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Nov 28 '09
Dec 23 '09 at 7:01pm
How would you survive the Post-Apocalypse?
How would you survive the Post-Apocalypse?
Savage Fallout: Deepwater Project
No Heaven by Dj Champion
The game is set in a homebrew take of Fallout, a post-apocalyptic world following The Great War, a nuclear war that occurred on October 23, 2077 and lasted less than two hours but caused immense damage and destruction. Before The Great War were the Resource Wars, during which the United Nations disbanded, a plague rendered the United States paranoid, and Canada and Mexico was annexed.
During the decades leading up the Great War, it has been generally predicted and accepted that with the state of the world and the path nations was taking, collapse of civilization and possibly nuclear war was inevitable. This lead to many going to great length in assuring the survival of humanity, such as the the Unity Mission where the United Nations constructed in a colony ship called Unity which send ten thousand souls to Alpha Centauri in the hope to start over, or the Project Safehouse where the United States commissioned over a hundred underground vaults throughout the continent to shelter thousands of people from nuclear holocaust.
In the early 2070s, one organization joined in the craze and secretly built a series of well-stocked underground bunkers which houses hundred of cryogenic capsules. The hundred are to be awakened when the dust settles decades or even centuries after the nuclear holocaust, when they will then be tasked with the responsibility to fight the decline of civilization and put humanity back on its feet again.
The game will focus one such bunker where the players and their characters will proceed to secure their new home, establish a settlement, get in contact with the other bunkers, gather information and intelligence on the any survivors, and facilitate the revival of civilization. How that is achieved is up to the players.
- Freeform / Savage Worlds
- Homebrew version of Fallout
- Fallout Wiki, Savage Worlds Core Rules Explorer Edition (SWEX), Savage Fallout, Savage Apocalypse, D20 Apocalypse, Savage Gamma World, and Deadlands Hell on Earth.
As in, the players will co-cooperatively (or not) run the new settlement/faction out of the bunker their characters wakes up in and help define and create the Fallout post-apocalyptic world they are playing in. So the focus will shift between the character and society level, and the meta-play and knowledge is intentionally initially limited. Such details where, when, what they have to work with, etc is for the players to determine and find out during the game. Overall play will be kept freeform and sandbox, with Savage Worlds only used to help flesh out characters and when needed.
Here is some Fallout info...
Savage World rules...
How many players
- minimum of four, and really no maximum
What is needed to play
- Since it will mostly be freeform, and play will at the community/faction level, do not need to be familiar with the Savage World rules as mainly used to define and create characters, some stats, and when needed to resolve something.
For characters, Savage Worlds system will be used. More than one may be created, but one main character and remaining npc.
The only starting race accepted in pure human for now. Ghouls, Super Mutants, Androids, etc will be accepted once the game gets to the point of including them.
Human characters start play with one free Edge of their choice
(see Edges, below).
Your hero starts with a d4 in each attribute, and has 5 points
with which to raise them. Raising an attribute a die type costs
1 point. Die types are d4, d6, d8, d10, and d12.
You have 15 points for skills. A list of standard skills appears
below. Note that skills in Savage Worlds are very broad. You
don’t have to take Fighting for your sword, dagger, dirk, and
axe—Fighting covers it all. Remember, this is a game of Fast!
Furious! Fun! Don’t worry though—you’ll have plenty of ways
to customize your character with Edges.
Each die type in a skill costs 1 point up to the linked attribute.
Going over the linked attribute costs 2 points per level. If your
hero has a Strength of d6, for example, it costs 1 point to buy
Climbing at d4, another point to buy it at d6, and 2 points to
raise it to a d8.
is equal to the total bonuses or penalties given by
Edges and Hindrances.
is equal to 2 plus half of the Fighting die. (Half of Fighting
d8 is 4 + 2 = Parry of 6.)
is equal to 2 plus half the character’s Vigor. Add
the bonus granted by armor worn on the torso to this value, but
remember it may not count if attacks target other parts of the
body. (Half of Vigor d6 is 3 + 2 + 2 (chain armor) = Toughness of 7.)
Your character gains an “advance” for each Minor Hindrance
she takes (up to two), and two advances for taking a single Major
Hindrance. You’ll find a summary of core Edges & Hindrances
at the end of this document, and more can be found in your
For 2 advances you can either:
• Gain another attribute point.
• Choose an Edge.
For 1 advance you can either:
• Gain another skill point.
• Increase starting funds by 100%. (When relevant)
The list of Edges and Hindrances available can be found on page 10 and 11-12 at
Skill - Linked Attribute
Boating - Agility
Climbing - Strength
Driving - Agility
Fighting - Agility
Gambling - Smarts
Guts - Spirit
Healing - Smarts
Intimidation - Spirit
Investigation - Smarts
Knowledge - Smarts
Lockpicking - Agility
Notice - Smarts
Persuasion - Spirit
Piloting - Agility
Psionics* - Smarts
Repair - Smarts
Riding - Agility
Shooting - Agility
Stealth - Agility
Streetwise - Smarts
Superpower* - Special
Survival - Smarts
Swimming - Agility
Taunt - Smarts
Throwing - Agility
Tracking - Smarts
*Ask the GM, possibly available later on in the game
If your main character starts out with the bunker at the beginning of the game, must/may have a Profession Edge that benefits the settlement/faction, such as a Soldier, Engineer, Technician, Doctor, Botanist, etc)
Gear will be supplied at the beginning of the game.
