Fallout: A Post-Nuclear Role-Playing Forum Game
War never changes. It is said that nearly 200 years ago when nuclear fire rained from the heavens all of humanity was eradicated. Thousands of years of evolution undone in two hours. All of civilization was destroyed. For a time.
While the majority of the human race was destroyed in the apocalyptic fire there were survivors. Those who were lucky enough to earn refuge in large underground vaults. As time passed these survivors began leaving the vaults to reclaim the desolate wastes.
As time passed many failed civilizations attempted to arise.
The Enclave, a remnant of the old America, was the first and greatest of these powers. They failed when an unknown tribal managed to destroy their plans to eliminate all other survivors.
The New California Republic, an echo of the Old American democracy, also attempted to resettle the wastes. They succeeded for a time. However under their care the wasteland became overburdened by democracy. They spread themselves too thin and eventually collapsed into two warring states; The Union of California and The Eastern Confederacy. The two sides have settled into an uneasy peace over time but there have been rumors of a large conflict brewing.
Then, there is the mighty Legion headed by the Almighty Caeser. Conqueror of 126 tribes and the catalyst for the NCR’s collapse. He who destroyed the den of vice that was New Vegas and replaced it with the center of learning, Rome, that it has become. Life in the legion is harsh but fair. Banditry is nearly unheard of and all have a chance to impress themselves upon the Almighty Caeser. It is under the Legion banner that you were born, that you were raised, and that you would die.
How you and your comrades came to serve the legion is unclear to history. Some say you were slaves, others claim you were spies for one of the Republic States, some claim vault dwellers, mercenaries, merchants, and everything in between. However one thing is perfectly clear: The five of you have changed the face of the American continent forever.
Character Creation
In order to participate in the world after nuclear Armageddon you will require a player character. How do you make one? Simply fill out the following sheet:
Vault Personnel Information
Name: [Your character’s name and any relevant titles]
Age: [How old your character is.] Gender: [Male/Female/Unknown/Other]
Level: 01 Exp: 0/1,000
Statistics – Must equal 40 to be considered a complete application
Strength: [1-10] - How much brute force you are capable of using.
Perception: [1-10] – Influences how likely you are to notice things.
Endurance: [1-10] – How much exertion your body can take before it gives out.
Charisma: [1-10] – How likely or unlikely you are to convince someone of your point of view.
Intelligence: [1-10] – Your capability to learn and retain information.
Agility: [1-10] – How physically dexterous and quick you are.
Luck: [1-10] – How lucky, or unlucky, you are.
Derived Statistics – Will be filled out by qualified Vault-tec representative. Please leave this section blank. center]
Hit Points: How much damage you can take before you die. When this reaches 0, you die. Is based on Strength and Endurance.
Armor Class: How difficult it is to hit your character. Is based on Agility and Perception.
Action Points: How many actions you can take per round of combat. Is based on Agility.
Melee Damage: How much extra damage you do with melee or unarmed attacks. Is based on Strength.
Damage Resistance: How much damage is absorbed by your armor. Has a max of 95% and starts at 0% with no armor.
Radiation Resistance: How much radiation you ignore. Is a percentage. Is affected by Endurance.
Poison Resistance: How likely you are to avoid getting poisoned. Furthermore, reduces damage you take from poison. Is affected by Endurance.
Sequence: Affects which side goes first in combat. Is affected by Perception.
Healing Rate: The amount of health you receive per 6 hours. While resting this number is doubled.
Critical Chance: How likely you are to do critical damage with any given weapon. Is affected by Luck.
Carry Weight: How much equipment you can carry. You cannot pick up or purchase an item that would put you over this limit. Is affected by Strength.
Personal Health Record – Will be monitored by your pip-boy and need not be manually tracked.
-Sickness Stats: These effect you over time and require medicine or time to cure.-
Poison: Causes your health to degenerate over time. Will fade over time and comes from animals or poorly prepared food.
Levels of Poison:
None,
Poisoned, and
Badly PoisonedRadiation: Received through being in a irradiated area. It can only be removed by special medicine. There are rumors, however, of high doses of radiation giving interesting side-effects, both good and ill. It is important to note that Radiation Poisoning increases one level for every 200 rads.
Levels of Radiation:
None,
Minor,
Advanced,
Critical,
Deadly, Fatal
Can lower you SPECIAL skills until it is purged. If you reach Extreme you will die a slow and painful death. This can only be cured through prevention or certain medicines. Higher doses of Radiation will cause your SPECIAL skills to be depleted more severely. There are rumors that high doses of radiation for prolonged periods of time can cause interesting side-effects, both good and ill.
