Jan 2 '12 4:26am
Crap, unless I can pull copy/paste from my clipboard (and I don't know how to do that), the data I typed here is lost. Thank this site's hobby of expiring my 'tolkens' whenever it's most convenient.
I had lot more fluffy and fun paragraphs to put in here that I just lost. Being human, I've forgotten what I wrote. :D
Okay, addiction in brief:
- It's a rating, applicable to every drug and other illicit substance (includes strange herbs in the wasteland, and the entrails of a brahmin or feral ghoul).
- Roll above the rating and you're addicted. Just like the game.
- Con subtracts from your roll. If you roll 10, it's the natural 1 to your resistance check (auto-addiction); doesn't matter if you're a super mutant capable of surviving rads that set normal people on fire with -12 AR (addiction resist), etc. That way, addiction is always a risk. The most addictive things are natural 1s. Things born of raw SCIENCE! are sometimes 0 and are quite deadly (so at least get a ranger to sniff out good from bad).
- I remember writing something to the effect of 'don't be stupid' and GM discretion. Certain things might obviously give sickness (ie. spending too long out in the wastes or getting a dose of rads from that feral ghoul's green fireball).
is different from science. For one, science doesn't let you create your own army of obedient super mutants from radiation and 'control testing' alone. *gasp* SCIENCE! is the magic of this universe and using it will be a bit like playing an artificer as opposed to batman. Psionics is forever a slave to SCIENCE! (really hard to get good at psionics until very high level, but remember that even minor amounts of telepathy can mean a lot). Pretending to understand technobabble is always a plus (mad scientists tend to like each other). SCIENCE! pretends to be science, in that it still requires intelligence. Now go and stick your quantum phlebotinizer in my hooey hiffy element zero hannah v1.2 (not at all sexual). /end rant
don't mean as much anymore (sorry), except for how you advance. However, they do open up certain techniques sooner. Classes also get their own special perks. When you level up, you can of course multi-class, but accessing perks becomes diluted (class perks re-place class features and will allow more customization). In this way, you could have a SCIENCE! barbarian.
replaces alignment. Karma helps determine who you'll ally yourself with. Has a lot to do with reputation. If you retire from adventuring, your karma eventually swings back to neutral since everyone forgets about you (unless you've really made a mark on the world, becoming legend; few books = only legends truly surviving). Karma is the easiest way for GMs to say 'don't do that'. If you're feeling confident, don't use karma for your own games.
is resistance to insanity. Tacking on stress means you are taking damage to your psyche and you are forced to cope. Note that you can take issues before you reach maximum stress - issues are good in that they make you more resistant to certain traumas (therefor, you should shoulder the penalties with less complaint). Issues are also rolled from a table, depending on type and intensity (ie. emotional/minor = occassional depressive stupor). Higher level adventurers are naturally more resistant to stress damage. All characters have the same stress maximum/minimum though. The exception is for races other than human. Note that even robots can take stress (ERROR!), as they are sentient... at least to some degree. Sometimes your stress damage is so high that you have to take on a higher intensity issue, which might eventually lead to permanent insanity (worst thing, however, is that your closest friends don't trust you anymore; rarely will you reach the point where you completely lose control of your character - in this way, roleplaying is instead strongly encouraged). When redeeming stress, you may only select one issue, and the act requires a degree of meditation (rest).
are the bread and butter of every hero. Just like the game, they are the min/maxing element of this system. They're necessary to do anything (if you're competence is 'inept' then you'll fail at anything but simple tasks involving the skill). Some skills are 'harder' to learn than others - although they all rank up the same, this means they begin at lower levels of competence (you can bypass this with a naturally high intelligence though). Hopefully, no other min/maxing will root its ugly head (wishful thinking). The skill system in this game is derived a bit from the
Basic roleplaying system
- If you're using
in this system, then there's this thing called stress. In terms of math, it'd be identical to Rads. Sometimes an event is so traumatic, that you are stressed into insanity right away, up from zero. If you go over the stress limit (same as Rad limit in the games, which is 1000), then you have to take issues in order to redeem yourself. Issues are often negative, but some techniques and talents let you cope with them. It doesn't have to involve any math - sometimes it's GM discretion. If you aren't using numbers though, the GM should keep a record of every event the character's been through, and then note their resistance to sanity damage (AKA the character's tenacity or nerves; which can be GM derived mechanic of their own invention - I don't want to get involved in too many NUMBERS!!).
