
GM Armadillephant |

Okay, we lost one :(
Let me recap what I'm seeing so far, and if I miss you, holler!...Er, you know.
DM Jelani--offered up Levi Walstad, Human Grenadier Alchemist, ready to blow stuff up!
Limeylongears--put forth Winter McAllister, Human Rogue and scavenger extraordinaire!
Sigz--supplied me with Avenus Rolin, Human Battle Oracle, bringing law and order to the Wastes under the Brotherhood's banner!
DM Heterocephalus and GM Spugly Fuglet have both offered major interest, but nothing solid in the way of characters yet.
Characters Offered: 3; Others Interested: 2
RECRUITMENT IS STILL OPEN! bump

DM Jelani |

Do you have a final decision on setting so I can write a background? I think it's in the tradition of Fallout to not really have much of a background. Just wake up in a vault somewhere and head out into the wastelands a stranger. Are we going to have PipBoys?
I'm thinking I was born in a vault somewhere near Chicago, and it opened after the Midwest Brotherhood of Steel had taken over the area. Most of the survivors were killed by feral ghouls and super mutants, but I was rescued by the Brotherhood. Joined them as a Scribe, and have spent the last ten years studying technology, with a focus on explosives and computers.

Surgeon VW Camper Van |

Heres Surgeon 'VW' Camper Van
Hes a mad old Shaman from the wastelands, hes old, hes mad, and he says the Spirits of the Great KFC Chicken, and Bad Boy Sony talk to him, and if your nice and respect da Spirits say will be nice to you, See the Spirits live in the Land of TV its all around yaz and it in every thing, but ya can not see it. He carry's Da holy Rectangle, and if you looks in it you sees em from time to time. Day in the Big old Nettyweb with all the souls of the dead. They can help ya even badaid ya back up just and Superzied like. But of you upset em then you can fall to loss of transmitting even go "OFF AIR" for good.
Surgeon VW is about about 5 foot nothing high and old, man hes old, all Repeat like, and his mind well hes been AC to long da say. Sees things, His cloths are this and back, he black skin looks like hes been eten by a Gitter more than once, and dem Dreads man. Hes has a long Dodo stick, (TV Arial) With his totems on it. She talks de English and Gibba-Gabba that only Spirits know (sounds like a Modem connecting mixed in with old TV adds) hes wild looking and this and that on his clothing, a raftag mix of what he could find out in the Rad-lands.
Dats the basic on channel 1 about Surgeon 'VW' Camper Van, next week part 2.

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Okay got two ideas here.
Rozarius Darkblade. aka The Legionare
A man on a mission. A devoted historian and deft hand with gun or blade he roams the waste helping settlements fight back the barbarian tide. Anywhere he shows up trouble is already happening and when he leaves its settled and he has taught people how to fight. He helps anytime he is asked he always insists on being payed though. The price matches what the people can afford though. He has made many powerful enemies in the waste and one day soon they will stsrt to catch up.....

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Human. Im thinking he was in cold storage and was a renactor so in someways this is like a dream turned nightmare and why he fights so hard to build up society he found out that a fallen world was a nice place to play but he doesnt want to live there. Im thinking LN or LE or alignment as he will make an example out of an entire group nocoms included if he feels its the only way which prevents him from being good. He very much the you dont stop besting the enemy until they are incapable of striking back both physically and psychologicaly kinda guy. He has lost himself in his crusade and in someways is what he fights against. He has to be paid because "people dont appreciate what they havent earned or paid for" thinking gunslinger then into lorewarden and back and forth there.

GM Armadillephant |

Sounds pretty interesting, divine! Keep in mind that I'm not using alignment in this game; instead I'll use some sort of adapted Karma system. Your class choices seem good. And you've reminded me, along with another question I saw, of an option I forgot to add.
CHARACTER CREATION UPDATE
Okay, so, Pip-Boys! How shall I do it, you ask? Are they for sale? No. They're too precious to just find some merchant selling them. Instead, you can use your template (as a human) to get the Pip-Boy!
What do Pip-Boys do, you ask? They come complete with VATS, the Virtual Assisted Targeting System, as well as a scanner and map chip, a sensor to detect relative health of individuals, and a Geiger counter!
Pip-Boys allow you to make use of the Called Shots system in new and exciting ways, as decided by me, and lower the penalties. They can store maps of the region, and scan out to detect local areas. They can detect people, as well as always using deathwatch on everyone within 50 ft; if you focus the array on an individual, you can detect from up to 500 feet. Finally, the let you know when you're in radiated areas. All in all, fairly nice.
Vault Dweller (human template): You were born in the Vault, you figured you'd live and die in the Vault, perhaps, but you didn't. Instead, you got out of there, and now you're kickin' ass and takin' names across the Wasteland. The Vault upbringing isn't incredibly useful, but you Pip-Boy is!
--You get a Pip-Boy.