-Limb Stats: These range from Fine/Hurt/Crippled/Missing. They can be healed via the doctor skill. You cannot recover a Missing limb however.-
Left/Right Eye: With this eye Hurt you will have your perception lowered by -1. With it Crippled or Missing it will be lowered by -2. If both eyes are Crippled or Missing your Perception and Agility will be lowered to 1.
Left/Right Arm: Hurt bestows no negative effects. If one arm is Crippled/Missing you can no longer use 2-handed weapons or dual wield weaponry. Furthermore you strength receives a -1 modifier. If both arms are Crippled/Missing you cannot use any weaponry and your strength gains a -6 modifier.
Left/Right Leg: Hurt bestows no negative effects. If one leg is Crippled/Missing you move half as quickly. If both legs are Crippled/Missing you cannot move at all unless another character is carrying you.
Misc – Follow instructions next to each heading.
Traits: [Select between 0-2 Traits from the
Traits section. DO NOT apply the bonuses given in the trait. A certified vault-tec representative will handle this to assure correct formatting. Sometimes, in rare instances, you may find that you have gained a trait after character creation.]
Perks: [0 are available at character creation. Once you reach level 3 you will be able to receive your first perk and then an extra perk every three levels thereafter. You will only be aware of a perk if you are able to receive it. There are rumors of certain conditions giving you extra perks.]
Repuation (City): 0 (Nobody) [Reputation exists on a scale of -10 to 10. Treating a group of people well increases this value while behaving negatively can lower it. Consult the
Reputation scale further in the Survival Guide in order to better understand the effects it could have.]
Kills: 0 [This shows the exact number of kills you have made. If you mouse over the number you can see all the notable kills, if any, you have made.]
Skills: Will be filled out by certified Vault-Tec Representative. However you must select 3 skills to “tag”. Tagging increases the stats starting amount by 20% and causes it to grow twice as fast during the Level Up process. All skills have a maximum amount of 300.
Combat Skills Small Guns :
[Initially based off Agility]
Big Guns:
[Initially based off Agility]
Energy Weapons :
[Initially based off Perception]
Unarmed :
[Initially based off of Agility and Strength]
Melee Weapons:
[Initially based off of Agility and Strength]
Throwing :
[Initially based off of Agility]
Medical Skills First aid:
[Initially based off Intelligence and Perception]
Doctor:
[Initially based off Intelligence and Perception]
Theft Skills [These are not condoned by Vault-Tec and may result in loss of Karma, Reputation or Life] Sneak:
[Initially based off of Agility]
Lockpick:
[Initially based off of Perception and Agility]
Steal :
[Initially based off of Agility]
Traps:
[Initially based off of Perception and Agility]
Misc. Skills Science:
[Initially based off of Intelligence]
Repair:
[Initially based off of Intelligence]
Speech:
[Initially based off of Charisma]
Barter:
[Initially based off of Charisma]
Gambling:
[Initially based off of Luck]
Outdoorsman:
[Initially based off of Endurance and Intelligence]
Inventory (Starting inventory will be determined by your TAG skills.)
Inventory: [Weight of Current Inventory/Total Carrying Weight]
Total Weight: 0 lbs.
Vault-Tec Personnel Background Check
In order to be accepted into a Vault you must fill out the following to the best of your knowledge. These may seem much less important than the previous however in the interest of Vault Security they are actually some of the most important information you could give. Any falsifying on your part will result in immediate termination of your Vault residency.
Personnel Appearance: What do you look like? This is to avoid anyone sneaking into the vault using your Identification Card should they pry if from your cold dead hands.
Personnel Personality: Same as the above. Also used to detect any incompatibilities with bunk-mates.
Personnel Background: What accomplishments do you have on your record? Hard work is to be rewarded but we also desire you to share your shortcomings for the good of the vault.
These are documented traits that have been observed within the wastelands. During character creation you can select up to 2 traits. All traits have a positive and a negative effect. Note that some traits are mutually exclusive. These will be noted via underlined text.
Bloody Mess: Your attacks are always all out. You can cause a lot more damage but you rarely cause a critical hit.Finesse
Bruiser: Your large, muscular frame is almost freakish and causes you to hit a lot harder. However, you seem to be slightly less intelligent than others. Small Frame.
Chem Resistant: You don’t see the point in chem-use. You’ve tried them but you find it boring. Maybe others see something you don’t?
Conqueror: You love combat! You seek it out at every opportunity. Unfortunately, your blood-lust has led to your other skills deteriorating over time.
