TRoF (The Riddle of Fallout)
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Author:  Crow Caller [ Sun Nov 02, 2008 9:04 am ]
Post subject:  TRoF (The Riddle of Fallout)

*Reserved for Completed Material*


Author:  Crow Caller [ Sun Nov 02, 2008 9:04 am ]
Post subject:  Re: TRoF (The Riddle of Fallout)

*Reserved for Completed Material*

Author:  Crow Caller [ Sun Nov 02, 2008 9:08 am ]
Post subject:  Re: TRoF (The Riddle of Fallout)

*Reserved for Completed Material*

Author:  Crow Caller [ Sun Nov 02, 2008 9:10 am ]
Post subject:  Re: TRoF (The Riddle of Fallout)


The Following Armours are taken from the Fallout games and adjusted for use with the TRoS system.

ROBES are made from thick heavy cloth that have a limited ability to reduce the impact from blows. The provide the wearer with an AV of 1.





TESLA ARMOUR AV 5 (7 vs Energy)












Author:  Crow Caller [ Sun Nov 02, 2008 9:12 am ]
Post subject:  Re: TRoF (The Riddle of Fallout)


Author:  Crow Caller [ Sun Nov 02, 2008 9:18 am ]
Post subject:  Re: TRoF (The Riddle of Fallout)


Author:  Crow Caller [ Sun Nov 02, 2008 9:19 am ]
Post subject:  Re: TRoF (The Riddle of Fallout)


Author:  Crow Caller [ Sun Nov 02, 2008 9:20 am ]
Post subject:  Re: TRoF (The Riddle of Fallout)


Author:  Crow Caller [ Sun Nov 02, 2008 9:20 am ]
Post subject:  Re: TRoF (The Riddle of Fallout)


Author:  Crow Caller [ Sun Nov 02, 2008 9:20 am ]
Post subject:  Re: TRoF (The Riddle of Fallout)


Author:  Crow Caller [ Sun Nov 02, 2008 9:21 am ]
Post subject:  Re: TRoF (The Riddle of Fallout)

Hey guys, so my brother just got the latest Fallout game and I thought to myself, it'd be really fun to play a Futuristic Post-Apocalyptic game of TRoS in the Fallout World.

Our group has prior experience in the genre, having played GammaWorld in the past, and I we thouroughly enjoyed it. Three of the Four Players in our current group are Fallout Nuts, and the other loves Oblivion, so we'll probably get him to play Fallout 3 so he gets a taste for the enviroment.

I'll probably GM the first couple of games, so our TRoS Viking-Age GM gets a shot at playing too. I'm thinking we'll start play just as the last bomb falls over the PC's hometown, as in my opinion it is these first Wasteland Pioneers that are trully heroic. They will be the first to overcome the Radiation, deal with Ghouls (or perhaps even become Ghouls), they'll have to learn for themselves first hand how to survive the Wastelands.

So, all that said and done I need a bit of help with a few things, mainly Racial Modifiers for the different Races (Vault Dwellers*, Wastelanders*, Ghouls (Feral and Intelligent), Supermutants, Deathclaws, Synthetic Humanoids, Robots, and Cyborgs (Unless this is handled as equipment or something)).

*Vaultdwellers are humans unadapted to the Wastes (The PC's in the First game will use these Stats)

*Wastelanders are humans that have adapted somewhat to the Wastelands.

Also, stats for different creatures (Radscorpions, Molerats, Mirelurks, Bloatflies etc. etc.) would be great, as would stats for equipment (though I'll probably use alot from Caz and Higgins' Firearms rules).

Anything else you guys think of let me know.

Cheers & God Bless!

Author:  Crow Caller [ Sun Nov 02, 2008 9:32 am ]
Post subject:  Re: TRoF (The Riddle of Fallout)

*This Page is for Material Currently being discussed, and near completion, I will also put my Thoughts here to begin with*


SUPER MUTANTS: Super mutants are mutated humans, products of the Forced Evolutionary Virus, or F.E.V.. They are much taller and bulkier than humans, have (mostly) green, gray or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Although they are completely sterile, constant regeneration of their DNA caused by FEV makes them biologically immortal (but not impossible to kill, of course).