is used to determine automatic success/failure. If your skill in lockpicking (ie.) is 200%, but your competence is inept - you'll likely only pick your way out of a bathroom stall. In order to increase competence, you have to gamble skill points. Roll d100 - the amount you roll above your skill is the minimum amount of points you have to sacrifice. The sacrifice is made before the roll, so if you sacrificed too little, you don't get your competence. This represents frustration, wounded pride, educational lapse, etc. Increasing competence is of course, incredibly rewarding though, as it opens up all new techniques (ie. ability to force bathroom locks at 'not exactly inept' competence for auto-success, so that you'll never be stuck impromptu again!) among other things.
are not perks. Not even close. Perks are acquired from leveling up and meeting prerequisites. Techniques are purchased with skill points - the only prerequisite is a level of competence in the skill. In order for the game to be more fun than DnD (imo) there needs to be a great MANY techniques. They can be small or large - a character will have so many, that the player will probably forget about some of them. Because of this, it's a good thing to write down the techniques you value most on a 'combat card'. Techniques are all practical (except, probably, in the case of SCIENCE!), so there will be a lot of them. They include forcing that bathroom stall, to being really good at delivering drop kicks in an unarmed fight when it matters, or in combining several techniques into a fighting style (sometimes the style is packaged for you; ie. boxing or taekwondo have pretty obvious associated techniques that are simple but powerful).
are just another way to tweak your character. I'll probably cover them last.
are more interesting than traits, because they cover perk and talent advancement paths, in addition to their own tweaks. The difference is that traits often have more severe tweaks, while backgrounds usually just modify your social first impression (at the lightest level, such as the tier 1 backgrounds).
are like techniques, but are purely related to your race or class. They are separate from techniques, because they usually have level prerequisites instead of skill competence requirements. They are also more powerful than techniques. They replace class features.
are the feats of this universe. A nice perk can radically change you. The only prerequisites are your ECL (total level), and few prior perks at most. They can be taken by anyone, but some races have access to some perks earlier than others (ie. a robot might get die hard before a human, since they don't have to worry about blacking out).
(severe work in progress; looking for approval from my superiors in the design world):
Basically, stamina replaces your hit points in this game. If you take damage, your stamina takes damage, but only if you defend properly. Otherwise, you'll take damage to your life (constitution score), and be considered wounded to some degree. Being wounded is very bad, since it means you recover less than your maximum stamina. Stamina is primarily used to defend against the greatest of odds (use of a shield and armor not withstanding), the use of psionic powers, and the use of any offensive technique. High stamina characters have a natural advantage, but this is earned from their stats. When considering all the things stamina helps you with, think of the game Skyrim - that's basically the idea I was going for. If you don't have stamina, you won't be very good in a melee, and you can only give warning shots at best (unless you have a big gun, of course), since aiming with a ranged weapon requires stamina too.
- There's two types of raw damage in this game. One is
(calling it that for now) - it reflects getting punched in the face, or being bombarded by enough rads that you vomit, or rolling with the hot blast wave of a grenade. If you take lots and lots of damage, you'll probably pass out, or you'll be crippled. Best way to do damage is through explosives. Lots of damage can count as trauma too - meaning, start tacking on the stress! NOTE: Tacking on stress is GM discretion for now. Measure of how harsh GMs are feeling. The other type of damage is
- they include everything from striking that crippled area, to using a light weapon (or any weapon with next to no damage) to exploit an opening and cause drastic injury. Wounds end a fight a lot quicker than damage. The benefit of armor is that it can turn that really nasty and sneaky wound (maybe cheaply inflicted, ie. by a sniper) into a bit of damage instead. Same goes for readied defensive maneuvers (no stamina) and half-hearted parries (minimal stamina used to defend). Not wearing armor is quite chancy - like weapons, armor requires talents and techniques to be truly effective; so it's a life decision.
- (still severe work in progress)
is your ability to resist damage without being crippled. It is CON multiplied with STR. Naturally, since wounds tend to turn into damage a lot in even the best of armors, a high body is quite essential for anyone that likes to wade through battle with a melee weapon.
- Skills are in percentage. Maximum percent is 200. Skill increases naturally with its use below 100 - roll d100; if you roll above your current skill, increase your skill by 1. Above 100, you need to spend skill points you've earned from leveling up. Taken from
basic roleplaying system
- Yes, some classes have less skill increment than others, but they make up for it with better talents. Usually, the fighter is already quite competent with small guns and all kinds of melee, for example - meaning he can spend skill points on powerful techniques for each level, in addition to his many talents (which are probably going to, hopefully, end up more varied than any other class).