Fill in any other background details you care to add.
Beyond Traits, Edges, and Skill points mentioned previously, every character starts at 0 Experience Points. Experience Points are only gained by exchanging Fudge Points (FP) to Experience Points (EP) at the following rate: one Fudge Point = two Experience Points.
Every 5 points accumulated grants a hero an Advance. An Advance lets a character levels do one of the following:
• Gain a new Edge.
• Increase a skill that is equal to or greater
than its linked attribute by one die type.
• Increase two skills that are lower than their
linked attributes by one die type each.
• Buy a new skill at d4.
• Increase one attribute by a die type.*
*You may only choose this option once per 20 Experience Points. No Trait may be raised above a d12 unless stated otherwise by an edge. Legendary characters may raise an attribute every other Advance.
Fudge Points (FP) are meta-game gifts that may be used to buy "luck" during a game - they let the players fudge a game result or used in attempt to acquire an advantage of some sort. These are "meta- game" gifts because they operate at the player-GM level, not character-character level.
Every player starts the game with five Fudge Points. The Game Master may also give you more Fudge Points for great roleplaying, overcoming major obstacles, or even entertaining everyone with an outlandish action, side-splitting in-game joke, or other memorable act. Fudge Points may also be acquired base on what the player contributes to the game both at the character, community, and out-of-character meta level.
Fudge Points can be used in many ways, depending on realistic and probable the request is. Here are some suggested ways to use them both at the character and community/faction level. A GM may allow as few or many of these options as she wishes - the players should ask her before assuming they can do something with Fudge Points.
1. Spending a Fudge Point may accomplish an Unopposed action automatically and with panache - good for impressing members of the appropriate sex, and possibly avoiding injury in the case of dangerous actions. The GM may veto this use of Fudge Points for actions with a high difficult level. The GM may disallow this option for an Opposed action, such as combat
2. You can use Fudge Points at the character to reroll any Trait test. Make the entire roll from scratch. If you’re firing three shots on full-auto and don’t like the results, pick up all three dice and your Wild Die and roll again. You can keep spending Fudge Points and rerolling as long as you like, and take the best of your attempts. If you roll a 5, for example, and a Fudge Point gets you a 4, keep the original 5 instead.
Fudge Points can also be used to save your bacon from deadly attacks. Choose carefully where you spend them! A character can spend a Fudge Point to automatically eliminate a Shaken condition (see Shaken, below). If the Fudge Point is spent immediately after taking one or more wounds from a single attack, you may make a Vigor roll as well. A success and each raise on the roll reduces the number of wounds suffered from that attack by 1. If the character is left with any wounds from the attack however, he’s still Shaken as usual. Don’t count the wound modifiers you’re about to suffer when making this roll.
A character may only make one soak roll per attack. If a soak roll eliminates 2 of 3 wounds, for instance, a hero can’t make
another soak roll to eliminate the third wound. (The hero could spend a second Fudge Point to reroll the Vigor roll as usual, however.) If a character suffers multiple hits on the same action card, he needs to spend Fudge Points and make soak rolls after each result—before the next “set” of wounds is soaked.
4. A player may spend one (or more) Fudge Points to get an automatic success, without having to roll the dice. This use is available in Opposed actions.
5. or a GM-set number of Fudge Points can be spent to ensure a favorable coincidence depending on the request. (This is always subject to GM veto, of course.) For example, if the PCs are in a maximum security prison, perhaps one of the guards turns out to be the cousin of one of the PCs - and lets them escape! Or the captain of the fishing boat rescuing the PCs turns out to be someone who owes a favor to one of them, and is willing to take them out of his way to help them out . . . And so on. This option should cost a lot of Fudge Points, except in certain genres where bizarre coincidences are the norm...like Fallout!
6. Alternately, can simply allow Fudge Points (FP) to be traded for Experience Points (EP) at one to two ratio, or Resource Points at one to one ration.
Resource Points is an abstract representation of how much a the community/settlement/faction can possibly do in a span of a game month base on manpower, materials, salvage, etc. So any projects like constructing fortifications, building an house, making weapons, fixing or modifying vehicles, training of the militia, etc all cost Resource Points. The costs will be determine by the GM base on the request and the in-game circumstances and other factors.
The base amount of Resource Points a the community/faction gets is one Resource Point for every 50 people per month. So at the start of this game community has a starting population of 100, hence 2 Resource Points per month. Further constant or temporary Resource Points will be determine by the GM base on the community/faction circumstances and what they have to work with. For Example, finding salvaging bunch of scrap metals that can used to build or construct or fix something in a given month can temporally represent a Resource Point, or the re-opening of mine can give the community constant extra Resource Point per month.
Some Resource Points may be limited in use, like the community manage to acquire one RP worth of uranium or electronics. Only so much one can do with uranium, as can only be used for certain projects.
Extra Resource Points may be used to speed up construction or some other task, yet in certain circumstances there is only so much one can speed something up due to the 'to many cook in a kitchen' effect or a particular project cannot be speed up.
Players may gave up one of their Fudge Points for one Resource Point for a given game month for the community/settlement/faction.
Game Time will be according to the flow of the game. So at one point the game may crawl to day per day, and other times can be month per month. It all depends on what the players would like to do and what is happening the game.
The GM reserves the right to change or make or remove rules when required during the game.
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