Fallout d20 Pathfinder Homebrew

locnar1988

First time out of the vault
Hi all. I am making a homebrew Pathfinder game in the Fallout setting. I am getting rid of magical classes but I might keep in the occultist and some other classes like that. Pathfinder has preexisting gun rules and lots of third party stuff to fit a more scifi feel. Do you have any tips or advice for me? I know there are other systems like exodus and d20 modern but I think Pathfinder would work great with modifications and the people I play with are used to the Pathfinder system.

I am going to have it take place during the events of Fallout 4. My lore will be House won NV with a lot of the good endings that could happen to the NCR. Caesar's Legion will be weakened by the loss, even in their own territory. The Midwest Brotherhood did exist but it exhausted all its resources fighting the Calculator and had a Pyrrhic victory. Instead of them completely destroying the Super Mutants they had a truce with them and fought together against the Calculator's armies. The Reavers and Beast Masters also survived. Once the Midwest BoS won they started being defeated by Super Mutants, raiders, Reavers, beast masters, etc. They held on for a while and Caesar's Legion wiped most of what they had left out. They still exist in small pockets and aren't a big power. I was also thinking of having an Enclave base around Chicago and maybe a couple other smaller locations. The West Coast Mariposa Mutants would have a big presence in the Midwest.

What other cool stuff could I add in here? Anything ideas on the lore?
How do I handle drug addiction and radiation?
Stats for Ghoul and Gen 1 and 2 Super Mutant playable race?

I am thinking it will take place at first in the Midwest and see where it will take us.
 
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Please forget about 1st gen and 2nd super mutant. Those are only mentioned by the rambling of an old crazy women on a mountain. Super-mutants keep their intelligence if they were prime human, with few or no radiation in their DNA. Some say it is related to airborne FEV. In any case, a wastelander will lose its intelligence and someone who lived in a vault or a radiation free bunker would keep it. Many 1st generation (recruited by the master) super-mutants were stupid and quite some 2nd generation super-mutants (those who came to Mariposa after the fall of the master) kept their intelligence.
 
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