Fallout Wastelands: a Post-Nuclear Role-Playing Game
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Player's Guide
Races Human Adaptable (2): Start with a bonus Edge you qualify for at character creation. Ghoul Immune to Disease (1): Ghouls are immune to all diseases that impact humans. Immune to Radiation (2): As creatures born of radiation, ghouls are immune to the danger of radiation, experiencing it as a warm glow. This sense allows them to identify and locate radiation sources with a Notice roll. Radiation Healing (2): Ghouls in an area of standard background radiation (such as most of the wastes) roll natural healing rolls normally. In an area of moderate radiation, they roll a natural healing roll once per day. In an area of high radiation, they roll natural healing rolls once per hour. Ugly (-1): Most wastelanders find ghouls to be hideous creatures, and they regularly face prejudice even in the most accepting communities. They gain the Ugly hindrance. Weak (-2): The degraded body of a ghoul isn't as strong as an average human. They suffer a -1 penalty to all Strength rolls, including melee damage. Robot Construct (6): +2 to recover from being Shaken, ignore one level of wound modifiers, don't breathe, and are immune to disease and poison. Cannot heal naturally, but can be repaired by a Tech roll (ignoring the golden hour). Mods (1): Can't use cyberware, but may purchase and install robot modifications to alter their form and purpose. Environmental Weakness (Electricity, -1): Robots suffer +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects. Outsider Hindrance (Major, -2) Robots are considered to be property throughout the wastes, even those that have developed self-awareness over the years. -
Fallout: Brotherhood of Steel Sourcebook
Fallout: Brotherhood of Steel sourcebook 1. History 1.1 Rebellion at the Mariposa base 1.2 Nuclear armageddon 1.3 Arrival at the Lost Hill Bunker 1.4 The birth of the Brotherhood 1.5 The mutant threat 1.6 The brotherhood is split in two 1.7 The coming of the Enclave 1.8 The western brotherhood today 2. The western brotherhood 2.1 Organisation 2.2 Recruiting 2.3 Culture 2.4 Economics 2.5 Logistics 2.6 Spheres of influence 3. The eastern brotherhood 3.1 History 3.2 Recruiting 3.3 Culture 3.4 Economics 3.5 Logistics 3.6 Spheres of influence 4. Personalities 4.1 Historical personalities Roger Maxson Marion Vree Simon Barnaky 4.2 Current personalities Jared Arnson Brent Anchor Daryl Mckenzie 5. Traits 6. Brotherhood rank table 6.1 Western brotherhood 6.2 Eastern brotherhood 7. Perks 7.1 Perks available to both the western and eastern brotherhood 7.2 Perks available to the western brotherhood 7.3 Perks available to the eastern brotherhood 8. Vehicles 8.1 “Steel Eagle” Vertibird 8.2 Airship 8.3 APC 8.4 Scouter 9. The brotherhood in games 9.1 Incorporating the brotherhood in campaigns 9.2 Playing a brotherhood Player-Character 9.3 Playing brotherhood NPCs Introduction This document is intended as a source of information for players who are including the brotherhood in their campaign, or are playing brotherhood characters. Much of the information in this document is totally unofficial and original, due to a lack of good official information about the brotherhood, and you may not agree with everything in this document (in which case you are of course free to change it to your hearts content). -
Fallout Wastelands: a Post-Nuclear Role-Playing Game
Fallout Wastelands: A Post-Nuclear Role-Playing Game A Black Diamond Project - Version 1.3 Based on Retropocalypse by David A. Hill Jr, which in turn was based on Old School Hack by 1 Kirin Robinson Page Table of Contents 3… A Few Notes About Fallout Wastelands 66... Vehicles 5… Introduction and Setup 70… Item Costs 7... Character Creation 71… Encumbrance 12... Backgrounds 72... Combat Rules 13... Brotherhood of Steel Initiate 72... Initiative and Actions 16… Courier 74... Attack, Defense, and Damage Resistance 18... Deathclaw 76... Healing and Injury 20... Enclave Remnant 77... Adventuring 22... Ghoul 77... Environments and Arenas 24... Raider 80... Karma 26... Robot 83... Leveling Up 28... Scientist 84... Overseer's Guide 30... Settler 84... Specialty Items 32... Super