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.


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Scarce huh...I bet I could find them if I get picked that is...after all I scavenge for a living.


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....


GM did you want me to try to whip up some fallout world traits that are PF-compatible? or just avoid that and do regular traits?


would Survival govern scavenging?


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


Actually, seeing as you guys already have a good group going, I don't want to ruin anyone's fun. I'll stay out of this game if it means everyone else can play.

Good luck and have fun everybody!


alright, that makes it easier on me then i suppose.

i will be working on finishing my character tonight while i play my IRL game.

Scarab Sages

as much as love FAllout I don't want to steal someone else's spot so I'll drop too but feel free to pm me if a spot opens up.


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.


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?


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...


will DR from helmets stack with armor DR, or how (if at all) will the two interact?

The Exchange

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.


@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

Sczarni

Seems like a good idea to conserve ammo.

:)


Question also, I am gonna assume the vault dwellers have pipboys since those are assigned in all vaults. Is it possible for non vault dwellers to find them?


"Alright, Crispy's done."

Sczarni

Can someone point out the helmets and such, please?

Also, are we using the armor as dr PF rules, the unearthed arcana rules, or other?

Finally, what kind of power armor am I looking at? T45d? With or without helmet?


Armor as DR under your post with the Variant Rules.

Hats

Your armor

Yes, it's the T-45d, and you get the helmet. You can choose to wear it or not, but you can only wear it with your Power Armor on. BTW, your armor is Marsh Camo issue, so it's got a green and brown coloration similar to mud and leaves.

Sczarni

So I'm getting DR 48/large with that?

And str enhancements?

Just kinda confused is all.


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.

Sczarni

Rock. Will modify stats in the am


Scab is done, save for some equipment. What i have listed is more of a wishlist until we get the prices nailed down.


and yeah changing the DR eases my worries somewhat. i have less DR than the power armor wearers, but when weapons do more dice of damage than i have fingers at first level, i start to worry about my character surviving hahahahah

but now that DR is increased that is nice.


What level are we starting at? 1?


correct me if i am wrong, but these are the home rules we have so far:

Campaign Homebrew Rules

Making Ammo:

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.

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:

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.

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 15, you repair it 2d4. A 25 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

After you've decided what clothing and/or headgear you want, let me know and we'll decide on the stats for it.

Chems:

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.


by the way Tirq, in true brother form, you picked my 2nd choice for an avatar picture hahahaa

and, i just noticed, we chose the same distribution of ability points hahaha


and hopefully recreational alcohol use outside of combat doesnt follow the 3 day rule for addiction :D


Wow, jet me up...


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.

Armor:

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


Prices will be determined by the GM. We can go shopping after the OOC is up. It will make things a little easier on him that way since he is having to create a lot of this stuff on the fly, haha. Oh the joys of running a game.;)

Sczarni

If I'm reading everything correctly, I should have DR 27/large while wearing my helmet.

Along with AC 19?

Critical defense is +28?


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.


He said he was using DR values from the fallout wiki page, because of the extreme values of damage on many of the rifles and energy weapons. Sneak attacks and such will ignore armor based DR he said.


Remember in fallout you're almost invincible in power armor except against huge groups or radiation (except some power armor variants) and big things like deathclaws. And high explosives.


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.


Excuse me, I was about to post something and I got Ninja'd by goodstuff.


Ammo Prices (in caps) :

.308: 3
.32: 1
.44: 2
10mm: 1
12 gauge shotgun shell: 2
5.56mm: 1
5mm: 1 (bulk of 20 or more)
Electron charge pack: 1
Energy cell: 2
Flamethrower fuel: 1 (bulk of 20 or more)
Microfusion cell: 3
Mini nuke: 250
Missile: 50

Any more questions?


Groovy.


Will get sheet finished and alias made.


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?

Dark Archive

He was saying for the Shiskebab not to worry about fuel because it is a pain to keep track of and the game does not have you worry.


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.


@GM sorry i missed the part where the b-fist wasnt allowed. How it works? is it something besides just punching and the shotgun blast hitting them by virtue of the punch?


Ok, you know how it works. If you miss, the blast doesn't go off.


sweet. i am done then. couldn't afford a sawn-off shotgun after all (a ghoul's gotta eat) so its just my plasma pistol and a ballistic fist.


1 person marked this as a favorite.

This is going so well, I read that last post in a Ghoul voice.


As it should be.


I believe I am all set as well. No food, water, or chems as of now, but I figure that's GM purview.

Will have the Paizo profile updated when I get out of work (0100 eastern time).


Sorry, I still have some questions. Probably been answered but I can't find the post.

-What level are we starting at?
-Do we get traits?
-Do we get flaws?

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