ORIGINS: Super mutants were created by Richard Grey, also known as "The Master", who led the expedition to Mariposa Military Base in 2102. When the expedition was attacked by robots, he was himself dipped in a FEV vat, and managed to crawl out. FEV was initially meant to be injected into humans, but Grey soon found out that direct physical contact worked as well. He began to mutate in horrible ways, turning into a blob of flesh-like material. He developed psychic powers, which were enhanced by consuming living minds to expand his own brainpower. Slowly, as wanderers made it into the base themselves, he started doing his own experiments with FEV. Grey--who now called himself the Master--lamented the needless destruction of the Great War. In his warped state, he decided that he would have to force humanity to evolve. If everyone could be as perfect as his super mutants, there would be no more conflict. Those who could not evolve would die. Around 2155, the Master began seeking out uncontaminated humans with which to create mutants and build his super mutant army.

However, creating super mutants was a very hit or miss process. The great majority of super mutants produced by the Master and later his Lieutenant in Mariposa's Vats were big, dumb brutes. Physically, they were vastly superior to humans, but they had the intelligence of children. What exactly causes some mutants to be brilliant and others to be stupid is unknown. The Master was certain it was related to radiation damage: humans who hadn't been exposed to too much radiation yielded smarter mutants (see his personal diary for his thoughts on this). His Lieutenant, however, had a different theory. When the bombs hit the research facility and turned it into the Glow, they cracked open a few tanks filled with FEV. The bombs' radiation then mutated this FEV into an airborne strain. But this new airborne FEV didn't have any real mutagenic effects on people. All it did was inoculate human subjects against the real FEV, acting as a sort of vaccine. The ideal dipping subject was someone who hadn't been exposed to the airborne FEV. Both of these conditions--no radiation exposure and no mutant FEV inoculation--were present in one population: Vault dwellers. Each Vault contained around 1,000 viable subjects to be dipped and turned into super mutants. Which factor exactly determines what you'll get from a dipping--radiation or inoculation--is still uncertain, though as a rule of thumb, the cleaner the subject, the better.

FALL OF THE MASTER: In 2162, a man known as the Vault Dweller destroyed the mutant army by causing an explosion in the FEV vats at Mariposa, which collapsed the entire base, and killed the Master. Without the leadership of their creator and his lieutenant, the mutants divided into at least three factions. One of them decided to leave California and find a place for themselves somewhere in the East. Another wanted to continue the Master's work, rebuild the army, and dominate the Core Region once again.

Some super mutants, however, especially those who retained more of their intelligence than their less pure brethren, wanted to make peace with humans, put old differences aside and work together to rebuild the world after the War. In 2185, super mutant Marcus and Brotherhood of Steel Paladin Jacob crossed paths in the desert and punched and shot at each other for a few days. Eventually, they gave up, unable to get an advantage over the other. The two started traveling together, arguing over Master and BOS doctrine. Eventually the two, along with the trail of ghouls, humans, and super mutants, founded the community of Broken Hills. Some super mutants also settled in other more tolerant human communities, like the New California Republic.

GAMMORIN'S FORCES: Some time after their departure, the faction led East by Gammorin was pursued by Brotherhood of Steel airships. While most of them ended up in the vincinity of Chicago, far from Gammorin's forces, one of the zeppelins crashed north of the mutant encampment. The leader, Paladin Latham, challenged Gammorin to a single unarmed combat and, to surprise of everyone, killed the mighty mutant. As he defeated the previous chieftain, the super mutants expected him to become the new leader of their army. Latham suffered a head injury during the combat, and throughout the years, he grew more and more insane, even though he managed to organize the mutant forces into an army nearly as powerful as they had been during the Master's reign.

When Latham's forces encountered Calculator's robots from Vault 0, he swore an oath to destroy the cybernetic menace. By that time, he assumed the name "Gammorin", after the mutant chief he had killed. Gammorin's mutant scientists ran extensive research in order to find a cure to super mutant sterility. However, their laboratories in Jefferson City were destroyed by a splinter faction of the Brotherhood of Steel from the Chicago area, who believed it to be a weapons manufacturing plant. Eventually, Latham/Gammorin and his forces were defeated by the Brotherhood. After the defeat, many mutants were, however, allowed to join this Brotherhood to fight against the robots. The Brotherhood tried to continue the work on the cure to super mutant sterility, but they were unsuccesful.

FORCES OF ATTIS: A smaller sub-section of the mutant army did remain together in the Core Region, under the command of a visionary lieutenant named Attis. Highly intelligent and vindictive towards the Brotherhood of Steel, Attis took his group into hiding, searching for clues regarding the history of the FEV virus. Some time after 2208, learning about a secret Vault-Tec installation in Texas with new and possibly improved versions of the FEV virus, Attis led his group to the area where the rumors started, the ruined city of Los. His ultimate goal was the continuation of The Master's plan - to rebuild the mutant vats and eventually transform the entire human race into mutants. His forces were eventually defeated by the Brotherhood of Steel.