Mutant 90... Harder, Better, Stronger, Faster 34... Tribal 92... Additional Traits 36... Vault Dweller 97... Creating NPCs 38... Wastelander 97... Creating Encounters 40... Skills 99... Cap Rewards 46... Perks 100... Bestiary 57... Items and Equipment 116... Character Sheet 57... Weapons 118... Version Notes 61... Armor 119... Credits 63... Tools 2 Page Section 1. A Few Notes About Fallout Wastelands For years I've loved playing the Fallout games, specifically Fallout 3 and Fallout: New Vegas since I didn't have access to a computer for gaming (I am working my way through the original Fallout presently!). I became enamored by the setting and fell in love with the 50s retro-futuristic atmosphere, the pulpy Science! themes, and the surprisingly beautiful, post-apocalyptic world that unfolded before me. It was like Firefly meeting Mad Max meeting Rango and it was perfect. -
Wastelandwarrior
WastelandWarrior – Massive Overhaul, from the Vault to Zeta WastelandWarrior is a massive overhaul of Fallout 3 and all DLC, including most record types, from Actor to Worldspace. It tries to fit the lore of the game, making it harder, more interesting and sometimes funny. WastelandWarrior has a lot of unique features, you don't need any bugfixing mod anymore and it's built with performance and stability in mind. You can even configure how many actors are loaded by the game, depending on your hardware. You can play it in one of the three survival modes against ultra hardcore enemies with a lot of mean effects. But you can also disable most additional enemies, free Paradise Falls and gain a working slave settlement with player house, join a caravan or order BoS groups as enforcement in some places. If you're stupid enough to get a deadly radiation, you can also play as Ghoul Reaver and recruit some Glowing Ones as compagnions(optional). There are a lot of unique encounters, new named npcs and enemies, improved places(all settlements, places of interest like the Citadel or Roosevelt Academy, caravan trader points, ...), upgraded actors like the scavenger at Pennsilvania Av), and a lot of easter eggs. You can find new weapon recipes for Spider mines and grenades, an artillery strike marker, clutter for the recipes, new books and sometimes funny surprises without any sense. There are some hardcore and maybe unfair enemies on any difficulty and survival mode settting. But I was trying to weaken the player, not to create unkillable enemies. -
Fallout Wastelands: a Post-Atomic Role-Playing Game
Fallout Wastelands: A Post-Atomic Role-Playing Game A Black Diamond Project - Version 1.3 Based on Retropocalypse by David A. Hill Jr, which in turn was based on Old School Hack by 1 Kirin Robinson Page Table of Contents 3… A Few Notes About Fallout Wastelands 63... Tools 5… Introduction and Setup 66… Encumbrance 7... Character Creation 67... Combat Rules 12... Backgrounds 67... Initiative and Actions 13... Brotherhood of Steel Initiate 69... Attack, Defense, and Damage Reduction 16… Courier 71.. Healing and Injury 18... Deathclaw 72... Adventuring 20... Enclave Remnant 72... Environments and Arenas 22... Ghoul 75... Karma 24... Raider 78... Leveling Up 26... Robot 79... Overseer's Guide 28... Scientist 79... Specialty Items 30... Settler 85... Harder, Better, Stronger, Faster 32... Super Mutant 86... Additional Traits 34... Tribal 91... Creating NPCs 36... Vault Dweller 91... Creating Encounters 38... Wastelander 93... Cap Rewards 40... Skills 94... Bestiary 46... Perks ##... Character Sheet 57... Items and Equipment ##... Version Notes 57... Weapons ##... Credits 61... Armor 2 Page Section 1. A Few Notes About Fallout Wastelands For years I've loved playing the Fallout games, specifically Fallout 3 and Fallout: New Vegas since I didn't have access to a computer for gaming. I became enamored by the setting and fell in love with the 50s retro-futuristic atmosphere, the pulpy Science! themes, and the surprisingly beautiful, post- apocalyptic world that unfolded before me. It was like Firefly meeting Mad Max meeting Rango and it was perfect. Once I finished Fallout 3 and moved on to New Vegas I began searching for a tabletop version of Fallout so I could explore the Wasteland with my friends at college. -
