
GM_MatsuKeiji |

In our world, we have no magic, or at least nothing believe like real magic of course. The sad truth is that there was, it was simply forgotten, and science can't leave anything alone. With a simple test, it came back... explosively, killing billions. Thankfully there were some bomb shelters and the like left over from various wars that people fled to as the effect swept over the earth. Within, the early survivors could hear immense noises and feel grand earth quakes. Once they feel they could finally leave,the world would never be the same again. The only question would be could they survive the knew world.
I am still looking for the right system for this as I want it to be very basic but customization possible. I want to allow swords and sorcery and guns! I am looking into more systems to see what will work nicely. Though opinions to help would be great! Yes, as you are likely guessing, something very fallout like but with magic too.
What to expect:
Monsters! Fantasy and sci-fi alike due to radiation!
Magic and Science!
Exploring a 'new' world with ruins of civilizations now past!
Settlement making!
Factional dynamics!
Aliens?
Romance?
What I am looking for:
Five to six players
Story heavy and wanting to impact the world at large

TheUnthinker |

Could definitely be interested in something like this potentially. Id recommend a Powered by the Apocalypse System. Possibly just hacking in things you want to it but systems like Apocalypse World are a great start for what you want. Apocalypse World at its base doesnt offer a ton in the magic department, it focuses more on the fallout/everything is awful aspect of the world. If you dont mind focusing more on a specific setting then you could try something like Noir World or Blades in the Dark for a group of thieves kind of thing. But now Im starting to just list games that I really want to play so Ill stop. Apocalypse World really does sound like a decent starting point at least. Or just re-skinning everything from from a different system that you like more mechanically. A lot of the later PbtA systems have great systems for building factions/organizations and running them in the background.

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Fantasy Flight recently came out with a generic system called Genesys. It is a basic table-top framework that you can apply templates to (Fantasy, Future, Modern, etc..). It is a dice pool game. Though, it uses own unique results. The overall mechanics and influence of the dice in the system is very narrative heavy (i.e. you can succeed at checks but with disadvantageous conditions, or fail at checks with other advantageous results).

ZenFox42 |

I'll second Savage Worlds. It's light on the crunch, but not too light. In other words, all the basic necessities are there, but nothing extra. However, with all the combinations of the basics you can come up with, it's got great variety. Once you get the hang of it, it's very easy to understand. I'm up for anything in Savage Worlds!

GM_MatsuKeiji |

So many people want Savage Worlds when I'm looking so interestedly at Genesys, lol. Well, it's a good back up. Though I think I'm going to stick with Genesys, I understand it and it lets us both get interesting on the narrative. I hope that still interests you all to continue!
As said before, this will be for five to six players. It's been a few hundred years like fallout and supplies are running very low, if the shelter is to survive, they need supplies or to finally leave the place. You are the first scouting volunteers (Or forcefully chosen if your character messed up bad), you all are placed with the decision on what they will do with the outside world.
When in comes to equipment, don't worry on that, we will talk it out. Right now think on jobs you might have had in the shelter and work around that. On or two of you will have a latent magic talent that comes out as well when you immerse yourself.

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I personally like SW over GS, as GS's use of fiddly dice makes it harder to read/interpret and creates so many terminal states that it becomes burdensome for the GM.
It's been a few hundred years like fallout
Funny you should mention this, as I am one of the original Fallout devs.

GM_MatsuKeiji |

I personally like SW over GS, as GS's use of fiddly dice makes it harder to read/interpret and creates so many terminal states that it becomes burdensome for the GM.
GM_MatsuKeiji wrote:It's been a few hundred years like falloutFunny you should mention this, as I am one of the original Fallout devs.
Well I love your work. I am also willing to try Genesys and see where it takes me, I hope it still interests you to try.

Groundhog |

Honestly you could probably hack pathfinder into something serviceable. Guns use the rules for "advanced firearms" from pathfinder - a glock or desert eagle is just a reskinned revolver with more shots before it needs reloading. Likewise for various rifles - they just follow rifle rules, with maybe a range variation depending on if it's a sniper rifle or what. For auto-fire, grab a page out of d20 modern and say that it attacks a 5ft. burst and uses 10 bullets, no attack roll needed (aside from hitting a square's AC, aka not rolling a nat 1) but it allows a reflex save DC 10+½BAB+dex for half.
Just putting the idea out there for completion - I honestly think you should probably go with a more custom-tailored system, but everyone here is at least familiar with PF, so it might be worth considering just for that reason.
Heck, if you want a laugh, d20 modern is also supposed to be able to do this sort of thing, kind of. They even have a setting 'Earth Inherited', where the Rapture has come and gone, and now angels and devils are duking it out on the remnants of earth.

karlprosek |

It's funny, I was just leafing through Genesys at the FLGS last weekend. It looks cool. My first thought on reading this was 'oh, somebody's doing d20 Modern?' I'm a little surprised that system didn't come up, given that we're on a d20 board.
Regardless of system, I'm all about mashing up magic and sci-fi and am very interested in this game.
Funny you should mention this, as I am one of the original Fallout devs.
I never played Fallout 1 (started with 2), but I love your work with the oWoD back when you were with White Wolf. I adored the world building of Aberrant, too. It's really nice to run into someone who's work I appreciated so much. Thank you.

