Fallout: The Savage Wasteland

Game Master thegreenteagamer

A Savage Worlds conversion of Fallout set in post-apocalyptic Florida
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Extra Rules


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Ah, I see.

V3:

Name: Nathan Fitzpatrick
Race: Human
Attributes: Agility d8, Smarts d8, Spirit d4, Strength d8, Vigor d6 (7 points)

Skills: Explosives d6 (2), Fighting d6 (2), Repair d8 (4), Science d6 (2), Shooting d6 (2), Notice d6 (2 points), Knowledge (Machinery) d4 (1) (15 points)

Pace: 6 Parry: 6(?) Toughness: 5(?)

Gear: Unarmed d6

Hindrances: Curious (Major), Habit (Verbal tics when thinking. Lots of Hmmms and Aaaahs.), Bad Eyes (Glasses with "nerd strap" variant).

Edges:

Macgyver

And you said most DCs are around 4?


You have 1 skill point left. Repair only cost 3 because it didn't go beyond its matched attribute, smarts. A d10 would cost 5, you see.

I would suggest spending it on a skill you don't have at all. Improving a skill with level is easier than earning one.

Yes, most Target Numbers (TN, which is like a DC) are 4, with the exception of opposed rolls, parry, and toughness. Instead of higher or lower TN you get a penalty or bonus on your roll for ease or difficulty. Example - alcohol addiction is a spirit roll at +1, but bargain Jet (like Dixon's in FOT) is at -2.


Alright, I've made my decisions. I want to apologize if you didn't make it, and again if you remain interested if someone drops (or I think I can handle new additions later) let me know and I'll keep you posted.

In alphabetical order, I'm going with Loup Blanc, Rynjin, scranford, and wicked_raygun.

There were a lot of factors, but frequency of update was a big one, and engagement was another. I decided to keep it to four players to start to keep combat flowing quickly. Again, I might open up more if that turns out to not be an issue.

Here's the discussion page, where you guys are going to have some pre-game instructions before I set up the scene beyond what the disembodied voice of Ron Perlman has to say.


Didn't make the cut?

Well I'm opening up to a second group.

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