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Author Topic: Fallout stuff. Am I doing it right?  (Read 6182 times)
MilitiaJim
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« Reply #30 on: November 17, 2008, 11:24:41 AM »

There's a 10% chance of it happening with any attack that kills a character.

The powerfist is a blunt weapon doing about twice the damage of a set of brass knuckles. I don't have my books handy, so I'm not sure if should just be double the dice or if the code4 should be entirely changed.

The shiskebab is a broadsword that does an additional 1d6 of fire damage.

Call the railway rifle 2d8 damage, E/T 3/19 50ft range increment, Takedown, GM adjudicates stapling to the scenery.  (Seeing the super mutant's head tacked to the ceiling was worth the price of the game.)

I didn't go melee this time through, does the power fist still use the laser pistol ammo?
Power fist:  1d12, E/T 2/19, melee (Though 1d8phys+1d4 elec might work for damage)

OF course I went energy over big, so I don't really know about the Rock-It Launcher either, so feel free to edit this:
1d6 per pound of projectile, E/T 5/20, 25ft Projectiles 5lbs and up have Takedown.  Blast radius 5ft per 2lbs of projectile, extra AD to activate errors.  (For example: 1lb soda bottle 1d6 dmg, 5lb toaster, 5d6 dmg 10ft blast.)
« Last Edit: November 17, 2008, 11:36:54 AM by MilitiaJim » Logged

"Quemadmodum gladius neminem occidit, occidentis telum est."  ("A sword is never a killer, it's a tool  in the killer's hands.")
- Lucius Annaeus Seneca "the younger" ca. (4 BC - 65 AD)
Krensky
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« Reply #31 on: November 17, 2008, 11:45:59 AM »

There's a 10% chance of it happening with any attack that kills a character.

The powerfist is a blunt weapon doing about twice the damage of a set of brass knuckles. I don't have my books handy, so I'm not sure if should just be double the dice or if the code4 should be entirely changed.

The shiskebab is a broadsword that does an additional 1d6 of fire damage.

Call the railway rifle 2d8 damage, E/T 3/19 50ft range increment, Takedown, GM adjudicates stapling to the scenery.  (Seeing the super mutant's head tacked to the ceiling was worth the price of the game.)

I didn't go melee this time through, does the power fist still use the laser pistol ammo?
Power fist:  1d12, E/T 2/19, melee (Though 1d8phys+1d4 elec might work for damage)

The Railway rifle could just get a flat 10% chance to staple something if it does wound damage, although in the game it only does it on a kill shot. The powerfist in Fallout 3 doesn't use power cells or do extra damage (well, a unique one does, but that's more a stun gun miniaturized into a powerfist.

Powerfist+1d4+1+1/-1---NKL,SUR3 lbs.PD25/+22075$100

The weight and damage reflect the relationship between the powerfist and brass knuckles stats in the game, and it's an 'unarmed' weapon in Fallout 3, which the NKL quality covers.
« Last Edit: November 17, 2008, 11:48:41 AM by Krensky » Logged

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« Reply #32 on: November 21, 2008, 03:57:05 PM »

Remember kids, don't feed the

Yao Guai (Animal — 84 XP): Init V; Atk VII; Def V; Resilience V; Damage Save: V; Skills: Notice IX, Sneak VIII; SZ M; Spd 40 ft; Qualities: all thumbs, damage reduction (2), fearless (+8), feat (Berserker Basics), feral, fleet (+10ft), improved hearing, improved scent, natural attack (bite IV, claw IV), tough (+1 save).
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MilitiaJim
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« Reply #33 on: November 21, 2008, 04:43:24 PM »

I really can't think of much of anything that has that much sneak.  (Or my perception was really high.)
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« Reply #34 on: November 21, 2008, 04:51:28 PM »

a deathclaw got me pretty good once.
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« Reply #35 on: November 21, 2008, 04:56:29 PM »

I really can't think of much of anything that has that much sneak.  (Or my perception was really high.)

Well, that is partly a typo. It should be:

Yao Guai (Animal — 80 XP): Init V; Atk VII; Def V; Resilience V; Damage Save: V; Skills: Notice IX, Sneak IV; SZ M; Spd 40 ft; Qualities: all thumbs, damage reduction (2), fearless (+8), feat (Berserker Basics), feral, fleet (+10ft), improved hearing, improved scent, natural attack (bite IV, claw IV), tough (+1 save).

I blame meadicus.

It's also because they are the only thing that keeps surprising me (and my char has a 9 perception) and Dogmeat. Walking along, turn around every now and again, listening for movement and Dogmeat's growls... and BAM! A fscking mutant bear is eating my face.
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« Reply #36 on: November 22, 2008, 12:42:31 AM »

I'd also give'em at least Ghost Basics, if just for that final pounce.
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« Reply #37 on: November 23, 2008, 04:21:51 PM »

The Railway rifle could just get a flat 10% chance to staple something if it does wound damage, although in the game it only does it on a kill shot. The powerfist in Fallout 3 doesn't use power cells or do extra damage (well, a unique one does, but that's more a stun gun miniaturized into a powerfist.