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The careers basically act as classes, in that they establish (basically) class skills and non class skills. Class skills cost slightly less to upgrade and you start with a rank in a few of them for free.
Important Note!: Characteristics are easiest to upgrade during character creation. It is advisable that you spend most of your points on those to begin with.

GM_MatsuKeiji |

Genesys is interesting. Are you counting this as Weird War or Steampunk? Or something else maybe? I ask because certain archtypes are informed by the setting you choose to utilize. Or are you okay with things from either as long as you can sort of rationalize it with the fallout-esque setting?
If we can rationalize it, I'm for it!

karlprosek |

How futuristic are we talking for sci-fi? Do we want to stop/branch tech development at a certain point in our history like Fallout does? Could we have enclaves (or Enclaves) of very high tech, like the Institute with their androids and teleportation tech?
I'm thinking of a scout/explorer type who uses tech or magic, depending on where we come down on that spectrum. At one end of the tech/magic spectrum I'm almost thinking of a highly mobile exo-suit wearer and at the other I'm imagining a ranger/druid type. Basically, someone self-reliant who's good at scrounging and taking care of themselves on limited resources while stealthily gathering information about the situation so they can report back to their community. With a little of the Face role thrown in for good measure, so they can talk to people and trade.

GM_MatsuKeiji |

How futuristic are we talking for sci-fi? Do we want to stop/branch tech development at a certain point in our history like Fallout does? Could we have enclaves (or Enclaves) of very high tech, like the Institute with their androids and teleportation tech?
That I can't tell you yet, that you get to find out in your new world. As far as your concerned though, 2020 our time is the stopping point of tech you would currently know. Or rather your ancestors did. You didn't get to play with much in your shelter, just what was available.
So exosuit is possible down the road, but not out of the shelter.

karlprosek |

Just in case other people don't know about it, there's an online Genesys character creator here.

GM_MatsuKeiji |

Oh, cool, I didn't realize we'd be getting to 2020 in our current history. That still leaves a lot of tech options open.
Since sci-fi tech isn't something we'll be starting with, does that mean at the other end of the spectrum we also shouldn't start with magic?
You bring a fair point and I agree, not yet. An enjoyable surprise for the characters when they interact with the new world.

GM_MatsuKeiji |

Given that you want some characters, what're the creation specifics going to be, most specifically the starting money?
Money is a... Problem as it means nothing and you aren't going to have much when it comes to stuff after a few hundred years from the shelter. Stats and statistics are the man n concern at the moment.

karlprosek |

Not a soldier, scientist, or specialist in any particular field, my guy's an Average Human with a 4 in Agility, 3 in Presence, and 2s in the rest. He is trained to survive in the wild, observe and report, and learn about and possibly negotiate with existing communities, with ranks in Athletics, Brawl, Driving, Negotiation, Perception, Ranged (Heavy), Stealth, and Survival. His free Lore is Geography, to reflect him knowing where potential supplies and resources should be according to 2020 knowledge.
Driving's in there because I'm imagining him riding a motorcycle, but I could switch that to something else (Deception or Skulduggery, maybe) if we're not going to be starting with vehicles.

GM_MatsuKeiji |

Not a soldier, scientist, or specialist in any particular field, my guy's an Average Human with a 4 in Agility, 3 in Presence, and 2s in the rest. He is trained to survive in the wild, observe and report, and learn about and possibly negotiate with existing communities, with ranks in Athletics, Brawl, Driving, Negotiation, Perception, Ranged (Heavy), Stealth, and Survival. His free Lore is Geography, to reflect him knowing where potential supplies and resources should be according to 2020 knowledge.
Driving's in there because I'm imagining him riding a motorcycle, but I could switch that to something else (Deception or Skulduggery, maybe) if we're not going to be starting with vehicles.
Not starting with vehicles no, but you can get some.

KingHotTrash |

So how are we starting off then? Are we all leaving a shelter that has no supplies within it left, which is why we have no gear or material to take with us out into the world?
I just want an idea of how you're envisioning the start because while our stats and skills are important, a survivor with nothing doesn't give a lot of breadth where that person came from.

GM_MatsuKeiji |

So how are we starting off then? Are we all leaving a shelter that has no supplies within it left, which is why we have no gear or material to take with us out into the world?
I just want an idea of how you're envisioning the start because while our stats and skills are important, a survivor with nothing doesn't give a lot of breadth where that person came from.
You bring a solid point. You do need gear, basic gear at the least. Nothing really big. Rations, basic melee weapons like a knife, bat or pipe, and for guns... Pistol, shotgun, hunting rifle. Any other equipment, ask and I'll clear it if I think it fits.