Gurps: Fallout
GURPS: FALLOUT by VARIOUS AUTHORS compiled, EDITED AND UPDATED BY Nathan Robertson GURPS Fallout by VARIOUS AUTHORS compiled, EDITED AND UPDATED BY Nathan Robertson GURPS © 2008 – Steve Jackson Games Fallout © 2007 Bethesda Softworks LLC, a ZeniMax Media company All Rights Reserved 2 Table of Contents PART 1: CAMPAIGN BACKGROUND 4 Chapter 1: A Record of Things to Come 5 Chapter 2: The Brotherhood of Steel 6 Chapter 3: The Enclave 9 Chapter 4: The Republic of New California 10 Chapter 5: The Vaults 11 Chapter 6: GUPRS Fallout Gazetteer 12 Settlements 12 Ruins 17 Design Your Own Settlement! 18 Chapter 7: Environmental Hazards 20 PART 2: CHARACTER CREATION 22 Chapter 8: Character Creation Guidelines for the GURPS Fallout campaign 23 Chapter 9: Wasteland Advantages, Disadvantages and Skills 27 Chapter 10: GURPS Fallout Racial Templates 29 Chapter 11: GURPS Fallout Occupational Templates 33 Fallout Job Table 34 Chapter 12: Equipment 36 Equipment 36 Vehicles 42 Weapons 44 Armor 52 Chapter 13: A Wasteland Bestiary 53 PART 3: APPENDICES 62 Appendix 1: Random Encounters for GURPS Fallout 63 Appendix 2: Scavenging Tables For GURPS Fallout 66 Appendix 3: Sample Adventure: Gremlins! 69 Appendix 4: Bibliography 73 3 Part 1: Campaign Background 4 CHAPTER 1: A Record of Things to Eventually, though, the Vaults opened, some at pre-appointed times, Come others by apparent mechanical or planning errors, releasing the inhabitants to mix with surface survivors in a much-changed United States, It’s all over and I’m standing pretty, in the dust that was a city. on a much-changed planet Earth: the setting for Fallout Unlimited. -
Dark Heresy to Fallout Universe Conversion a Work in Progress ** = Denotes an Entry to Be Finalized
Dark Heresy to Fallout Universe Conversion A Work in Progress ** = Denotes an entry to be finalized Home Worlds Feral World = Tribal Hive World = City Slicker Imperial World = Wastelander Void Born = Vault Dweller Imperial Divinations - What the Player wants them to say; hopefully with considerably less grimdark xenophobic connotations. Careers Adept: Information keepers or seekers; Followers of the Apocalypse, Brotherhood of Steel Scribes, or a similar workers either in the Institute or independent. Arbitrator: Sheriffs, Regulators, Security; desperate folk bringing law to the wastes. (see Lucas Simms, Regulators, etc.) Assassin: Swift killers of the Wasteland. Possibly part of organization (See Talon Company), or solo (see Arkansas) Cleric: Often more of a charismatic leader (Caesar) than religious zealot (Joshua Graham); both options exist, however. Brotherhood of Steel offers alternative for the Machine Cult. Almost always have a good financial situation, as part of their connections, etc. Guardsmen: Mercenaries, Troopers; the wasteland's gunmen. (see NCR Trooper, Mercenary) Psyker: Not playable. The handful of psychic individuals in the Wasteland are either insane, limited in power, or already dead. Scum: Self Explanatory. Typically Raiders, Gangers or similar individuals with considerably low morals. (see Raiders, Powder Gangers) Tech-Priest: Hoarders and seekers of Pre-War technology. Either from the Brotherhood of Steel or its Outcasts. (see Brotherhood of Steel, Brotherhood Outcasts) Skills Skills Common Lore Adeptus Arbites = Regulators, Commonwealth Police general knowledge Machine Cult = Brotherhood of Steel beliefs Administratum = Institute Ecclesiarchy = Cult beliefs Imperial Creed = American culture, well-known figures Imperial Guard = Mercenaries Imperium = Commonwealth Tech = Post-War Tech Underworld = Raiders, slavers, etc. War = Great battles, weapons, etc. -
Rules Reference Is the Definitive Source of Rules
