Deathclaw 35 Deathclaw 36 Hairy Deathclaw 37 Robot 38 Humanoid 40 Mr

Total Page:16

File Type:pdf, Size:1020Kb

Deathclaw 35 Deathclaw 36 Hairy Deathclaw 37 Robot 38 Humanoid 40 Mr Introduction This is the 7th Edition of the Benoit Principle Tabletop Roleplaying Game, which emulates a somewhat wacky version of Fallout. Play at your own risk. Official Character Sheet Traits & Perks Official Item List Starting Bonuses Critical Tables Unarmed Attacks & Weapon Arts Big Book of Psychics Big Book of Spells Mutation Tables Recipe List Customization List Bestiary Loot List Table of Contents Table of Contents 2 Glossary of Terms 14 Character Creation: Outline 17 Race 17 Traits 17 Character Points 17 Special Skills 17 Tag Skills 18 Level 18 Starting Bonus 18 Starting Money 18 Gear 18 Finalization 18 Character Creation: Concept 19 Attributes (S.P.E.C.I.A.L) 19 Skills 19 Traits 19 Perks 19 Karma 20 Statistics 20 Immunities 20 Secondary Statistics 20 Character Creation: Race 21 Racial Differences 21 Human 22 Wastelander 23 Vault Dweller 24 Ghoul 25 Ghoul 26 FEV Ghoul 27 Born Ghoul 28 Super Mutant 29 Alpha Super Mutant 31 Beta Super Mutant 32 Vault 87 Super Mutant 33 Prototype Super Mutant 34 Deathclaw 35 Deathclaw 36 Hairy Deathclaw 37 Robot 38 Humanoid 40 Mr. Handy 41 Protectron 42 Robobrain 43 Sentry Bot 44 Assaultron 45 Eyebot 46 Dog 47 Dog 47 Ghoulish 49 Mutant Hound 50 Abomination 51 Human Abomination 52 Ghoul Abomination 53 Super Mutant Abomination 54 Deathclaw Abomination 55 Dog Abomination 56 Brahmin Abomination 57 Zetan Abomination 58 Brahmin 59 Two-Headed Brahmin 60 One-Headed Brahmin 61 Zetan 62 Synth 63 1st Generation 64 2nd Generation 65 3rd Generation 66 Character Creation: Traits 67 Character Creation: Attributes 68 Character Points 68 Strength (STR, ST) 69 Perception (PER, PE) 69 Endurance (END, EN) 69 Charisma (CHA, CH) 70 Intelligence (INT, IN) 70 Agility (AGI, AG) 70 Luck (LCK, LK) 70 Character Creation: Statistics 71 Statistics 71 Action Points (AP) 71 Carry Weight (CW) 71 Critical Chance (CC) 71 Critical Failure (CF) 71 Combat Sequence (CS) 72 Death Threshold (DT) 72 Dodge Chance (DC) 72 Healing Rate (HR) 72 Hit Points (HP) 72 Implant Endurance (IE) 73 Interruption Rate (IR) 73 Melee Damage (MD) 73 Mutation Chance (MC) 73 Regeneration Rate (RR) 74 Immunities 75 Disease Immunity 75 Gas Immunity 75 Knockdown Immunity 75 Magic Immunity 76 Poison Immunity 76 Psychic Immunity 76 Radiation Immunity 76 Secondary Statistics 77 Level 77 Experience Points 77 Perk Rate 78 Skill Points Per Level 78 Karma 78 Character Creation: Skills 79 Tag Skills 79 Skill List / Skill Families 79 Weapon Skills 80 Small Guns 80 Guns 80 Big Guns 80 Energy Weapons 80 Melee Weapons 80 Unarmed 81 Throwing 81 Stealth Skills 82 Traps 82 Sneak 82 Steal 82 Lockpicking 82 Outdoorsman Skills 83 Survival 83 Cooking 83 Wilderness Lore 83 Animalism 83 Healing Skills 84 First Aid 84 Doctor 84 Chemistry 84 Herbalism 84 Mechanical Skills 85 Computer Science 85 Repair 85 Robotics 85 Electronics 86 Weaponsmith 86 Armorsmith 86 Explosives 86 Speech Skills 87 Barter 87 Intimidation 87 Charm 87 Deception 87 Leadership 88 Gambling 88 Miscellaneous Skills 89 Athletics 89 Pilot 89 Investigation 89 Detection 89 Looting 90 Special Skill(s) 91 Psychics 91 Magics 92 Musical Talent 92 Artistic Talent 92 Esotericism 93 Character Creation: Equipment 94 Starting Caps 94 Purchasing Damaged Gear 94 Starting Bonuses 95 Additional Goodies 95 