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What about me lol im not really fitting into any templates so far I suppose I could go vault dweller lol. Or if you can think if something neat for that would be awesome lol. Also I think I want recon armor as my free armor. I will buy a set of oasis robes for travel and only bust out the recon when its fight time. Also im thinking a energy rifle and a regulsr pistol for my guns as for melee do I pull my sword from pf books or use the officers sword? Working out bulid right now.
Looked at lore warden somemore and its just not gonna work mot gonna be in fighter long enough to make it worth it lol so just regular fighter now. Also been looking at mechanist gunslinger and im torn I love the flavor but hate the replacement deeds as there are no spells

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Hows that? And I have some crunch assuming you approve the mechanist.
Stats
Str14
Dex16
Con14
Int18
Wis9
Cha7
Feats
Either the pairing of defiant luck and inexplicable luck or
Fast learner rapid reload. Then gunsmithing is a bonus either way as is exotic weapon pro energy weapons....
Skills
Athletics 1+2+3
Craft 1+4+3
Heal 1-1+3
Know engineering 1+4+3
Stealth 1+3
perception 1-1+3+1 the last plus one is versus traps.
Profession soldier 1-1+3
Disable device 1+4+3+1
For craft im thinking chemistry and milspec devices.... nit sure what I shoukd take but thats what I want to make. Then again we have an alchemist so perhaps not chem....

Varin Artusk Darkthane |

Nope hes a military project. But I could have a pip boy just do to that.... not really sure I want one though lol. I will wait and see what the dm says. Though I have to admit for my archetype I wish I could trade the deeds back and just keep the change to grit and loss of nimble. The engineering thing is awesome and better reflects a modern soldier....

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Hey part of the fluff is great but deeds that hit spell casters only are useless now if you want to whip up some anti tech deeds to replace those with im down with that lol. And even if you said no on me keeping the orginal deeds I would have kept it anyways it fits to well lol. Also does recon or stealth armor still give the stealth bonus? If not I may trade to a lighter armor.
@ party what all crafts do we have going guys?

GM Armadillephant |

Hm... How shall I work on that... I'll get back to you on that. Right now, I'm thinking I'll run it a way I've seen mentioned before, and a way I've thought of working in even medieval fantasy settings: you can specifically craft special masterwork versions of armor to grant bonuses to skills and such, but the basic type doesn't include that. So, no, basic Recon Armor won't give you a Stealth bonus.

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Thats kool and am leaning towards a trait that gives me stealth as a class skill a long with reactionary. Dont really need a boost to my int based skills and I cant take the cha ones good hes one ugly sob. I think thats where my stat points as I lvl are going lol.
Next again what are available craft skills... also im thinking as a human template
Military cold sleeper. You were part of an experimental program to place soldiers in a from of stasis in case of an emergency or if wounded severely with no doctors present. The bombs fell while you slept. You possess knowledge of the locations of secret outposts, storage facilities,and labs most of which are long raided. However should you need to get into one you may have codes that still work or know a back way in at the gms discretion. You also possess a milspec pipboy that cones complete with with a few nasty tricks should you try to remove it or disobey orders from someone who has the codes to it. On the plus side it allows you to commict suicide at anytime just by speaking a code word. It may have other features at the gms choice such as launch codes for already used nuclear bombs......
So pretty much plot hooks for you to use on me and im a walking bomb yay.

