Wild Wasteland (A Fallout RPG)


Homebrew and House Rules


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For a while now I've been working on rules to run an E6 Fallout campaign using 3.5/PF as a base. I'd like to share what I've got so far and would appreciate some feedback. I have yet to finish the Bestiary as well chapters on Action Points, NPC Classes, Random Scavenging, and Vehicles & Maneuvers.

Character Creation and Advancment
Character Origins
Character Traits
Class, Medic
Class, Mercenary
Class, Prospector
Class, Technician
Developing and Curing Chem Addiction
Equipment, Armor
Equipment, Chems and Gear
Equipment, Weapons
Perks
Radiation Poisoning
Skills

Liberty's Edge

What's this? 18 months of RnD and its nearly done, woot.


Dotted as I'd love to take my favourite videogame and tabletop game and put them into one!

Silver Crusade

Dotted, my DM and I were searching for a way to play post-apo old-school Fallout within the PFSRD system, best of both worlds. :)

I'd love to see a pure Pathfinder RPG-inspired version without E6.

Dark Archive

I haven't read all of it yet, but my recommendation is make sure that the all of the character origins have a bonus equal to that of a vault dweller. Getting that pit boy at 1st level is amazing. The other starting out origins need something to be equally awesome to that.

That's my two caps.


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Some early drafts of Fallout monsters (because if I build one more table for random scavenging today I'm going to go insane):

Creature Types

Bloatfly
Cazador
Deathclaw

Dark Archive

Haven't looked at all of it yet, I will give you my feedback a a longtime Gamma World DM and Fallout player (every version):

Based on some of the creatures I am assuming you are trying to replicate Fallout 3 and New Vegas?

I have some ideas/observations -

Radiation: I think you should have a base radiation allowance based off of Con. Once you accumulate levels above this you start to suffer the effects of radiation poisoning. This gives a little reward to those who invest in Con and replicates the safe levels of rad exposure as depicted in FO3/NV. If you have a base point threshold (say x2 Con) then it's much easier to track levels of poisoning than going by percentages (25%, etc). So a PC with 13 CON can take 26 rads with no effect, from 27 to 52 rads they suffer minor rad poisoning, 53-78 rads moderate, etc. I would also have rads stick around (like in FO3/NV) unless meds are used or if you are kind you can have them heal at a few points a day on their own.

Powered Armor is a little weak -it should actually give a boost to Str - since you're running E6, it should be a small one, but it should give a boost and a small increase in carrying capacity. I would not have a sale price for Powered Armor - maybe a fee to repair but it shouldn't be for sale.
Also, are you going to have variants for the powered armor - Pre-war, Brotherhood, Enclave (and their variants)?

Armor, General - not sure if you want armor to provide some level or resistance to fire or radiation for med or higher artifact armor - depending on the resources available in the game this could be too much or it could be a good way to offer some resistances bundled into the armor.

I need to get going, but I will read all your docs later on tonight and tomorrow. Can't wait to see your robots.

Good work and good luck with this.

-Aux

Liberty's Edge

On a related note there will be a Nuka Break Season 2... Should be fun.


Flashohol wrote:
On a related note there will be a Nuka Break Season 2... Should be fun.

Cute; when did that get announced?

Liberty's Edge

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I found this bout n hour ago.


huh never seen that before, gotta check that out.

Liberty's Edge

Geiger Counter is out of order.

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