USING THIS DOCUMENT FOUNDATIONAL RULES This document is intended as a reference for all rules queries. It These rules are fundamental concepts on which all other is recommended that players begin playing FALLOUT: THE BOARD game rules are built, and they should always be followed: GAME by reading the Learn to Play booklet in its entirety. Then, as questions arise during gameplay, players can refer to this reference. This Rules Reference is the definitive source of rules. If The Rules Reference is divided into the following sections: something in this document contradicts information from the Learn to Play booklet, this guide takes precedence. COMPLETE SETUP PAGE 2 If the rules text of a card contradicts information from the This section describes the complete rules for setting up a game of Rules Reference, the card's rules text takes precedence. FALLOUT: THE BOARD GAME. If two players are both legal targets for a game effect, the GLOSSARY PAGE 3 game prioritizes the first player, and then each player in order clockwise around the table from the first player. The majority of this reference is the glossary, which lists all rules for the game in alphabetical order by topic. The word “may” means the effect is optional. INDEX PAGE 15 greater than the current number of players. Then, separately shuffle the agenda, loot, and asset cards and place them This page contains a comprehensive list of topics and page facedown in the play area. Lastly, make sure the card numbers that players may need to reference. library, perk cards, unique asset cards, and V.A.T.S. -
EN2D04 Advanced Research Essay Mikael Sewerin.Pages
! INSTITUTIONEN FÖR SPRÅK OCH LITTERATURER WHY DO WE GAME? A Socio-Anthropological Analysis of Fallout 3 and the Role of Role-Playing Video Games in Society Mikael Sewerin Essay/Degree Project: Advanced Research Essay, Literary Specialisation, 15 credits Program or/and course: EN2D04 Level: Second cycle Term/year: Ht/2016 Supervisor: Marcus Nordlund Examiner: Margrét Gunnarsdóttir Champion Report nr: Abstract Title: Why Do We Game?: A Socio-Anthropological Analysis of Fallout 3 and the Role of Role-Playing Video Games in Society Author: Mikael Sewerin Supervisor: Marcus Nordlund Abstract: In this essay, the overt ideological message and the internal system for structuring gameplay in Fallout 3 (2008) have been analyzed from a socio-anthropological perspective developed by sociologist Anthony Giddens. The analysis concludes that the enjoyability of digital RPGs derives in part from the way their gameplay provides escapism from modern society’s socially alienating qualities, and indulgence in its socioeconomic motivational basis. This offers a new approach to both the study of game addiction and the broader question of why we play games. Furthermore, these conclusions contradict the socio-ideological predisposition expressed in Fallout 3’s storyline, giving support to the critical claims of several Marxist and cultural study theorists who view games and the video game industry as having a negative effect on both the critical capacity of the individual and that of society as a whole. Keywords: Fallout 3, Anthony Giddens, Sociology, Social anthropology, Role-playing games, Enjoyability, Addiction, Escapism, Popular culture, Critical cultural studies. Table of Contents 1. Introduction………………………………………………………………………………….1 Fallout 3: Meaning among the Ruins…………………………………………………...…..4 Anthony Giddens: Living in a Compulsive, High-Risk Society…………..……………..…6 Plotting a Methodology for “Virgin Soil”……….………..………..………..………….…..9 2. -
Fallout Theme
“War. War never changes.” Tropes called Deathclaws, a common and deadly hazard in the wastelands. Fallout centers around a post-apocalyptic retro-future America. The tone of the setting is a cross between post-apocalypse-survival and 50s-era-atompunk. Radiation After World War II, the world advances the power of The wasteland is still reeling from the effects of the the atom, and uses up many of its natural resources in world-encompassing nuclear war, even 200 years the process to create a variety of fusion powered later. Atomic energy was everywhere; from power comforts. When resources begin to run dry, hostilities plants that lit up the city at night to fusion powered around the world escalate, resulting in a catastrophic cars and airliners, even down to small fusion batteries nuclear war. Some people managed to survive in the that powered hand-held devices. The radioactive by- blasted wasteland of Post-war Earth, but others products of the nuclear age litter the Wasteland. Vast survived by paying for space in large underground sections of the country are still deadly radioactive hot- Vaults constructed before the Cataclysm, Vaults built zones. Vehicles once powered by the atom lie by an American corporation called “Vault-Tec”. dormant and rusting, causing their fusion powered engines to leak and sometimes explode in mini- atomic blasts. Vast quantities of radioactive waste 50s Atompunk Americana were improperly disposed of, allowing toxic sludge to The Fallout United States diverges slightly from the seep into nearby ground-water. Lakes, streams, and real world sometime after World War II. -
