even in the shadow of the atomic wars.

After the bombs fell, there was an agreement to have civilians evacuated and moved to more secure locations. One of these locations became New Vegas. The other became Old Orleans.

The settlement expanded almost exponentially, and soon it too was a thriving community of Wastelanders, Ghouls and Super Mutants, all under the direction of the Brotherhood of Steel's Marsh Legion.

Trouble is stirring, but whenever there seems to be a problem, it disappears just as quickly. There's no shortage of food, clean water, or shelter, but there is something wrong with Old Orleans. The questions is, what?

Current Locations:

Old Orleans
Vault 33
Power Plant
Granpappy's Ranch
Ol Tim Sal's Bar
New Orleans Train Station
Manny's Airboat Tours
Plantation Vault
Druid Hideaway

Campaign Homebrew Rules

Weapons. All prices are halved.

Weapons and Conversions:
Pistols

.32 Pistol-Purse Revolver
10mm Pistol-N99
Chinese Pistol-Shansi Type 17
Scoped .44 Magnum-Blackhawk
Unscopped .44 Magnum-Desert Eagle 44
.357 Magnum-Police Revolver

Rifles

Assault Rifle-R91 Rifle
Chinese Assault Rifle-AK47
Hunting Rifle-Varmit Rifle
Lever Action Rifle-Backwater rifle
Sniper Rifle- DSK-510-1

Shotguns

Combat Shotgun-Sidewinder Shotgun
Double Barreled Shotgun-Winchester Widowmaker
Sawed off Shotgun- Sawen-off Widowmaker

SMG

10mm SMG-H&K MP9 SMG

Big Guns

Fat Man-Fat Mat
Flamer-Flamer
Gatling Laser-L30 Gatling Laser
Heavy Incinerator-Incinerator, Heavy
Missile Launcher-Rockwell Bazooka
Minigun- Avenger Minigun

Energy Weapons

Gauss Rifle-M72 Gauss Rifle
Laser Pistol-AEP7 Laser Pistol
Laser Rifle-AER9 Laser rifle
Plasma Pistol-Glock 86 Plasma Pistol
Plasma Rifle-Winchester P94 Plasma Caster
Tesla Cannon-Tesla Cannon
Tri-Beam Laser Rifle-AER9 Spread Laser

Grenades

Frag Grenade-Grenade, Fragmentation
Plasma Grenade-Grenade, Plasma
Pulse Grenade-Grenade, Pulse

Mines

Frag Mine-Landmine, Fragmentation
Plasma Mine-Landmine, Plasma
Pulse Mine-Landmine, Pulse

Melee Weapons (All)

Axe-Axe
Baseball Bat-Louisville Slugger
Brass Knuckles-Brass Knuckles
Chinese Officer's Sword-Officer's Sword
Combat Knife-Combat Knife
Knife-Knife
Nail board-Nail board
Police Baton-Club
Pool cue-Pool Cue
Power Fist-Pneumatic Power Fist
Ripper-Ripper
Rolling Pin-MW Club
Shishkabob-Shishkabob
Shovel-Shovel
Sledgehammer-Sledgehammer
Super Sledge-Super sledge
Switchblade-Switchblade

Making Ammo:

To make ammo, you need the Gunsmithing Feat and an empty shell or casing for the ammo you wish to make. The DC for making a standard round is 10 + 1/4 the number of rounds you wish to make, IE a 15 for 20 rounds, a DC 20 for 40 rounds, and so on. Making 250 rounds is a DC 60, but you may be able to do so eventually. Mini Nukes can't be made, mainly because the casing for them is disintegrated upon impact.

Learning Weapon Proficiency:

If you have someone in your party who knows how to use the weapon, IE a Paladin with a Combat Shotgun, he can teach you how to use the weapon and you will be considered proficient with that weapon for one day.

In order to be taught how to use a weapon, the teacher must make an INT roll of a DC 12 for Martial, DC 14 for an Exotic. The student must make an INT roll of the same DCs to be taught.

In order to teach you must be outside of combat in an area with no distractions. After the lessons, 1d6 of ammunition is used to get used to the kick of the weapon. The exceptions are the Fat Man and the Flamer. The Flamer uses 1d20 of ammo, and the Fat Man doesn't use ammo when being taught. Mini Nukes are too valuable for something so trivial, so a large rock is used instead.

After the day has passed, if the student uses the weapon successfully in combat that day, they can make a DC 15 INT check to be considered proficient with the weapon permanently.

Weapon Degradation:

Weapons will degrade in the same way firearms degrade, but without the "broken" condition. Each time you fire a weapon and it misfires (melee weapons will crack or bend), the number for a misfire increases by 2 for a weapon the user is proficient with, 4 for a non proficient weapon. If a weapon can only be used on a natural 20, it is broken beyond use, and attempting to use it will result in the weapon breaking permanently. Firearms will explode, resulting in half the damage being done to the wielder. A DC 15 reflex will halve this damage.

