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18

There is a Fallout PnP system that uses the exact system in the computer games. Which, luckily you can find in No Mutants Allowed. Whenever I play Fallout in tabletop environment, I use those rules. It is much more Fallout-ishy than anything else


15

GURPS RPGGEEK is almost always a great answer. I would suggest it if you want a 'crunchy' Fallout experience. You asked for specifics, so here they are: Tech In Fallout, you can encounter futuristic robots, WWII firearms, 1980's computer systems, barbarian villages where the pinnacle of technology is the plow, and nomads who's crowning achievement is the ...


14

GURPS Fallout the computer game was originally designed using Steve Jackson's GURPS - and an early name was "Vault 13: A GURPS Post-Nuclear Adventure"! Sadly the corporate relationship fell apart, but as you might imagine it is still similar to it in feel and execution. There is a pretty good GURPS fan conversion for GURPS Fallout as a result. d20 ...


11

Apocalypse World seems like the obvious answer. It offers explicit rules for leading a group or gang (or having your group or gang act remotely), it's certainly post-apocalyptic, and it has nothing to do with any of the systems in your list of things it cannot be. You might need to do a wee bit of squeezing for the large-scale travel in groups, but the ...


10

What Happens When You Assume My suggestion is based on 2 assumptions: Though you list movies as influences, I assume you want your game to resemble a TV drama like The Americans or House of Cards because of the serial nature of most RPGs. It seems unlikely to me that you would invest this heavily in a single-evening game. You want to incorporate your ...


8

My recommendation is Misspent Youth. From the webpage: In the game, you play 12- to 17-year-old kids in a future world [screwed] up beyond recognition by The Authority. The Authority is a force that you create together at the start of the series and played by one person. As you play the game, you're encouraged to test your principles and see how far ...


8

I'v personally used Call of Cthulhu with the excellent Blood Brothers source book to do just this. Call of Cthulhu is easy to use, and it really gets transparent during play. Blood Brothers (and Blood Brothers 2, for that matter) are non-Mythos collections of B-Movie Horror tropes in scenario form. The first collection has Hammer Films, Zombie Outbreaks, ...


7

What you're describing sounds a lot like the Factions from the Planescape campaign setting. Here's a link to what has been done regarding Planescape factions for D&D3.5 : http://www.planewalker.com/pscs-chapter-3 The above document defines some PrC that are only open to members of a specific Faction, and introduces a 3-level Faction Fanatic class. As ...


7

I would actually vote for feats. Using feat chains or trees lets you retain the standard class system, saving you a lot of work, as well as balancing advancement in "Guild" benefits and abilities. Dragonmarked Houses from the Eberron campaign setting use feats in a very flavorful was and they are very similar to the Ravnica Guilds. Some members of certain ...


7

GURPS You are describing GURPS. Gear All the gear you want (and much, much more) is available in either the basic set or various supplements like High Tech, Ultra Tech, or Biotech. Rules GURPS can provide a highly tactical combat system. You can play on a hex grid or without a map, whatever you prefer. But many combat options and situations are covered ...


7

As much as I hate seeing people answer their own question, here's some results from my own research, in case others stumble on this topic... Deadlands : Hell on Earth - A good, quick system. Rewards player participation, and self-moderation of disadvantages. Supports differing levels of technology, but no concrete rules for a lot of high-tech items, like ...


7

Apocalypse World Honestly surprised this wasn't an answer here already but here's why I think it fits: The setting is post-apocalyptic by default but doesn't assume a specific cause of said apocalypse, so tailoring it to accurately reflect the fallout universe is a piece of cake. The PC Classes are designed to evoke the various clichés and archetypes that ...


6

I think there's a few games that mechanically support the kind of play you're looking for, though I don't think anything really gives good advice to capture the DBZ feel specifically. Marvel Super Heroes RPG (from the 80s) The old school Marvel Super Heroes RPG scaled quite a bit. The hard part is that the top ranks begin to condense quite a bit of range. ...


5

Intrigued by the links above, I acquired Best Served Cold and The Heroes from my local booklender*, and based on those I'd have to say the setting's a shoo-in for Burning Wheel. BW works for me on many levels. It handles Mannish settings superbly, and with BSC in one hand and the Character Burner in the other, I can map the protagonist's life through the ...


5

Pathfinder has several placeholders for class customization within the existing framework. Let's work through them: Feats & Traits Many races & classes gain access to specific Traits and specific Feats. In fact, in the Golarion world, humans from different regions have specific Traits and Feats. Adding a set of specific Feats / Traits for each ...