Analysing Constraint Play in Digital Games 自製工坊:分析應用於數碼遊戲中的限制性玩法
CITY UNIVERSITY OF HONG KONG 香港城市大學 Workshops of Our Own: Analysing Constraint Play in Digital Games 自製工坊:分析應用於數碼遊戲中的限制性玩法 Submitted to School of Creative Media 創意媒體學院 In Partial Fulfilment of the Requirements for the Degree of Doctor of Philosophy 哲學博士學位 by Johnathan HARRINGTON September 2020 二零二零年九月 ABSTRACT Players are at the heart of games: games are only fully realised when players play them. Contemporary games research has acknowledged players’ importance when discussing games. Player-based research in game studies has been largely oriented either towards specific types of play, or towards analysing players as parts of games. While such approaches have their merits, they background creative traditions shared across different play. Games share players, and there is knowledge to be gleamed from analysing the methods players adopt across different games, especially when these methods are loaded with intent to make something new. In this thesis, I will argue that players design, record, and share their own play methods with other players. Through further research into the Oulipo’s potential contributions to games research, as well as a thorough analysis of current game studies texts on play as method, I will argue that the Oulipo’s concept of constraints can help us better discuss player-based design. I will argue for constraints by analysing various different types of player created play methods. I will outline a descriptive model that discusses these play methods through shared language, and analysed as a single practice with shared commonalities. By the end of this thesis, I will have shown that players’ play methods are often measured and creative. -
A Post-Nuclear Role-Playing Game
Fallout Wastelands A Post-Nuclear Role-Playing Game A Black Diamond Project - Version 2.0 Table of Contents 4… Notes About Fallout Wastelands #... 5. Adventuring in the Wastes 7... 1. Introduction #... Exploration and Travel 9... 2. Character Creation #... Eat, Pray, Live 9... Character Terminology #... Rest and Relaxation 12... Character Races #... Maintaining Gear 12... Humans #... Trading and Barter 13... Ghouls #... Breaking and Entering 14... Super Mutants #... Hazards of the Wasteland 15... Robots #... Energy and Power 16... Character Statistics #... The Art of the Steal 16... SPECIAL Stats #... Damage, Death, and Dying 18... Derived Stats #... Karma 22... Traits #... 6. Combat 30... Finishing Touches #... Combat Begins 32... 3. Skills #... Determining Initiative 32... Character Creation #... Actions 37... Applying Skills #... Vehicle Combat 37... Skill Tests #... After Combat 38... Skill Competencies #... 7. The Armory 38... Degrees of Success #... Weapons 39... Skill Contests #... Energy Weapons 40... 4. Character Advancement #... Explosives 42... Perks #... Guns #... Melee Weapons #... Unarmed Weapons #... Weapon Modifications #... Armor #... Traps #... Equipment #... Ammunition #... Chems #... Gear #... Vehicles #... Vehicle Enhancements #... 8. The Bestiary #... Appendices #... Index A Few Notes About Fallout: Wastelands For years I’ve loved playing the Fallout games, starting out with Fallout 3 and Fallout: New Vegas before moving on (or back?) to Fallout and Fallout 2. I became enamored by the setting and fell in love with the 1950s-era retro-futuristic atmosphere, the pulp Science! themes, and the surprisingly beautiful post-apocalyptic world that unfolded before me. It was like Firefly met Mad Max and Rango and it was perfect. Once I worked my way through the series (the games that existed at the time), I began searching for a tabletop version of Fallout so I could explore the wasteland with my friends at college.