SECOND GENERATION: In 2236, the Enclave discovered the remnants of the Mariposa Base. Soon, assault squads combed the desert for slaves they could use to mine the military base and get to the Vats. One of the squads included soldier Frank Horrigan. Enclave construction crews, as well as human and super mutant slaves began excavations. In September they uncovered FEV, and mutations began to occur in the human workers. Frank Horrigan comes into contact with the virus and is sent to the Enclave labs for study.

In 2237, having obtained the FEV data, the Enclave abandoned the site after more mutations occured, causing 2nd Generation super mutants to arise - the Enclave left a single squad behind to wipe out the super mutants, but the mutants, using armaments they have cached in the base during excavation, reduced the squad to ashes after suffering heavy casualties. The remaining 1st and 2nd Generation super mutant slaves were sealed inside the base by Enclave sappers, who collapsed the entrance to the base. The mutants formed a new community under the leadership of Melchior, whose magician talents had allowed them to hide the weapons.

EAST COAST: By 2277, the Super Mutants have appeared on the East Coast of the United States. These Super Mutants were created in the Evolutionary Experimentation Program, the experiment assigned to Vault 87. The modified strain of FEV which created these mutants resulted in a new strain of Super Mutants which, in addition to becoming senile, grow larger and stronger as they age. They are different as they are yellow in skin and less intelligent outside of combat they take prisoners to make more of them.

BIOLOGY: Average super mutants stand approximately 3.2 meters tall and weigh around 360 kg. Their skin color is predominately gray with tints of green, although some mutants with other skin colors also happen. Their skin is extremely tough, and their muscle and bone structure is enhanced.

Super mutant cells undergo cellular division at an increased rate. Mitosis occurs at a rate 15% quicker than that of normal humans. Cellular structure is to be highly similar to normal humans. DNA strands are very complete, with all recessive genes for ailments eradicated from the system. The recessive genes which are commonly found in humans have been manipulated in such a way as to bring about the best possible combination. The RNA were also manipulated to allow for a greater transmission of signals.

The mutation has some severe side effects. Chief among them is sterility. As the gametes of the reproductive system consist of 'half-cells' using split DNA, they are perceived as 'damage' by FEV, which repairs them, rendering the mutants sterile. Super mutants are unable to reproduce with any creature, whether clean or mutated. Other side effects include an alteration of pigment of the epidermis.

While they don't die of old age, they do get senile with age, which also makes them more prone to being killed.

GAME STATS: Super Mutants receive the following modifiers to their Stats, +4 ST, -2 AG, +4 TO, +4 EN, +4 HT, -2 MA, -2 SOC.

They receive the following Major Flaw: Bad Reputation, and Major Flaw: Ugly.

Max Age: Super Mutants do not age.

Speacial: Super Mutants may purchase the Major Gift: Intelligence at Character Creation, this gives them a +6 Bonus to MA.

GHOULS: Ghouls or Necrotic Post-Humans are decrepit, ragged, almost rotting, zombie-like mutants, victims of massive radiation poisoning.

ORIGINS: Limited exposure to radiation for a longer period of time sometimes causes humans to transform into ghouls, although rare cases of faster transformations into ghouls are also not unheard of. Exposure to radiation typically result in sickness followed by death and the x-factor that will lead to mutation upon exposure in lieu of the typical outcome remains unknown.

Most known ghouls in the Core Region were created from vault dwellers living in Vault 12 under the city of Bakersfield (better known as the Necropolis after the Great War). As part of the vast Vault Experiment Program, the Vault 12 door was designed not to close properly. Thus, massive amounts of radiation attacked those within the Vault, most of whom either died or mutated, eventually turning into ghouls.

Ghouls from other regions most likely originate from other, similarly ill-fated shelters that shielded their residents from radiation enough for it not to kill them, but not enough for them not to mutate.

In the Capital Wasteland, many ghouls currently alive were born long after the War and succumbed to radiation poisoning much later, due to high levels of radiation in Washington, DC and its surroundings.

BIOLOGY: All ghouls are completely sterile. There is only one generation of ghouls in the wasteland and it is the last. Ghouls created in the Great War of 2077 were still alive during Fallout (2161) and Fallout 2 (2241). Some ghouls live longer than normal humans, while the majority do not. It has to do with cellular level, and the ability for some ghoul DNA to make more copies of themselves. Basically, cells only contain enough material to be duplicated X number of times. In a ghoul, sometimes, additional genetic material is added. The unnaturally long lifespan is also due to a mutation within the autonomic nervous system of certain individuals following exposure to specific combinations of ionizing radiation with wavelengths below 10 picometers. This mutation, disrupts the normal process of decay in the neurotransmitters along the spinal cord.

