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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 ...


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

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

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

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 ...


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 ...


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

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 ...


6

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 ...


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

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 ...


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 ...


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...) ...


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 ...


2

Cyberpunk 2020, although long out of print, is a skill-driven RPG with an appropriately lethal combat system. The rules on cyberware and the Net might not be appropriate for a Fallout-derived setting, but everything else would be a good fit.


2

GURPS Supers would be absolutely perfect for this. Give characters a normal human point level, with one (usually, so far) power built separately. I'll even write them up if you like, I love Misfits. GURPS PCs are easy to kill if you're using things like hit location and the bleeding rules -- I haven't seen anything in the show that wouldn't be ...


1

You might use PS238 - it's a RPG based on the comic of the same name, about super powered grade school kids, and it's based on the powerful supers ruleset Champions, where you can add drawbacks like "uncontrolled" to all the powers as much as you want. It's very flexible and has a lot of source material, but requires you to really want to learn you some ...


1

Wild Talents might also fit the bill. It's based on the One-Roll Engine (ORE), the same thing that powers REIGN and Monsters and Other Childish Things. I haven't had the chance to play it yet, so I don't know how well it handles your criteria in practice. That said, the rules allow for scaling from "normal human" all the way up to "epic" (ie. Superman). It ...


1

A modification of the DFRPG system (Fate 3.0) could make for an interesting system to adapt to this. You can adjust the power level by adjusting the number of base refresh your players get. A typical low power DFRPG campaign will start at 7, but you can adjust that down if you want. you can also scale down their skill points. a typical low power DFRPG ...


1

I think I'd go for Warhammer FRP (2nd edition.) Why? You said the keyword yourself. :) It's gritty. Dark. Fast paced, quick and easy, both to create memorable characters and to learn and run. Uses a rather minimalist approach to magic and its default world is also rather "low magic." It would be quite easy to convert the system to the world of the First ...



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