- Yes, SCIENCE! is a skill, but it's the hardest out there (rightfully so, considering wizards). Science is also a skill, which is much simpler.
- Repair merges disable device and craft at the fluff level. Essential for making, setting and disabling simpler traps (ie. delicate and deadly devices like bear traps).
- They don't mean as much anymore (sorry), except for how you advance. However, they do open up certain techniques sooner via automatic skill competences, if your background matches up to an appropriate tier. Classes also get their own special perks. When you level up, you can of course multi-class, but accessing talents (the distinguishing characteristic of every class) from your earliest class will become diluted (class perks re-place class features and will allow more customization). In this way, you could have a SCIENCE! barbarian. World is your oyster.
- Classes are strongly shaped by backgrounds. Backgrounds have tiers (higher tier = more experience/bad assery). They're essentially you're character's past experience. If your character levels up, they creation points that they can spend on better backgrounds. Choose only one background though - to change it, you must retire from adventuring for at least a year (this is risky, since during this time you'll be working to earn your new background). Backgrounds are often times careers, but they can also involve an intersting past. All backgrounds are vague - if you want to create your own, consult the GM, make sure it fits into the system. Otherwise, the GM should be able to find a background that (at least roughly) fits your character biography you've mercillessly toiled away at. Backgrounds benefit your class in that they influence the perks you can buy every step of the way, as well as the traits and issues you have. Different classes are limited to different backgrounds - a barbarian would never be a bookworm, ie. Backgrounds also influence certain starting effects like karma and social interaction (first impression), similar to traits.
- Sample Backgrounds: Soldier (for the fighter or barbarian), Merc (the same), thief (for the rogue or ranger, obviously), drill instructor (barbarian). Soldier would be a better background than vault dweller. A background like vault dweller, on the other hand, applies to everyone and is tier 1. Tier 1 backgrounds essentially indicate you as a 'commoner', having done nothing noteworthy. In some ways, a thief would be better than a merc - so it'd be fine for a background to be somewhat specific. Higher tier backgrounds are eligible at the beginning of higher level campaigns, for this reason. Backgrounds are also specific to race.
- How do DnD classes fit into Fall Out?
- Every intelligent creature travelling the wastes most likely belongs to a class (unless they're an imprisoned commoner). Rule of thumb: Anyone willing to fight to the death is a hero in the making, and thus already belongs to a class.
- Bards are dramatists. Merchants and wielders of SCIENCE! If they're evil, then they're the kind of dudes who monologue endlessly before unleashing their hell. They aren't really fighters, but their SCIENCE! is quite varied.
- Wizards are called Lab Rats now. They make SCIENCE! permanent by inventing mind boggling items with what eventually amounts to a lot of spare time. Like any good Lab Rat, they need a lab (time away from adventuring) - the more equipped the better. At low levels, they no longer suck - their items are re-usable and practical. They can even make more sciencey items, except that they have a chance of mishap. Lab Rats are a robot's best friend. It's perfectly fine to be a robot lab rat too.
- Rangers are the ultimate warriors. They scrounge the wastes and hunt for prize trophies. They lay out super deadly traps, distract the enemy with some baited wild animals, and sniff out good and bad drugs, all the while locating treasures and acting as the party navigator. Rangers kinda replace clerics in this game (only kind of, since healing is now much harder to come by). Expect to make lots of cash, since Rangers are basically essential to the survival of the human race at this point.
- Fighters are the toughs. Most of the skills they need were learned from a 'rough childhood', so they will naturally do what they're good at (they're also the most numerous type of human in the wastes; raiders, of course, value fighters as cannon fodder) - player gets to choose from a great many skills to have good competence in, despite the minimal advancement prospects. A great choice for liberal players that don't like dying.
- Rogues are the taskmasters. They're called rogues simply because their knowledge of a many different things usually gets them into more trouble than they're worth (many organisations in the wastes value knowledge; and unfortunately, many of them are evil). Rogues are an excellent choice for very liberal players that like to play any way they choose, but aren't the greatest fans of intense, heated combat. At higher levels though, rogues can fight more like assassins, able to pull off melee finishing maneuvers, or ranged snipes at the drop of a hat. One of the ultimate tools of the rogue is actually the pip boy (helps them aim their vital strikes, which they often rely on) - so it could be said a bare bones vault dweller could benefit most from being a rogue.