Specifically, the transmitters effected are those responsible for cardiac and respiratory function in a healthy human. These transmitters are continually regenerated after mutation, carrying sufficient oxygen to sustain the life of the subject while being insufficient to retain skin elasticity and avoid necrosis, the result of which is the corpse-like appearance of post-mutation humans.

Ghouls are generally as intelligent as normal humans. However, their repulsiveness makes the life of a ghoul difficult at best - only the most tolerant human communities accept them as anything more than monsters. Some ghouls eventually go mad and are called "feral ghouls", giving all ghouls a bad reputation.

Ghouls are, naturally, immune to radiation. Radiation poisoning can't really get worse for the ghouls. In fact, many ghouls now thrive in radiation, making their homes near sources of acute background radiation. The "Glowing Ones" actually enjoy large amounts of radiation, which they describe as being "comfortably warm".

GAME STATS: Ghouls receive the following modifiers to their Stats: -4 ST, -2 AG, +2 MA, +4 PER. Ghouls' HT is treated as Doubled vs Poisons, they are immune to Radiation.

Gouls receive the Minor Flaw: Bad Reputation, and the Major Flaw: Ugly.

Max Age = 500 years.


FERAL GHOULS: Feral ghouls are those of the unfortunate mutants that lost their minds and became aggressive animals. Their intelligence is almost completely gone and they react mostly on instinct, making them basically Zombies.

GLOWING ONES: Some ghouls absorbed so much radiation that they glow in the dark. They are called the Glowing Ones and are often considered outsiders even by other ghouls. The Glowing Ones also emit radiation, so they can be dangerous to normal humans.

FEV GHOULS: Harold and Talius, even though they look very much like them, are not ghouls per se. They are of a special type of mutant, created by brief exposure to FEV, the so-called "FEV ghouls".

BORN GHOULS: Through cruel experimentation on humans by Dr. Sebastian at the Reservation, Born Ghouls were created. They are ghouls who were not mutated smoothskins, but who were actually born into ghoul-dom.

Author:  higgins [ Tue Nov 04, 2008 6:11 pm ]
Post subject:  Re: TRoF (The Riddle of Fallout)

Whoa... Aren't these modifiers kind of.. over the top? ST -1 to 0 for an average ghoul seems.. I dunno... rather harsh?

Oh, and check out Fallout Pen & Paper unless you have it already. It should pretty much run on the same engine than the original game does.

Is the new game any good by the way? I'd bought it (or heck, pre-ordered it) in an instant if it were isometric, but Morrowind was eww... :(

Author:  Crow Caller [ Thu Nov 06, 2008 8:00 am ]
Post subject:  Re: TRoF (The Riddle of Fallout)

higgins wrote:
Whoa... Aren't these modifiers kind of.. over the top? ST -1 to 0 for an average ghoul seems.. I dunno... rather harsh?

Oh, and check out Fallout Pen & Paper unless you have it already. It should pretty much run on the same engine than the original game does.

Is the new game any good by the way? I'd bought it (or heck, pre-ordered it) in an instant if it were isometric, but Morrowind was eww... :(

Hey Higgins, first of all, yes the game ROCKS! It uses Oblivion's engine which I wasn't to keen on, but really once you start playing it is golden. Ofcourse this is judging off of the first 5 or so levels (about 10 miniquests) the game could end up crap, but so far it is awesome. My biggest gripe is that your level caps off at 20, but I'm hoping that later Doownloadable content will sought that out.

Now, on to the Stat Mods. I got the numbers from the PnP game (I think), because FO uses the same Stat numbers (1 to 10) as TRoS I figured it was a good reference point. Ofcourse I'm assuming the minimum stat to 1.

So your Average Ghoul will have the following Stats: ST 1, AG 2, TO 4, EN 4, HT 4, WP 4, WIT 4, MA 6, SOC 4 (+Ugly Flaw), PER 8.

This seems to be what the FO game and the PnP game kind of wanted.

I was however considering halving all the Stat Mods just to make everything a little more, i dunno... balanced?


Author:  higgins [ Mon Nov 10, 2008 8:00 pm ]
Post subject:  Re: TRoF (The Riddle of Fallout)

Crow Caller wrote:
I got the numbers from the PnP game (I think), because FO uses the same Stat numbers (1 to 10) as TRoS I figured it was a good reference point. Ofcourse I'm assuming the minimum stat to 1.
Didn't PnP use min&max values instead of modifiers? Those would make more sense maybe? Then again, you're viewing all this from a point-buy perspective, and I'm not. :)

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