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14

I can see why you're confused! Having gone over the PDF, it completely lacks any discussion of how character get equipment at the beginning of a campaign. So, this answer comes from my experience with the Fallout video games the Fallout PnP rules are emulating, reading between the lines of the rules, and from other post-apocalyptic RPGs. There are three ...


13

Given the fallout setting, where there's no 'psionics' or magic as such (at least as far as anything appearing the games so far). Broadly speaking you've got a few options: Introduce psionics or magic into the game (this isn't part of the fallout canon). Go with mutation (this does appear in the canon setting). Tell the player no I think that the first ...


8

SevenSidedDie has the gist of it. I started a Fallout campaign a while back, and I pretty much told them that they could pick 1 ranged weapon (with 2 full clips or equivalent), 1 melee weapon, 1 armor, and whatever odds and ends seemed appropriate. Plus 1d20 caps. Since I wanted to play with weapon condition, all weapons had also taken 1d6 boxes of damage. ...


5

I think the original Fallout PnP rules are good and solid. Also very good for new players who just played the CRPGs. It's a percentile system so its bonus/penalty modifiers is easy to apply. Other than that it is really easy to die, easy to kill system (for humans, at least). And this is a real plus for a Fallout game, if you ask me. Though the game actually ...


3

There are two parts to this question. The first is flavour and the second is mechanical competencies. If I was in your shoes, I would tell your player that he can pretend to be a mage so long as he uses technology to do it. Fallout's universe doesn't include magic. At all. There are things that appear to be magic and are treated like magic, but at the ...


3

As far as I can see, South America was never mentioned in the Fallout universe. From the discussion on the Fallout wikia: I'm pretty sure Fallout has said nothing about South America, and as far as we know, none of their countries were in a major war. However, on another page, in response to "What happened to South America in Fallout?": I don't ...


2

One way is to use the Fallout PnP Bestiary and compare the existing creatures. Find the two creatures with the most similar stats to the one you've created. Pick one that is slightly higher and one slightly lower and then give your creation an XP value somewhere between the two. For instance, if you created a medium radscorpion with the same attacks as a ...


2

As SevenSidedDie says, the common approach for psuedo-magic in a non-magical world is psychic powers, sometimes referred to as psionics (fun fact: psionics was originally coined as a term built from "psychic" and "electronics", implying that psychic powers could be harnessed like machines, studied and made reliable). I don't know the Fallout game at all, ...


1

No actual example here (though I'm sure some game has already implemented this), but you could also go for the nanotech equals and provides "magic" solution. Read up on current nanotechnology (simply google it, or start here, at tor.com or here, at io9 (when their servers come back after the storm?), for example), extrapolate from what you've read, decide ...


1

Why not technomagic? A mix between traditional magic and technology as either using technology to mimic the effects of magic or as using magic to enhance technology. The former is easy and I won't go into it: the more advanced technology, the closer to magic and so on. The second gives you plenty of options to role play around it. Can mages talk to ...


1

I gave my characters the weakest weapon I could find, but in their most powerful fighting category. For example, a player who had a high Small Guns skill got a bow and 5 arrows, a player who specialized in throwing got a sharp stick.



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