Repairing Weapons:

Anyone can repair a weapon if they have another version of the same weapon (this includes melee weapons). To repair a weapon, you must make an INT roll with a DC 11 +1 for a simple weapon, +2 for a Martial weapon, and +4 for an exotic weapon. If you succeed the roll, the second weapon is effectively destroyed and the first weapon's misfire range is reduced by 1d4.

If you have Craft (Gunsmithing), when you beat the DC to repair a weapon by 5 or more, you can reduce the misfire range by 1d4 for every 5 points you beat it. IE, you make a 20 for a DC 15, you repair it 2d4. A 25 for a DC 15 is 3d4, and so on.

Armor Dichotomy:

< 20lbs: Light Armor/none(clothing. Merc Outfits are armor)
> 20lbs and not Power Armor: Medium Armor
Power Armor: Heavy Armor

Chems:

When you take a chem, roll a d20. On a 1, you are addicted. Each time you take a chem after the first time taking the chem, if it is within three days, the addiction range increases by 2. If three days have passed, then the addiction range decreases by 2 to a minimum of 1.

If you are addicted to a chem, when the chem wears off, you will go into withdrawal. Withdrawal will be the affect of the chem in reverse.

Effects:
Jet: You can make one additional standard action in combat per turn for 4 min
Med-X: Your DR and CON are increased by 2 for 4 min
Mentats: Your INT and WIS are increased by 2 for 4 min
Buffout: Your CON and STR are increased by 2 for 4 min
Psycho: All damage done is increased by one dice roll for 4 min
Alcohol: All physical stats are increased by 2 for 4 min

Addictions
Jet: You can only make one standard action in combat per turn
Med-X: Your CON is reduced by 2 and you take +2 damage from all sources
Mentats: Your INT and Wis are reduced by 2
Buffout: Your CON and STR are reduced by 2
Psycho: All damage done is reduced to half damage (rounded down)
Alcohol: All stats are reduced by 2

After the addiction range has been at 1 for three days, you are no longer addicted.

Limb Conditions:
Crippled
Head: -5 Perception, -2 to hit.
Arm: -3 to hit, -2 to Dex based skills regarding your hands. (cumulative)
Leg: Movement speed is reduced by 5ft and -5 to Dex based skills regarding your legs. (cumulative)
Torso: -2 Con score

Critical Cripple
Crit Head: Double printed damage and Crippled.
Crit Arm: Unable to attack for 1 round and Crippled. (cumulative)
Crit Leg: Fall prone and Crippled. (cumulative)
Crit Torso: -4 Fort Save, stunned for 2 rounds, and Crippled.

Stimpaks or a healing "spell" will regenerate hurt limbs.

Radiation:
Radiation hurts a character like non-lethal damage, but the damage can't be healed by normal healing methods unless it specifically targets radiation such as rad-away. During the healing, any health lost from Con damage is not returned, but the character's max health returns. If the character is healed from radiation damage and is in the care of another, a DC 13 Heal check can be attempted to temporarily remove the poison, but it will return unless the poisoned character is healed of their radiation. If the check is attempted, but fails, no side effects befall the poisoned character.

Radiation poison is subtle at first, gradually getting worse as the rads increase. Common symptoms are nausea and vomiting, followed by blood in the vomit as radiation destroys soft tissue, stiffness of muscles, cell degeneration, organ failure, and eventually death.

Each race has their own resistance and radiation health.
Humans have radiation health equal to double their Con score.
Ghouls have radiation health equal to triple their Con score.
Super Mutants are immune to radiation damage or death by radiation, so there's no need to calculate.

Radiation damage will be determined by the following scale in terms of percent of the radiation damage to the total radiation health.
0%-10% Little to no radiation: no effects.
11%-25% Minor Radiation poison: -2 Con
26%-50% Advance Radiation poison: -4 Con -2 Dex
51%-75% Critical Radiation poison: -6 Con -4 Dex -2 Str
76%-99% Deadly Radiation poison: -6 Con -4 Dex -4 Str
100% Radiation Death: Sudden and immediate death.

For our campaign, radiation damage will be broken up into sections of damage, all laid out here per character.

Marcel:
Race: Human
Radiation Health: 28

Radiation Sicknesses

None: 0-3
Minor: 4-7
Advance: 8-14
Critical: 15-21
Deadly: 22-27

Annabell:
Race: Human
Radiation Health: 28

Radiation Sicknesses

None: 0-3
Minor: 4-7
Advance: 8-14
Critical: 15-21
Deadly: 22-27

Edward:
Race: Human
Radiation Health: 28

Radiation Sicknesses

None: 0-3
Minor: 4-7
Advance: 8-14
Critical: 15-21
Deadly: 22-27

Crispy:
Race: Ghoul
Radiation Health: 48

Radiation Sicknesses

None: 0-5
Minor: 6-12
Advance: 13-24
Critical: 25-36
Deadly: 37-47

Scab:
Race: Ghoul
Radiation Health: 48

Radiation Sicknesses

None: 0-5
Minor: 6-12
Advance: 13-24
Critical: 25-36
Deadly: 37-47