system mechanics

Systems Decided.

We will be using a WoD based system with key differences which will be detailed here.

S.P.E.C.I.A.L. Attributes

Fallout game attributes vary from WoD in a couple of ways.

Attributes are:

  • S trength (STR) – A measure of your character’s physical strength and muscle power. Characters with a high Strength probably spent a lot of time in the gym in high school. Characters with low Strength probably got beat up by the characters with high Strength. This statistic is used in the secondary statistics Carry Weight and Melee Damage. All weapons have a minimum Strength requirement as well. Rolls against Strength are used when characters try to break doors down, bend the bars on their prison cell, and do other feats that require sheer muscle power.
  • P erception (PE) – Perception is your character’s awareness and “street-smarts,” sometimes called instinct or a “sixth sense.” Perceptive characters notice details instantly, like smells, sounds, and sights that don’t fit a “normal” picture. Perceptive characters tend to be able to read another person’s reactions, and can even tell when another person is lying. They can also make long-distance shots in combat that no one else can make. Highly perceptive characters are private investigators or snipers. Characters with low Perception walk about in their own little world. This attribute is used in several skills such as Lockpick, Traps, First Aid, and Doctor. PE determines the maximum distance your character can shoot a ranged weapon effectively. The better the score, the farther you can accurately shoot. A high Perception is imperative for a sniper. Rolls against Perception are used when there is a little detail the character has a chance of noticing, such as the glisten off the scope of the sniper taking an aim at his or her head.
  • E ndurance (EN) [Stamina] – Endurance measures the body’s constitution and overall health. Characters with a high Endurance have great immune systems, good cardiovascular fitness, and can outrun and outswim others. Characters with high Endurance can swim across the English Channel. Characters with low Endurance can drown in the kiddie pool. Fatigue, Poison Resistance and Radiation Resistance are derived attributes based on Endurance, which also modifies a character’s Survival skills. Rolls against Endurance determine things like whether your character can hang on to that rope over a canyon, or can resist the deadly cloud of bacteria some renegade scientist just sprayed in his or her face.
  • C harisma (CH) – Charisma measures how adept they are at knowing exactly what to say and do in social situations. Grace and leadership ability contribute to Charisma. A Charismatic character will be the leader of the pack, and everyone will follow his or her orders. John F. Kennedy was charismatic; Dan Quayle was not. It heavily influences the Barter and Speech skills. Rolls against Charisma are made when a character is attempting to schmooze past some guards or trying to pick someone up in a bar. Appearance partially is derived from Charisma. With a bit of mojo and chutzpah even the ugliest Ghoul can look like a sex symbol… well at least seem attractive. Clothing and other factors will also affect Appearance.
  • I ntelligence (IN) – Intelligence is a character’s higher reasoning power. Characters with high intelligence have better memories and are better at solving problems than people with low intelligence. Albert Einstein, Napoleon, and Alexander the Great had high intelligence. General Custer, Forrest Gump, and the guy in “Sling Blade” did not. No secondary statistics are based on intelligence. Many of the non-combat skills use it for their base values, however. Rolls against Intelligence are made when characters are attempting to guess a password or determine the pattern sequence of electric charges running through the pattern on the floor.
  • A gility (AG) [Dexterity] – Agility measures the speed of a character’s reactions. More or less, Agility describes how quickly an impulse is received by the brain, is encoded into the appropriate message, travels through the Central Nervous System, and reaches the character’s arm, which jerks out of the way right before a bullet hits it. Characters with high Agility are jugglers and acrobats. Characters with low Agility dance with two left feet. This statistic is the basis for the Armor Class. It modifies the greatest number of skills as well, especially combat skills. Rolls against Agility are made when your character dodges a poison dart trap or attempts to jerk his arm out of the sewer before a mutated rat bites it off.
  • L uck (LK) [Replaces Wits] – Perhaps the most ambiguous attribute, Luck is everything and nothing. Characters with a high amount of Luck just tend to have things go their way, and characters with a low amount of Luck always seem to be standing under the scaffolding just when someone drops that brick. Luck influences Social skills to a degree and can act on almost any roll. Rolls against Luck are made at the GM’s discretion; Luck rolls can determine if, when your character is out of ammo and lying half-unconscious on the ground, he happens to find that loaded shotgun lying concealed and forgotten in the dust. The Luck dice pool will be discussed later.
  • Manipulation is now a subskill of Speech rather than an attribute

Social loses 2 attributes and Mental loses 1 attribute. To correct this at character generation 12 points total for S.P.E.C.I.A.L. attribute dots are provided.

Other Attributes

Fatigue

A tired character is a dead character, but life is hard and finding a safe place to sleep even more so in the wastelands of GNA. A person needs sleep each day, how much you need is decided by your level of activity, how often you get food and water, your age, and your Endurance attribute.

This derived attribute will determine bonuses or penalties to dice pools, and successes or failure tolerances.

