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    NMA PnP: The Ruleset Collection Thread

    Do you have a link?
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    Fallout Pnp, Crunchy mechanics

    Forgot Races What races to include Definite - Human - Ghoul - Dwarf Maybe - Super mutant (it is NMA) - Other mutant Probably not, but deserve a write up. - Deathclaws - Robots - Superintelligent raccoons (obscure fallout lore)
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    Fallout Pnp, Crunchy mechanics

    Weapons and technology levels Spears, crude melee weapons, bows, crossbows, Crude leather armour Zip guns, pipe rifles, better melee weapons, better leather armour, Bandages 10mm semiauto pistols, .38 revolvers, hunting rifles, Bulletproof vests, stimpacks Sawn off shotguns, Basic Smgs...
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    Fallout Pnp, Crunchy mechanics

    Ok I think most of the mechanics are worked out. If anyone can see anything I have missed let me know. The next task will be generating some items and other content.
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    Fallout Pnp, Crunchy mechanics

    Perks and traits are the last major part of the Fallout character sheet to convert into a PnP mechanic. While personally I would like to avoid levels they do seem fairly integral to the Perk and trait mechanics My feeling is to have up to 2 traits selected from a slightly modified list of...
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    Fallout Pnp, Crunchy mechanics

    Injury 4 or 5 points of damage to incapacitate a limb. Double damage for head shots Every 5 points of damage is a "wound level" (or something like it) Uninjured Wounded, Endurance check before each round or double AP costs. Major Wound, Bleeding (?) penalties to stats (?) skills (?)
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    Fallout PnP Rules #456566

    I tracked down the Cybergen skill list Not counting "Class" (Yogang) and "Power" skills the list is 11 skills long Link
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    Fallout PnP Rules #456566

    Are you planning on having preset skill lists? Background "A" provides Skills x, y, and z kind of thing. Or are you looking at having a few common or universal skills, perception being the obvious example. Another switch to do with skills is many or few. (3 Edition Gurps has 300+, while...
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    Fallout Pnp, Crunchy mechanics

    I wasn't looking to do any thing beyond the generic at this stage. Though when I was chasing up the link for the TP-82 I did consider having a start point/background of "Spaceman, was in stasis, you just landed, you get a bonus to science and the TP-82". It may go in the expanded list of...
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    Fallout Pnp, Crunchy mechanics

    Ideas for backgrounds Tribal, +10 outdoors, +10 throwing, -10 science, limited starting gear. Raider, +10 melee, -10 speach, some limits on gear Hunter, -10 speach, +10 Small guns. +5 outdoor, start with a rifle (?) Town folk, -10 outdoor, +10 speach bonus starting cash. Thief, +10 sneak +10...
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    Weapons and equipment.

    While I am not sure how it would fit in a pure fallout setting there are .50 caliber air rifles. The image of a wasteland sniper with a salvaged scuba tank on his back is appealing. The biggest bonus is ammo, which can be made over a camp fire if you find some lead.
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    Weapons and equipment.

    While I assume that everyone wants to use the standard array of weapons from Fallout 1/2. Are there any other weapons and equipment people think would be a worthy addition to the world? This could easily turn into the thread of armour piercing super katanas so proceed carefully. A couple of odd...
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    Fallout Pnp, Crunchy mechanics

    Do people have a preference between point based/choice based character creation and random character creation?
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    NMA PnP: The Ruleset Collection Thread

    I GM gurps a bit, and I agree with the sentiment. For me it is gurps for fantasy and other systems for other genres. That said the biggest reason to not use gurps for this project is they just did their version a couple of months back. "After the end." How they handle equipment/weapons is...
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    Fallout PnP Rules #456566

    I presume a roll of 1,1 is a critical fail and 6,6 is a critical success? Is perception a function of intelligence or a skill? Would you like testing questions to be asked at this stage? Or bright ideas for that matter?
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    Fallout Pnp, Crunchy mechanics

    I was thinking the background would be along the lines of, a bonus to some skills maybe a penalty to others, access to higher quality starting gear. That kind of thing. No added mechanics. Just a way of adding flavour.
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    Fallout Pnp, Crunchy mechanics

    Perks and traits are a fallouty mechanic so I presume most people will want them. Personally I would not have levels but some people may want them, they also tie in with some perks and traits. . . . Backgrounds I think this would work, maybe toned down a bit from your version though. It fits...
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    10 best games.

    Probably forgotten a few Alpha Centauri Fallout Half-life Planescape Arcanum Civilization System shock Original X-com Master of magic Master of Orion 2 Wow I feel old
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    Fallout Pnp, Crunchy mechanics

    Personally I think having special as the stats is on some levels just decoration, thinking about the various systems out there the memorable features of each aren't the names of the stats they are more the general feel of the mechanics. While that may sound a bit wishy washy to me the memorable...
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    Fallout Pnp, Crunchy mechanics

    That's a fair statement but browsing the posts in this section seemed to indicate a fair number of people wanting to have special as the start point. Working off that theory I found a picture of the Fallout character sheet and started from there. Hence special, derived stats and the skill sheet.
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