4

How about making each guild have a list of Favored Classes? Pathfinder has a fairly robust system of bonuses for taking your favored class, which are small but enough to count. Tell players that they may join a guild; if they do, they use the guild’s favored classes instead of their race’s. Or just remove them from the races altogether, so they only way to ...


4

If I understand this correctly, Metropolis is really a collection of ideas and concepts rather than a formal setting. In that case, I'll suggest a system that might just be perfect for your game: Microscope. Microscope is a GM-less game where all players collaborate to create and flesh out the history of a fictional setting. The game switches from very ...


4

I think Anima, Beyond Fantasy can be a good set of rules for a Dragon Ball setting, provided most of them play with Tao or Technician. Most definitely not the story or the setting, since it doesn´t go the way DBZ goes. That said, Anima works on levels status very similar to Rolemaster, it is mechanically possible for all characters to create a set of ...


4

The game you're looking for was inspired from the author's Ars Magica game. With sufficient effort in reading the Realms of Power: The Divine, a sufficient approximation of the domain/realm interactions can be intuited. With that said, looking at the spell list, I can state with some certainty that the mechanical heritage between Ars and this game is... ...


4

My recommended system for a Harry Potter game would be Savage Worlds. The Harry Potter setting There are numerous existing settings that successfully mix magic and technology e.g. Agents of Oblivion, and stats for a large number of standard magical creatures existing in published and free supplements such as The Savage Worlds Beastiary. There are also ...


3

This is less an answer to your question as it is a response to you problem. I'm reading you saying: "I have lots of great ideas! Pick for me!" Which reminds me of an I Waste the Buddha With My Crossbow blog post I once read that eliminated this problem for me, once and for all. He was walking with his daughter and asked her for advice on what system of ...


3

Hmm. Well, Mutant City Blues is a good modern day low powered supers setting - it would be perfect for the new SyFy show Alphas for example. It doesn't have the uncontrolled powers, though that would be a trivial modification. Normal humans are definitely a threat. It handles investigation very well, as it is GUMSHOE based, but doesn't have explicit ...


3

We've played Exodus for a couple of sessions so far and we are really enjoying it. It's Fallout with the serial numbers filed off. (Apparently, they didn't do a very good job on that, due to the lawsuits involving the game.) Exodus uses the d20 system with a ton of new material that sticks very closely to the source material. Chances are, if you chose a ...


3

Wilderness of Mirrors has some pretty excellent planning/things go wrong mechanics that work well, though you'd be modifying it a bit to be more operational than heist. Spione has some pretty interesting set up with Cold War Spy games. It's more aimed at the issues of internal distrust and division within an intelligence agency, but works great for that. ...


3

If you want to go digging around used game sites, there's "It Came From the Late Late Late Show" - which, while not perfect, isn't a bad stab at the genre. Me, I'd just use Fate Core.


3

Obviously CoC is not very combat oriented system so I did a lot of modifying it and making my own rules to account for encumbrance fatigue non-lethal damage (for example when armour absorbs damage, it still translates to fatigue) body-part specific damage different effects of work equipment (i.e. helmets remove peripheral vision...) ...


3

It could be Ars Magica. The main manual PDF of dominions 4 (6,8 MB) mentiones several inspirations in it's A short history of Dominions Chapter. The only RPG mentioned there is Ars Magica. Other non-PnP inspirations mentioned are: SPQR Age of Chivalry Warhammer Fantasy Battle Master of Magic


2

Several years ago, there roamed upon this Earth a beast called D20 Modern that had rules and settings that could easily be adapted for such a game. It used the OGL and was fully compatible with DnD 3.0 (and therefore, 3.5). We ran a Buffy the Vampire Slayer themed game. Cheesy fun jokes, monsters (I was a yuan-ti) and silliness abounded! I'd highly ...


2

I would be looking at games with some form of motivation mechanics built in - where the characters get bonuses or improvements based on their motivations and emotional states. Here's some games you might consider: Primetime Adventures PTA mechanics are very light, it does not have any tactical element, but it is very good at drama. It can emulate ...


2

Have a look at Unknown Armies. There are different power levels (the one that would fit Misfits is of course street), different schools of magic (which could fit quiet well), and plenty of horrible things that can happen. It would take a little tweaking the adept magic I guess but it should not be that hard at all given that the characters will not know ...



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