<< Working on the Math – Right now I am looking at hour between sleep (excludes rest for less than 1 hour) END*(8-(2-END))… so with an END of 1 dot you would need to get 8 hours of sleep after every 7 hours of activity; END of 2 dots only needs to sleep after every 16 hours of activity.

I’m still working out hours of rest required. >>

Hunger

In the wastelands of the GNA food is important. It is one of the keys to survival, fail to find food and you just might be someone else’s. Be careful what you eat though, that box of hundred year old Little Timmy Brand Salisbury Steaks may have all the nutrition you need to keep you from starving but the preservative that has make them last and stay fresh might make your Roboco. Geiger Counter tick a bit quicker.

Each character will have a scale of 10 hunger levels, correlating with a 2000 Cal\day diet, or 1 dot equaling about 200 Cal of energy. Under normal activity levels a person will burn 100 Cal/hour. Heavy physical labor, such as construction work, personal physical training, or fist fighting Deathclaws will burn considerably more energy per hour and could go as high as 1200 Cal/hour.

An individual that consume more Calories than the 2000 Cal/day of the scale does not benefit from extra dots, they simply might put on a pound or two of extra fat if they eat too much too often… not to mention lose the respect of their starving friends and companions.

<< Run down is something like this >>

dots Personal Status Effects
10 Well Fed No ill effects on the person (Bonus to Fatigue regen)
7 Minor Hunger No ill effects on the person
4 Hungry -1 dice to END pool
1 Major Hunger -2 dice to END pool , -1 dice to STR pool
0 Starving -3 dice to END pool, -2 dice to STR pool, -1 dice to AGL pool
  • Food items eaten reduces hunger for its total equivalent Cal amount (200 Cal = 1 dot) but takes 10 minutes to reduce hunger value (Unless otherwise stated by the foods description, i.e. IV Protein Drips take 1 hour but restore a health levels and thirst, Cherry NutaBooster Quickshots restore some dots instantly but cost a health level to use and may have other side effects.)
  • Starvation extending beyond 1 day and per additional 24h causes an additional -1 dice to all attribute pools, and -1 health level
  • Lost health levels from starvation cannot be restored without food and time, 800 cal (4 dots) and 24 hours of rest remove all penalties induced by starvation beyond normal penalties as detailed in the table, but the character must eat a minimum of 1400 cal/day (7 dots) to remove all penalties for hunger.

Thirst

Food might be important but good clean water is essential in the wasteland of GNA. Dirty or Radioactive water will work in a pinch but you don’t want to drink too much or it might make you tummy hurt and your teeth glow.

<< No math yet. 10 dot scale much like food. >>

Radiation and Poison Resistance

In the wastelands of GNA if it isn’t poisonous, radioactive or both it isn’t real… Like Paradox for a mage but with radiation and poison and the more you get the more sick it makes you and eventually kills you… but if you aren’t a FEV Super-mutant or a Ghoul high doses might get you a new perk or two if you survive. Your ability to resist poison and radiation will affect how some creatures special attacks affect you, or you overall health and ability to regain health levels while suffering doses of either.

Karma

In the wastelands of GNA more than anywhere what goes around comes around with interest. Karma is controlled by your characters choices and actions. Everyone starts at 0 Karma, and can go positive or negative based on their choices, even those lowest karma score can come back through a few good deeds and some soul searching. Sparing the raider bandit that you disarmed might invite his and his brand of subhumans’ wrath, but the people you saved from him will see the humanity of you actions and may react more positively towards you for it. Karma is the scale that is used to determine if the underworld black market will give you a job or if the President LeBeau will ask you to protect his daughter from assassins. In D&D terms Lawful good or Chaotic Evil are decided by your Karma score… this is tracked by the GM (Overseer) and not the player, so they might in there own warped way now realize that they are super villeins rather than the super heroes they think they are. (If NPC won’t talk or ask you not to hurt them, and Raiders high five you, you just might have a very low karma score.)

Skill Families, Skills and Subskills

Skills are the basic knowledge of how to do something within the GNA wastelands. Subskills are the specialized skills that comes with years of practice and training. A subskill cannot be bought before the player has at least 3 dots in the parent skill.

Tag Skills

Every character gets three tag skills to start out with. These skills could best be described as the character’s “gifted” areas, or areas of study in youth. Every character must take three tag skills, and only three, no more, no less (unless the character gains or loses a tag skill because of a trait). Tag skills may only be basic skill, not subskills in a skill family. Each tagged skill starts at 2 dots and cost 10% exp to advance, subskills in that skills family cost 5% less to purchase and advance. I.E. you Tag First Aid, you automatically gain 2 dots in first and and can now by Doctor and Surgery for less exp when you advance your First Aid skill to its 3rd dot.

<< More will be given soon >>

system mechanics

Greater North American Wasteland dhin