GM Armadillephant |

Hm... Well, to answer Crafting, just grab a skill and I'll tell you if it's available. In general, weaponsmithing (aka gunsmithing), explosives, alchemy (for chems), armorsmithing, and clothing are pretty useful and presumably common in the wastes. Weaponsmithing also lets you craft ammo.
As for your template...
Wait--what's going on? Where am I?
You were part of a top-secret experimental program before the war. You were put into a form of deep cryogenic preservation, essentially entering stasis for an indefinite period of time. While the experiment wasn't perfect--you may have aged slightly, and it took you some time to readapt to the world--it DID keep you alive long past when you would have lived. It also had the added benefit of seeing you through the Great War, and while you were deposited in a world you didn't understand upon awakening, your military training and knowledge will most likely serve you well.
--You gain a rudimentary, military issue Pip-Boy. This Pip-Boy allows you to use the Called Shots system as a normal Pip-Boy, but without lessened penalties. It also stores maps and scans the area as a normal device, but it has a lessened range of life detection--deathwatch extends only to 20 feet, and can only beam out to a 150 ft. max range if focused. The Pip-Boy does NOT include a Geiger counter, but it does have a nasty trick: a suicide sequence. If activated, the Pip-Boy explodes, automatically killing the wearer and dealing 5d6 damage to everything in a 10 foot radius (this counts as a Large explosion for bypassing armor DR).
--You have some knowledge of military outposts and facilities in the area. On GM judgment, you may have secret knowledge of locations and access codes. Again, this is at GM discretion; don't feel entitled to the ability to instantly find and access that top-secret bunker with advanced weapons and Power Armor!
How's that?

Surgeon VW Camper Van |

Ye old VW Camper is ready GM
HERE IS AN IMAGE OF VW Smoking some of his, err medical herbs.

Varin Artusk Darkthane |

Two new questions one what classes is use computer a class skill for?
Two I have a skill point left was gonna put it in survival but he doesnt really know the waste yet so nah.... is knowledge science available or what craft would refoect working on power systems for weapons and armor I was thinking craft powersystems. I like the idea that he knows how to make this high tech stuff but doesnt have the parts plus it would let him maintain his energy weapon.

Shizzle69 |

Im still here with my ghoul. Just brainstorming. Is it possible for him to have been living the life of a feral only to one day snap out of it. His consciousness returns but knows nothing of what has occured. Now all he knows is rage but he also is struggling with a new sensation of compassion and confusion.
I had thought given the class options it might be cool to take a level in each class, excluding cleric and palidan probably. This character will start as a barbarian and progress into other classes as the story dictates. I approve of a role playing game. I have no problem with getting in a good fight though.

GM Armadillephant |

Jelani--I can include options to attain Pip-Boys if you really like. I don't see anyone here seriously considering taking the Vault Dweller template, so I don't think it'd be too overpowering or take away from anyone's character.
VW: Looks sweet. I'm sure those herbs are purely for medicinal purposes, yes :) I don't see any glaring issues with alias stat block.
Divineshadow: I'll give it to you, makes sense for the character; Craft (weaponsmithing) should be fine for that, or if you'd really like that sort of idea, pick up Knowledge (engineering) or Knowledge (technology), which I'll give you as a class skill if you'd like. As for stims, I'll go with the basic Fallout cost of 37 caps. However, basic stims only heal 1d6 damage, plus whatever from a Heal check; crafted stims (i.e., potions of CLW, if anyone ever does that sort of thing) heal the full 1d8+whatever.
Shizzle: I'm very intrigued by the idea, so I'll allow it. Be prepared to possibly face stigma or whatever, based on the RP everyone does... But it sounds interesting. Although RP is a strong point for me, there will also definitely be a fare amount of combat in the game, so don't make that too small a part of the character. Multiclassing to that extent probably isn't a great plan, but go for it if you want!

Shizzle69 |

The multiclassing seemed like a good idea because most classes are full bab with the exception of monk alchemist and rouge. I plan on making him a dex based fighter with plenty of inteligence. He will be very good with his gun that he doesnt know where he found. He also plans on making good use of the alchemist int bonus to splash weapons eventualy (does that cover nuka grenades and plasma ect grenades?). I will definitely not be a pushover and my saves will be very good. His brain is a fresh slate and ive got good ideas for his development mentally. That is of course assuming everyone doesnt try and kill me. I wont be a jerk in fact the confusion should invoke pity hopefully saving me from death. Also i cant remember is anyone in the games have a british accent but my dude will. Because hell sound smarter in your head.

GM Armadillephant |

Aw, Shizzle, that sounds almost like an NPC idea I had rolling around... Haha, go for it!
@Jelani: What armor are you wearing again? Something about that doesn't add up to me. In any case, I'm thinking I may half the armor's DR, maybe double HP to make up for that... I'll have to take a serious look at it.