Fast Metabolism: Your metabolic rate is abnormally high. You are thinner, heal faster, and seem to exude an aura of health no matter what you eat. You lucky bastard.
Fast Shot: You don’t have time for fancy trick shots. After all, if you plug the enemy full of holes before they can even draw their gun who is the real winner? Steady Shot
Finesse: Few are more graceful than you with a weapon. Unfortunately you’ve sacrificed power for this level of skill.
Ghoulified: You have come into contact with large amounts of radiation. More than enough to kill a normal person. But you are no longer normal. Your flesh has melted off the bone and you look like a walking corpse. But there are some fringe benefits. You don’t get sun-burned for example… Super Mutant.
Gifted: Others learned skills, you were born with attributes. Things come easy to you, but you feel like your coasting through life will come back to bite you. Skilled.
Good Natured: You don’t yearn for combat and prefer peaceful solutions. Outside of a fight you are THE person to talk to. In a fight… Not so much.
Jinxed: Nothing ever seems to go right for you… Or the person next to you… or anyone you’ve ever seen for that matter… It’s almost as if there is a curse centered on you that destroys luck.
Kamikaze: You attack first and often. You are always the first into a fight. Unfortunately your reckless nature often means you are also the first out of the fight.
One Hander: One of your hands is very dominant. You can use one handed weapons with great skill! Unfortunately the second you try to include your other hand into the mix you find that everything goes down-hill quickly.
Skilled: You don’t rely on your natural gifts to succeed. Mainly because you have none! Your natural states is a despicable thing indeed. Thankfully long years of practice have resulted in you being somewhat acceptable in other matters. Gifted
Small Frame: Be you slim or short you are much smaller than other people. You don’t let this slow you down however. In fact, you are much faster for not having to carry around a lot of bulk. Bruiser
Steady Shot: You don’t like wasting bullets so you try to make each shot count. Some may prefer firing more often but that only leaves them with a knife when a deathclaw comes creeping about. Unfortunately you seem to have some trouble if firing on the move.
Super Mutant: You don’t know how you came to be like this. You don’t remember much about your life prior to becoming this hulking humanoid. You easily dwarf even the tallest of humans and could out-wrestle them all. Unfortunately their words hurt your head… Your skin is also an interesting color… But still, you’ve managed to make a decent living out here in the wasteland… Or so your smarter friends tell you.
Combat: Or Resolving Differences via Alternative Methodry
Combat is unavoidable in the wasteland. It will occur when attacked or when you initiate an attack. Combat follows the following flowchart:
A. Combat is initiated.
B. Sequence for both sides is rolled (d20+Sequence of random member of side)
C. Side with the highest sequence goes first, followed by 2nd highest, then 3rd, etc. etc.
a. The members of each side go in order of their Sequence modifier in descending order. Members with matching Sequence modifiers roll a die. Highest goes first.
D. If any members of an opposing side remain repeat B and C until only one side remains.
E. The Victorious side gains experience and may continue on however they wish.
But we at Vault-Tec feel we should further go into how combat works. But first you should know what actions are available to you during combat.
See the following for actions you can take on your turn:
Walking – 1 AP per Space Moved
Attacking - # AP (Varies from Weapon to Weapon)
Targeted Attack - +1 AP (In addition to the weapons normal cost)
Reload Weapon – 2 AP
Access Inventory – 4 AP (This involves switching weapons, using chems, or anything else not in your hands currently.)
Other Actions – 3 AP (This involves moving rocks, picking up a weapon from the ground, etc. etc.)
Walking is rather self evident. You can move any amount of spaces during your turn so long as you do not end your turn in the same square as anyone else. You can move through the same square as your allies however you must walk around enemies. You can also attempt to
Sneak by using the sneaking skill. This may allow you to move undetected. Attacks made while sneaking have a +5% chance to critical hits. Unfortunately if you are noticed while sneaking your turn will end immediately.
Attacking is a bit harder. You should analyze the weapon you have for more details on how best to use it but in general the theory holds something like this: You select a target to attack, you roll a d100 for chance to hit. If you roll at or below your “Chance to Hit (CtH)” you successfully hit them and they take damage. CtH is affected by light level, distance from target, and proficiency with your weapon. Aimed shots work similarly however you can target a specific spot on your enemy for a variety of effects depending on weapon. Try out a variety of attacks to find the one you like best.
Every person has a chance to do a Critical Hit. This could be anything from increased damage [1.5x, 2x, or even 3x on very lucky shots], Crippling a Limb [Only on targeted shots], Ignoring the Targets Armor, Knocking the Target out, or Knocking the Target over. This is rolled independently of CtH and Damage.