Official Item List 95 Basic Rules: Aptitude & Success 96 Attributes 96 Critical Success & Failure 96 Skills 97 Aptitude 97 Degrees of Success 97 Basic Rules: Combat 98 The Purpose of Combat 98 Sequence 98 Aggressor Bonus 98 Surprise Round 99 Action Points 99 Overloaded Action Points 99 Movement 100 Terrain Modifier 100 Sprinting 100 Inventory Management 101 Quick-Use Pouches 101 Active Dodge 101 Interruption 102 Interruption Modifiers 102 Changing Position 103 Standing 103 Crouched 103 Prone 103 Knockdown 104 Special Weapons 104 Perception Range 104 Effective Range 104 Lighting Conditions 105 Night-Time Modifier 106 Cover Modifier 106 Cover & Position 106 Optional Cover Rules 107 Normal Attack 107 Attack Roll 107 Attack Cancel 107 Burst Shot 108 Burst Shot Mechanics 108 Burst Shot Roll 108 Double Shot 109 Akimbo 109 Two-Handed Guns in Akimbo 109 Powerstance 109 Dual Wield 110 Charge Attack 110 Shoulder Bash 112 Taking Aim 113 Saving Aim Bonus 113 Other Modifiers 113 Two-Handed Weapons 113 Sneak Attack 113 Knockdown Grapple 113 Improvised Weapons 113 Inflicting Damage (Normal Attack) 114 Inflicting Damage (Burst Shot) 115 Inflicting Damage (Radius) 116 Targets in Radius 116 Miss 116 Targeted Attack 116 Targeting Body Parts 117 Regions of the Body 117 The Head 117 The Torso 118 The Legs 119 The Arms 120 Called Attack 121 Called Attacks on Weapons 122 Critical Failures 122 Speech Actions 122 Charm 123 Leadership 123 Intimidation 123 Deception 123 Animalism 123 Melee Actions 123 Grapple 124 Push 124 Trip 124 Steal 124 Knockdowns in Combat 126 Special Unarmed Attacks 126 Weapon Arts 126 Ending Combat 126 Find Cover and Hide 127 Get Some Distance 127 Speech Actions 127 Battle of Words 127 The Art of Conversation 128 Trust 128 Karma 128 Situational Modifier 128 Speech Roll 129 Charm 129 Intimidation 129 Deception 129 Leadership 130 Double Success 130 Critical Success & Failure 130 Bribery 130 Favors 131 Trading & Barter 131 Mercantile Mechanics 132 Barter 132 Barter Roll 133 Condition 133 Trade Goods 133 Trade Mechanics 134 Trade Goods 134 Exports and Imports 134 Availability 135 Barter 135 Extended Skills 135 Criticals with Skills 136 Skill Substitution 136 Attribute Substitution 136 Traps 136 Sneak 137 Lighting Conditions & Cover 139 Vision 139 Noise 139 Movement 140 Sneak Attack Critical 140 Steal 140 Weight Modifier 141 Planting Items 141 Lockpicking 141 Survival 142 Setting up a Camp 143 Scavenging Food & Water 143 Cooking 143 Recipe Cooking 144 Custom Cooking 145 Creating Meals 145 Animalism 145 First Aid 147 Doctor 147 Chemistry 147 Chemistry Recipes 149 Custom Chemistry 149 Herbalism 149 Herbalism Recipes 151 Custom Herbalism 151 Repair 151 Repairing Weapons 152 Repairing Armor 152 Repairing Vehicles 152 Repairing Robots 152 Robotics 152 Building Robots 153 Constructing the Robot 154 Robot Frame 154 Robot Electronics 154 Robot Programming 155 Weaponsmith 155 Custom Weapons 156 Weapon Modification 157 Armorsmith 157 Explosives 158 Mines 158 Gambling 159 Gambling Mechanics 159 Gambling Example 159 Athletics 160 Swimming and Wading 160 Diving 160 Drowning & Suffocation 161 Climbing, Jumping & Falling 161 Easy Obstacles 161 Medium Obstacles 162 Hard Obstacles 162 Additional Modifiers 163 Falling 164 Fall Damage 164 Breaking Limbs 166 Investigation 166 Detection 166 Psychics 166 Psychic Dominances 167 Special Dominances 167 Psychic Powers 167 Passive 168 Standard (Minor or Major) 168 