- Barbarians are the hard arses. They might not always be as tough as fighters (fighters have more grounding), but they have the unique ability to pick up certain techniques and then drop them. Barbarians are the best at resisting insanity of all classes. Issues that they buy up from lost sanity, will more likely benefit them than the other way around (except when it comes to really bad issues). This is what makes them mighty (irrational rages are really handy in the fall out universe; because they say 'No.' to SCIENCE!). Barbarians can also be deeply religious, meaning they are equipped to combat SCIENCE! Others are simple raiders.
- Some classes are 'higher tier' (DnD's PRCs). Their difference is that they have different perk paths. Otherwise, they're just an extension of the character's capability as a hero. A bit like backgrounds too, because they also penalize you in some way. Examples: Druid and Shaman are quite the same as they both extend from a ranger, however they have differing perk paths. Brotherhood of Steel paladin is different from an ordinary paladin in that their perks mostly have to do with power armor fighting. Regular paladins start with only knowing how to wear power armor.
- Paladin (PrC): The paladin is a devout follower of <insert cause>. Because there's no alignment in this system, a paladin merely needs to follow whatever cause they wish to the letter. It could be as simple as a philosophy, however, the less ordered the cause is, the less powerful the paladin's psionic abilities end up (unless you take traits or issues to counter act this; a more ordered cause, ie., has a clear code of conduct, whereas the most chaotic one could be anarchic and without any laws or established theocrats/believers whatsoever). Paladins are most distinguished by their ability to wear powered armor, and the fact that their armor will wear down much more slowly than other characters. A good paladin is always armored, after all. The paladin's most powerful abilities are its psionics, which bolster it in battle. Despite being a PrC, the perks granted by being a paladin are quite liberal.
- Druid (PrC): The druid is much different from the paladin. In terms of role and build offered by their unique perks, they're quite conservative. They're basically just psionic wizards, but since they extend from rangers, they also know how to throw down. :) They're also expert navigators and scroungers.
- Shaman (PrC): Different psionics than the druid, more sense motive talents, and that's about it. If you like grabbing neat powers, classes like druid and shaman are for you.
- SCIENCE! has an alignment. It's favored alignment is neutral, but of course there's many an evil mad scientist out there. The good ones are rare. Humanity is simply a bitch, that way (in other words, good guys need to steal more than bad guys, if they want true power). Religion is the ultimate bane of SCIENCE!, because it shies away from the vast cold domain that is Neutral karma, and into good/evil. Classes that can become deeply religious include barbarians and paladins.
- Races aren't just for min/maxing. They completely change your character. The least of which is first impressions in socializing.
- For the above, pure humans are the best at social interaction. If you have a high speech skill, you can usually still pull through, unless your dealing with other, especially evil, humans (humans are usually the most paranoid; it's because we're of a herd mentality, born of natural evolution as opposed to whacky mutations that conjure something entirely new).
- Super Mutants have the best rad resist and much of their power derives from using radiation to boost themselves - radiation attacks can still affect them. A supermutant with good SCIENCE! skill can find ways to buff himself into a behemoth temporarily, ie.
- Ghouls have all the benefits of being a mutant, as well as all the negatives. Their social interaction is severely bad - at least the super mutants are intimidating. A ghoul is no better at intimidation than a human. Depending on your background, you can tweak yourself. Ghouls are more resistant to insanity damage too - although the draw back is that instead of issues, they might go feral (even, if only temporarily), so be careful. On the other hand, humans only go feral in the deepest, darkest of plights (first, they become raiders; the ultimate icon of desperation in the wastes). SCIENCE! not withstanding. Some ghouls with high tier backgrounds can wield radiation like an evoker in DnD would use a fireball. The ability is psionic in nature.
- Robots are just plain dumb when it comes to social interaction - ironically, many humans like them more than other humans. Depending on how you outfit your robot, they may be better in some ways than others. Higher tier backgrounds let them swap their 'brains' into bigger and better machines (or at least, something more expensive). Robots are powerful weapons - their most powerful ability is their inability to die (provided nobody removes their basic routine circuits... SCIENCE!). With a mad scientist in a tow, a high level robot is practically unstoppable. But like any fighter type character, they have gaping weak points. Note that a robot in this universe can never be a true rogue - a human will always outsmart a robot. A robot's 'dynamic parallel processors' (moar SCIENCE!) are simply not up to snuff, and technology simply didn't go far enough since the bombs fell.
- Note that characters like super mutants and robots are higher tier races. So there'd be a minimal level requirement, and you'll have to spend creation points