Unfortunately you also have a chance to suffer a critical failure. If your CtH roll fails you make a second roll. If that one also fails you will suffer a Critical Failure. This can include Running out of Ammo, Jamming your Gun, Losing all of your remaining AP, Dropping your Weapon, or even your weapon exploding! If this wasn’t bad enough you can also see other critical failures!
Reload Weapon is simple. Most firearms, and some rare melee weapons, rely on ammunition or energy cells to function. Once the clip/cell is spent you must replace it with a fresh one or else you cannot attack. Simply reload in order be able to attack again.
Access Inventory is vital! As you can only have one weapon prepared at a time you might find that another would be better suited to your situation. Thus you can rummage through your backpack/holsters/holding container in order to fetch a new one or grab a stim-pack. Regardless finding your equipment takes time. If you do not have enough AP you may have to deal with making an unarmed strike [Always an option] instead of using your brand new chainsaw.
Other can be anything else! Vault-Tec cannot think of everything. Perhaps you want to eat a bullet or talk to your opponent or open a sewer grating or climb down a ladder. This can mean almost anything other than what has already been explained.
Armor Class Bonus is also an option. Sometimes you do not want or cannot take another action that would be tactically sound and so you must wait. Thankfully this grants you a small bonus to your Armor Class. For each unspent action point at the end of your turn you gain +1 to your Armor Class until your next turn.
Frequently Asked Questions
No matter how long the supplies in your vault last one day you will be required to leave it in order to reestablish America and defeat any remaining communists on the planet. Set below are several Frequently Asked Questions that should cover some of the basics:
What’s up with the colored text?:
That depends. If it is within quotation marks that means that someone is speaking. People who use the same colored text sound like eachother. If it is an item or weapon name it denotes what skill is used with the weapon or if it is an armor or some other type of item. The weapons are colored thusly:
Small Guns,
Big Guns,
Energy Weapons,
Melee Weapons,
Unarmed Weapons,
Throwing Weapons,
Armor,
Misc. Items, Chems, or other items that don’t fall into an earlier category.
Furthermore all colored text, aside from speech can be moused over to show more details. Give it a try! But not here…
What actions can I take?Any and all actions you can think of! Part of life after the nuclear devastation is being able to adapt. Generally actions wills proceed like this:
1. The player will state the action they wish to take in
bold.
2. Their character will attempt to perform that action. If they are unable to they will do the action as closely as possible.
a. Actions with a meaningful chance of failure will rely on a SPECIAL stat, tools, or a skill in order to accomplish it.
3. The Mod will post the results in the forum.
Let’s take an example shall we?
Little Jimmy wants a cookie from the cookie jar. Oh that rapscallion. Unfortunately his mom has placed the jar atop the counter [just out of Little Jimmy’s reach]! How will our hero prevail? Well in this case we’ll assume Little Jimmy is an agile sneakster.
Little Jimmy might say he wants to
Sneak up to the counter and try to climb to the cookies. Good plan Jimmy! Let’s see if that works out for you.
Obviously he wants to
sneak so his sneak skill will be pitted against his mom’s Perception. We’ll skip any complications and say that he succeeds. Sneaking over to the counter he now much climb up the counter. As there are no skills for climbing he’ll have to rely on his Agility Stat to do so. Again we’ll say this works for him.
Congratulations Little Jimmy you have succeeded in your mission!
How do I gain EXP?By completing quests or killing/knocking out enemies.
How do I move?In most instances you simply treat movement like any other action. Meaning you
bold what you want to do. However when you’re trying to move on the Overmap [The Map covering the entirety of the world available to you] it’s a little different. You can either denote locations [I.E. Go to Vault 222], Directions [Head East until…], Specific squares [Go to ZZ24], or simply state you want to explore [This will make your group head into unexplored hexes].
Be warned however that moving through the Overmap is dangerous. Each Grid square has a possibility of a Random Event which could be anything from Merchants to Bandits to Mutants. It is a necessary evil however. You can ask to see the available “Overmap” at any time and the Overseer will send all relevant data to your pipboy.
How Do I Get More Non-Vault-Tec Equipment?There will likely be several ways. Scavenging the bones of civilization for what you need, purchasing it from roaming traders (Using whatever primitive currency they have), or even stripping the cannibals who thought they might have you for supper. In short: You can find equipment in almost any area so long as you are clever and keep an open mind.
You could also steal it. The wasteland savages don’t need it as much as you. Just try not to get caught.
What about...?Any further questions can be posited directly to a Vault-Tec representative who will answer your question AND add it to the FAQ if needed.