Concentration (Minor or Major) 168 Ultimate 168 Awareness 168 Control 169 Mastery 169 Gaining Control 169 Extended Meditation 170 Psychic Dreams 170 Psychoactive Drugs 170 Gaining Mastery 170 Teachings 171 Using Powers 171 Failure 172 Custom Powers 172 Power Customizer 173 Taking Time 173 Gaining Powers 174 Psychics Skill 174 Psychic Training 175 Magics 175 Spells 176 Spell 176 Attack 176 Buff & Debuff 176 Ritual 176 Casting Spells 177 Spell Drain 177 Using a Medium 177 Learning New Spells 177 Spell Training 178 Trained Spells 178 Spell Memorization 178 Teachings 179 Magics Skill 179 Custom Spells 179 Taking Time 180 School of Magic 180 Generic Magic 181 Blood Magic 181 Soul Magic 181 Crystal Magic 181 Nature Magic 181 Death Magic 181 Musical Talent 181 Artistic Talent 182 Esotericism 182 Life in the Wasteland 183 Armor Statistics 184 Armor Type 184 Clothing 184 Light Armor 184 Medium Armor 184 Heavy Armor 184 Power Armor 185 Weight 185 Encumbrance 185 Vision Penalty 185 Coverage 185 Damage Resistance (DR) 186 Bonus Effect 186 Rarity 186 Crafting Penalty 186 Weapon Statistics 186 Weapon Type 187 Weight 187 Minimum Strength Requirement 187 Minimum Skill Requirement 187 Ammo Type 187 Ammo Capacity 187 Power Drain 188 Damage 188 Range 188 AP Cost 188 Critical Chance 188 Critical Failure 189 Critical Multiplier 189 Knockdown Rating 189 Reload Cost 189 Burst Max 189 Burst Penalty 189 Bonus Effect 190 Rarity 190 Crafting Penalty 190 Karma 190 Karmic Perks 191 Berserker 192 Champion 192 Childkiller 192 Prizefighter 192 Slavery 192 Renown 193 Wanderer 193 Camper 193 Juggernaut 193 Idiot 193 Last Man Standing 193 Reading Books 194 Fire Damage 194 Poison Damage 195 Toxins 195 Acid Damage 195 Equipment Condition 197 Item Condition 197 Breaking Down Obstacles 197 Unarmed Attacks 198 Custom Unarmed Attacks 198 Weapon Arts 198 Custom Weapon Arts 198 Energy, Petrol and Power 199 Gasoline 199 Robot Batteries 199 Random Encounters 199 Encounter Mechanics 200 Sample Encounters 200 Addiction & Overdose 200 Overdose 201 Food, Water & Rest 201 Hunger 201 Hunger & Size 202 Thirst 202 Thirst & Size 203 Rest 203 Radiation Sickness 204 Recovering from Radiation 205 Natural Dissipation 205 Temperature 205 Heat 206 Cold 206 Gas Damage 206 Smoke (Common) 207 Tear Gas (Rare) 207 Mustard Gas (Uncommon) 207 Sleep Gas (Rare) 207 Acid Gas (Epic) 207 Spore (Legendary) 208 Morale Bonus 208 Dread Penalty 209 Mutation 209 Gaining Mutations 209 Mutation Chance 210 Radiation 210 Mutagens 210 FEV 210 Horrid Abomination 210 Size Chart 211 Melee Range 212 Armor Size 212 Sizing Up Armor 212 Sizing Down Armor 212 Vehicles 212 Vehicle Size 213 Vehicle Speed 213 Targeting Vehicle Systems 213 Vehicle Systems 213 Structure 214 Engine 214 Control 214 Drive 214 Tire/Tread 214 Piloting a Vehicle 214 Acceleration & Braking 215 Vehicle Combat 215 Ramming 215 Ramming Characters 215 Nudging Vehicles 216 Ramming Vehicles 216 Crashing 217 Crash Damage 217 Breaking Limbs 217 Situational Modifiers 217 Situational Modifiers on Land 218 Situational Modifiers at Sea 218 Situational Modifiers in Air 219 Weather Modifier (Land, Sea & Air) 219 Injuries 219 Disease 219 Contracting a Disease 220 Recovering from Disease 220 Disease List 220 Bestiary 222 Advancement 223 Experience 223 Skill Points 224 Tag Skills 224 Perks 224 Perk List 225 Special Thanks 225 Version Number 226 Contact Details 226 Glossary of Terms Abomination: A special category for a Race.
