Except probably Fallout Tactics.
Hrm.
I'll have to run over Tactics then - I was planning on using Vault 0 for this.
Hrm.
Lets have a vote then, shall we? The only hard concept I had was for the players to be part of a military-style org, so there would be at least some structure for the start.
Idea 1: Vault 0, populated by decedents of the US Military opens up, intent on re forming America. Pros: Good equipment options from the start. Cons: Strict military structure and objectives.
Idea 2: Vault (generic): Smallish vault in the Missouri/Oklahoma area. Players would be the team sent out to 'test the waters', as it were. Pros: Little equipment or support to start. Cons: More freedom of action.
Idea 3: Non-american: Other places had to have had vaults, or something like them. Pros: Variable. Cons: I'd have to do alot more winging of cultural stuff, which could lead to game delays.
Idea 4:
I'm open to concepts if you have a good one.
As far as rules go, I figure I'll try the Fallout 3 rules themselves (mostly):
http://fallout.wikia.com/wiki/Fallout_3_SPECIAL (You start with 40 points to put into the 7 stats, min of 1, max of 10)
http://fallout.wikia.com/wiki/Fallout_3_skills (You start with a rating based on the linked SPECIAL, with 3 skills you can 'tag' for a +15 boost).
When using a skill, it's a percentage roll:
A starting Endurance of 5 and a starting Luck of 5 will give you an initial Unarmed skill of 15, or 15%. So if you want to punch someone, a d% is rolled, and if it turns up 15 or less, you hit.
I'll probably take care of the rolling, as I have a d% - you'll just have to post your action and I'll give the results.
I won't be using the VATS system, for obvious reasons, and may redo the way damage and HP work to speed things up. We'll see on that.