
The Nameless GM |
Ok, now that we've reached eight possible players, I'll have to do some cutting.
Trust me, I really, really, REALLY don't want to have to do this, but I might. Eight players is a fairly large number, and I don't want to have to work with that when it comes to combat, since waiting on one person has ended many a campaign.
So starting now, I will have to start to decide on who to keep and who to set aside.
Oh boy....this is gonna be hard....

The Nameless GM |
Just go with regular traits. You can use any of the other traits from Weargle's campaign that don't involve Karma or SPECIAL skills. Karma will be decided by me, and the SPECIAL skills don't work that well with PF.
Survival would determine Scavenging, but if you have Profession (Scavenger) you can use that instead

The Nameless GM |
Loup and Aiunder, thanks for understanding. If you want, make yourselves a character and keep them on call, just in case something happens to one of our current players.
You know....maybe >:D
Also, we don't have a Super Mutant in the party, but as is, everything would work out.
As soon as I get everyone's character sheets, we can start. Backstories are optional, but appreciated.

Tenro |

should have mine later tonight. do we have a spreadsheet of the new prices for things or are we using prices as listed in that document? Just wondering.
also i didnt see how much ammo costs in that document. i will need to stock up on 12 gauge shells and small energy packs. also, what would the DCs be to create these things? like DC 15 gunsmithing for shells and DC 20 alchemy for energy packs?

The Nameless GM |
You raise a good question Tenro.
Ammunition prices are here from the official Wiki.
As for making 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.
As for pricing for everything else, I'm waiting for Bilbo to make the list. Hope he's done soon...

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Is it alright if I pick the trait Alchemical Prodigy even though I'm not actually with the Qadira faction?
Would you say that the trait Strong Arm, Supple Wrist works with the Bomb Class ability?
I'll get my Alias up and running while you answer this question.

The Nameless GM |
@Tenro DR from helmets will stack with Armor DR, but only if they are both worn at the same time. Again, Power Armor helmets can only be worn with Heavy Armor Proficiency, and only if you are wearing a suit of Power Armor as well. You can't wear a Power Helmet and a Merc Cruiser Outfit.
@Tirq Yes, since there is no reason given why Qadirans have that specifically, and yes, since it says "thrown weapon," not "with a spear."
@Lilith Yes, but only if you know the access code to take it off the arm of the original owner, or a DC 30 Knowledge: Engineering.
@Hamster Yes, yes it is :D

The Nameless GM |

The Nameless GM |
No, your Armor is not using the DR....wait....actually, that would work.
Can I have everyone's attention please!?!?!?!?
So after looking things over, the armor DR from the game and the Wiki looks much better from a GM stand point, and the weapons won't be so overpowered in comparison.
When you find the armor you wish to wear, look at the DT on the list, and that is your total DR in game. Your AC will be as follows:
Clothing: +1 AC, +8 Max Dex, -1 AC Penalty
Light: +4 AC, +5 Max Dex, -3 AC Penalty
Medium: +6 AC, +3 Max Dex, -5 AC Penalty
Power Armor: +9 AC, +1 Max Dex, -8 AC Penalty
Go ahead and adjust your stats. Also, Armor will do nothing for stats. No +2 STR, no +15 Rad Resistance. Those were for the SPECIAL stats, not PF stats.
I hope this doesn't change things too much, but it should make things easier on us.

Tenro |

correct me if i am wrong, but these are the home rules we have so far:
Campaign Homebrew Rules
for making 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.
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.
Also, 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.
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 15, you repair it 2d4. A 25 is 3d4, and so on.
< 20lbs: Light Armor/none(clothing. Merc Outfits are armor)
> 20lbs and not Power Armor: Medium Armor
Power Armor: Heavy Armor
After you've decided what clothing and/or headgear you want, let me know and we'll decide on the stats for it.
Chems and addiction will work like so: 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 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
Alcohol: All stats are reduced by 2
After the addiction range has been at 1 for three days, you are no longer addicted.

Bilbo Bang-Bang |

Sorry about the delay, but here is the armor list. We will be changing the names to match the Fallout world, but this will get you going.
Name Weight Max Dex Skill Pen Speed Fort
Leather Jacket (DR/1) 4 lbs +8 0 30 0
Sport Padding (DR/2) 15 lbs +7 0 30 0
Light Shirt, Under(DR/2) 2 lbs +6 0 30 +10
Undercover Vest (DR/3) 3 lbs +5 -2 30 +10
Concealable Vest (DR/4) 4 lbs +4 -3 20 +15
Light-Duty Vest (DR/5) 8 lbs +3 -4 20 +15
Tactical Vest (DR/6) 10 lbs +2 -5 20 +20
Special Response (DR/7) 15 lbs +1 -6 20 +25
Power Armor (DR/8) 20 lbs 0 -8 20 +30

Bilbo Bang-Bang |

I don't think that he plans to run the stats from SPECIAL system. DR should be much lower for a Pathfinder based game. On games with DR in Pathfinder, only Dex and Size mod you AC while armor provides DR. This balances the is armor making you harder to hit with the is it making it harder to hurt. I think that using the alt rules from Ultimate Combat will be for the best. The Modern Path, a Pathfnder Based Modern game, uses all this approach.

The Nameless GM |
We're gonna be using the DR provided from the Fallout Wiki like Tenro said, so Brother Edward's DR is a 48 with his helmet. So yes, that means the Paladin's more than likely gonna avoid all damage except by Super Mutants.
Also, Alchemists, increase your Bomb's damage as though it were Large. This will increase the damage it does, as well as provide a way to bypass DR for Medium creatures. Grenades and sticks of Dynamite will still be considered Medium and do their regular damage.
We will be using Bilbo's armor, so decide on your armor yourselves.
If you're wearing light, you'll be wearing Sport Padding-Undercover Vest. Clothing will be the Leather Jacket. Sport Padding is the Merc Clothing.
Concealable Vest-Special Response will be Medium Armor.
Power Armor, obvious.
Helmets and hats will use the DR from the Wiki, so look it up.
Also, prices of weapons will be 1/2 that on the source cause those are freaking expensive! Ammo will be costs from the Wiki.
Tenro, I didn't authorize the use of the Ballistic fist. However, it seems it would work well, so sure. Just make sure you know how it works before you use it.
If there are any more questions, let's get them out of the way. I think I have everything we need to start though.

Loup Blanc |

Okay, this is me, the standby possible-alternate... I'm just checking back in to make sure I still understand how everything's working, so my standby character works.
ARMOR: As Bilbo posted above for those stats, but DR from the wiki, as listed in individual armors. Cost is...? Undecided as of yet?
HATS: From the wiki for DR, also unsure on cost.
WEAPONS: From the link for your first post, with options as given in your first post, but at half the price listed in the link; ammo costs as listed in the link given, also listed in the post above. Also, we get a free weapon with which we are proficient.
WEALTH: Average per class, plus the free weapon, except for paladins.
STATS: 25 point buy, up to two traits
RACES: Human, Elf, Ghoul, Super Mutant
CLASSES: Defined in the first post
That everything? Also, for my guy, I'm thinking I'll use a shishkebab. I'm assuming it'll use the flamethrower fuel; is this correct?

The Nameless GM |
Loup, that is all correct. Look at Tenro's alias Vincent "Scab" for all the homebrew rules we'd be using involving repairing weapons and such. You also receive a free suit of armor/clothing and a headgear. DR from the Wiki, Bilbo's rules for AC(or Defense)
Yes, as Ashteral said, the Shishkabob doesn't use fuel cause Fallout 3 didn't use fuel, and it would be a major pain to try and make that work.