GM Armadillephant |

Uhm.... Haha. Actually, we already have a psionic vitalist. Strange...
As for levels, I'd prefer to start at 1. I'll probably do a very ad hoc experience system; when I feel you guys are ready for level-up, I'll give it to you. I'm also planning to have counters like the ones in recent Fallout games in the Campaign Info tab, tracking kills, successes, etc...

DM Jelani |

Well I know, so my little bombs can blow up whatever, but anyone who focuses on normal guns (kinda the vast majority of people in fallout world) will be useless against anyone with decent armor. I'm wearing Recon Armor from the thingy you linked. It was the best light armor for the price. For 55 more caps, I could have Metal Master Armor which has 36 DR, and is actually lighter.
I think halving all the DRs listed and maybe making a list of 3-4 readily available armors from each category (Light, Medium, Heavy) which are readily available. A lot of them are much more expensive because of the special abilities they have, not their DR. Since we're (presumably) not converting the special abilities over, they aren't worth the extra caps. Right now anyone wearing light armor wants Metal Master Armor, anyone in mediums wants Ranger Battle Armor (barely better, probably not worth it), and anyone in heavy will have at least DR 35 (but those are reallllllly expensive).

GM Armadillephant |

Okay, I'm definitely going to have to think about the DR thing. I'm thinking I will definitely track the degeneration of gear, probably based on damage taken and dealt... Hm. Alright, for right now, let's try halving the DR from the armor on the link, and Doubling your hp from class. For example, a fighter now gets 20 + Con at 1st level, and 2d10 (or straight 12) from there on.

Shizzle69 |

So i was just looking at this article on feral ghoul roamers.
Feral ghoul roamer
Main article: Feral ghoul roamer
Roamers are less common feral ghouls dressed in worn-out sections of old combat armor, giving them greater damage resistance. The armor does not, however, slow them down; in fact, they are slightly faster than regular ferals. They typically can be found alongside two or three ferals, and attack in groups. Alone they are still weak and easily brought down with most weaponry, but they can easily flank the player during a group attack
Do you think I could have some version of this as my starting armor. Broken to the point that it's a less than 5 lb armor but still giving decent DR on the same level as tribal garb, or perhaps the regulator duster. I think I will eventually be wearing armor but I don't think it makes sense to start with new armor. This way I can repair this set later if I find it necessary. If not I'll probably be starting with the Tribal garb. Something he found after awakening on some poor sap in the wastes.
Also I'm sure you've given this thought but I wanted to bring up the disparity between the ghoul and wasteland resistor.
Resistor:
Radiation Resistance: racial bonus on saving throws against radiation equal to your HD
Ghoul:+2 racial bonus to saving throws against radiation, chems (including chem sickness; also, they have to take this save every time they take a chem), and becoming nauseated or sickened.
Now I see that the ghouls save covers more than one thing, however it seems wrong that a fleshy human will eventually be super resistant to rads while a ghoul, which is described as being immune to or even healed by rads, will never be even close to as resistant. If you did this for balance, I'm cool with it, but the fallout player in me who has been forced to chug rad-x and rad-away after fighting ghouls in radiated areas is seeing a small inconsistency with the established world.
Just musing, feel free to disregard my concerns at your leisure, though I would appreciate some input on the armor at the least. Thanks dude.

GM Armadillephant |

Alright...
@Wofguy: so far I've seen a grenadier alchemist, a Brotherhood battle oracle, a vitalist medic, and a mechanist gunslinger. So when it comes to roles, I think we're more or less covered on the combat side; we could use a skill monkey, especially considering we're probably Vault-delving in the first adventure.
DM Hetero--sounds pretty neat! Can't wait to see it.
Shizzle: that armor sounds fine. Keep in mind that I'm halving the DR from all armors, so it'd give you a DR of, say, 5.
As for the ghoul vs. wasteland resister: I did have trouble with that. I realized that, at high levels, yeah, humans will eventually be way resistant. But, like you say, ghouls have other stuff from chems and rads, that I didn't feel like trying to incorporate in a stat block. Let's just say that if you're a ghoul, then you won't be able to use chems as much, but radiation really won't be a huge issue for you.