On a VATS head killshot the head is tacked to the wall.  I'm inclined to up the damage, drop the range increment and say that any standard NPC failing their damage roll gets tacked, and a special NPC that dies to it gets tacked.
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"Quemadmodum gladius neminem occidit, occidentis telum est."  ("A sword is never a killer, it's a tool  in the killer's hands.")
- Lucius Annaeus Seneca "the younger" ca. (4 BC - 65 AD)
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« Reply #38 on: November 23, 2008, 04:37:30 PM »

Sounds like that weapon should have the same effect as the Glint of Madness feat. Sure, that guy's just dead, but the NEXT guy just crapped his pants at the prospect.
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« Reply #39 on: November 24, 2008, 07:56:03 AM »

it is a very fun weapon. so far my favorite was when i tacked an enclave soldiers head to one of their drop ships.
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« Reply #40 on: November 24, 2008, 08:49:36 AM »

Sounds like that weapon should have the same effect as the Glint of Madness feat. Sure, that guy's just dead, but the NEXT guy just crapped his pants at the prospect.

It also has a very distinctive sound.  It might be the sort of weapon to get with the Signature Gear feat.  Glint of Madness is only really going to make sense if your character is (in)famous and associated with the train whistle of doom. 

(Would leaving a body tacked to the wall be an evil act?  I would say it depends who you have tacked up.)
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"Quemadmodum gladius neminem occidit, occidentis telum est."  ("A sword is never a killer, it's a tool  in the killer's hands.")
- Lucius Annaeus Seneca "the younger" ca. (4 BC - 65 AD)
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« Reply #41 on: December 28, 2008, 03:42:22 AM »

After beating Fallout 3, I just ran the first session of my Fallout campaign.

The campaign is set in Vault 72 (I believe this Vault number is not taken yet ... ), in Arizona.  The Vault is ruled by a stern, kindly, condescending college professor.

The PCs are in the middle of the annual Vault Christmas party, when an alert goes off.  the inhabitants have 2 minutes to evacuate the Vault, because the reactor is about to meltdown!

The PCs are Level 1, and can choose from any core rulebook or WoF class except Explorer, Scout, or Wheelman.  Almost any Origin, too, except obvious ones like Tribal and Test Subject.  We ended up with a male Soldier amateur jazz musician, a cold-fish female Scientist, a female Intruder surveillance spook, and a male cowboy-wannabe Pointman (like Lucas Simms in FO3).

The campaign qualities are Bloodbath, Corrupt, Cash 'N Carry, Freelance, Mercenary, and a new one: Rust and Rot.

Rust and Rot: The technical knowledge that it takes to repair common items has become a rare and valued gift.  Any item found in the Wasteland (scavenged, taken from Raiders, etc.) has its Damage Save halved.

I also have some Fallout critters I wrote up, and will post here shortly.

Has anyone else actually run some Fallout?  How did it go?  Any suggestions?
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« Reply #42 on: December 28, 2008, 03:45:35 AM »

I wanted to convert as much gear from the games as possible, but books and magazines were kind of awkward.

I came up with this solution: Books grant a bonus of +1 Action Die to the use of 1 Skill.  A character can retain Action Dice gained from books equal to 1 +(Intelligence modifier, if positive).
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« Reply #43 on: December 28, 2008, 03:49:33 AM »

Here is my build of a "typical" Super Mutant, this one armed with a hunting rifle.

Super Mutant Brute I (Special NPC — 65 XP): Init III; Atk VI; Def III; Resilience VI; v/wp: VI; Competence: II; Skills: Intimidate V, Resolve II, Tactics I; SZ L; Spd 30 ft; Wealth: I; Weapons: 2 × Caliber II (Weatherby Mk.5 5.56 Bolt-Action Rifle 4d4, Massive Club 2d6 subdual); Gear: 1 × Caliber I (None); Qualities: damage reduction (3), fast healing, fearsome, feral, hulking (Large), inferior attribute (Int 8, Cha 8 ), superior attribute (Str 14, Con 14).

Here's another one, armed with an assault rifle.

Super Mutant Brute II (Special NPC — 67 XP): Init III; Atk VI; Def III; Resilience VI; v/wp: VI; Competence: II; Skills: Intimidate V, Resolve II, Tactics I; SZ L; Spd 30 ft; Wealth: I; Weapons: 2 × Caliber III (RSA AK-47 3d6, 3 Fragmentation Grenades 4d10); Gear: 1 × Caliber I (None); Qualities: damage reduction (3), fast healing, fearsome, feral, hulking (Large), inferior attribute (Int 8, Cha 8 ), superior attribute (Str 14, Con 14).

Many thanks to the author of the Spycraft 2.0 NPC Builder, really saved time on this! 
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"We are men, and it is our lot to learn and to be hurled into inconceivable new worlds."  -- Carlos Castaneda quoting Don Juan.
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