Recommended publications
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • A Savage Worlds Fan Toolkit for Playing in the Post Apocalyptic World of Fallout
    A Savage Worlds Fan Toolkit for Playing in the Post Apocalyptic World of Fallout 1 Welcome to the Fallout Savage Worlds fan setting document. Fallout as you probably know already is a series of post-apocalyptic retro-futuristic roleplaying games on PC and console. The aim of this document is intended to give you everything you need to run a Fallout game with just the Savage Worlds corebook. This book does not contain a primer on the setting... yet. Stay tuned for future updates with tweaked rules, new items and an original setting module (the state of Colorado or as the locals call it, the Frontier). Until then the best place to get more info about the Fallout universe is the excellent wiki at http://fallout.wikia.com If you have any questions, comments or suggestions please feel free to send me an email at [email protected] Table of Contents Rules.....................................................................................................................................................2 Post-War Humanity..............................................................................................................................6 Gear and Equipment.............................................................................................................................9 Hazards...............................................................................................................................................13 Creatures of the Wastes......................................................................................................................15
    [Show full text]
  • 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.
    [Show full text]
  • Gurps Fallout
    GURPS FALLOUT WORK IN PROGRESS GURPS FALLOUT 0 Introduction 3 Why GURPS? 3 What’s Being Converted? 3 Character Creation 4 Advantages 4 Disadvantages 5 Perks 5 Fallout Perks and their GURPS Equivalents 6 Skills 6 Skill List 7 Mutated Humans 7 Ghoul 7 Lenses 8 Super Mutant 8 Lenses 8 Wastelander Character Templates 8 Doctor 9 Survivalist 10 Prospector 11 Fighter 11 Trader 12 Equipment 13 Basic Equipment 13 Camping and Survival Gear 13 Containers 14 Consumables 14 The Pip-Boy 14 Drugs 15 Weapons 18 Firearms 18 Guns Table 18 Big Guns 19 Energy Weapons 20 Small Energy Weapons Table 21 -1- WORK IN PROGRESS Melee Weapons 22 Cannon-Approved Weapons 22 Pistols & Revolvers 23 Rifles, SMGs, and LMGs 23 Shotguns 23 Armor 24 Combat Armor Table 24 Power Armor Table 24 Appendix I: Fallout Arizona 25 Introduction 25 Books, Concepts, Tone, Rules, Etc. 26 Rules 26 Character Generation 28 -2- WORK IN PROGRESS Introduction In the year 2077, the world was engulfed by nuclear flames and thrown back to the stone age. Still, humanity clung to the world, hidden inside the Vaults -- underground bunkers designed to keep man safe from the horrors outside. Eventually they opened and the world, now turned into a hostile wasteland, was again reinhabited. Why GURPS? The biggest factor for choosing GURPS is that it’s the system that I am most familiar with. Therefore, it makes the most sense. Another reason is that Fallout was originally planned ​ ​ to use the GURPS ruleset, much like how Baulder’s Gate used the D&D ruleset.
    [Show full text]