/r/falloutpnp
Love Fallout? Like playing Dungeons and Dragons? Would you like to take Fallout and the SPECIAL system and bring it to your dining room table to rock out with friends?
This subreddit is for asking questions, submitting your own campaigns, character sheets, and general experiences.
Love Fallout? Like playing Dungeons and Dragons? Would you like to take Fallout and the SPECIAL system and bring it to your dining room table to rock out with friends?
This subreddit is for asking questions, submitting your own campaigns, character sheets, and general experiences.
Rules:
Don't be a jerk.
Have fun.
/r/falloutpnp
To explain first; there's a real place called Greenfield Village just out back from the Henry Ford Museum in Dearborn Michigan. In the backstory of my Fallout tabletop campaign set in the Detroit area, when the bombs fell the staff and patrons were able to get to relative safety inside the museum. They all became ghouls, but very few of them ever went feral. It is now an all ghoul settlement called Ghoulsfield Village. They've since embraced a simpler life here on the farm, they're almost like Amish Ghouls; but with an attached museum of innovation, they're a lot more open minded about technology.
They have a series of robots that contain an advanced (possibly experimental?) AI system that has been programmed with all available knowledge about a particular historical figure and a custom persona configured to make it think it's actually that person. Some feel stuck in a robot body and some refuse to admit that they're a robot at all, but they all believe themselves to be real. The robots were originally built into Protectron bodies that would walk around the museum and interact with the patrons, and some of those still remain. But quite a few of them were installed into other chassis' to save their lives due to damage and wear.
What other robots might be encountered in Ghoulsfield Village?
I want to tell you about my Fallout tabletop game. Although I have loved ones who will listen, I can see their eyes glazing over by the word and the only other people I know who would have any interest at all are my players. So I'm hoping someone is interested and can even take some inspiration for their own Fallout campaign.
I've developed the story over several years. I'm currently working on my 7th “play-through” (for lack of a better term). I started in 2015 using D20 Modern for the first 3 games. Then I used the Basic Roleplaying system for a while, and that lead me to Call of Cthulhu. Since Fallout has multiple references to the Cthulhu Mythos, I thought it would be appropriate. So I began adapting Pulp Cthulhu to a Fallout game. It was about that time I found out about the 2d20 Fallout game. I tried it and I just didn't like the system. I'm autistic and certain systems of game mechanics (such as 3rd ed D&D, BRP, & 7th ed CoC) tickle my brain, but I'm sorry to say that Fallout 2d20 did not.
On the third play through, using the D20 Modern system, I was fortunate enough to have 7 players, which is too many for my preference. So I split them up and ran two groups on different days, but in the same world. Unfortunately, that didn't last long, but eve since I've had my heart set on the idea of doing it again and keeping it going long term until the two groups meet, at which point they may be enemies or allies. I haven't been able to manage it yet though.
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"War... War never changes.
In the 21st century, war consumed the world. As humanity fought over the dwindling resources of a planet ravaged by consumption and neglect, there was one city that stood as a beacon of hope and industry, even in the darkest of times; the Motor City, Detroit Michigan.
It's been said that some cities get by on their good looks, climate, and scenery, but Detroit has always had to work for a living. Here, steel forged on the banks of the Detroit River built the machines of war and the engines that powered them; the very salt of the Earth itself was mined to supply the production of chlorine gas; and high up in Renaissance Tower in the heart of the city, hidden advancements in technology flourished, leading to new methods of cyber warfare that promised an end to iron curtains and fallout shelters.
But it was too little, too late. The bombs fell and though Detroit was seemingly spared the worst of Armageddon, the city was destroyed, its streets and buildings in ruins, and its people defeated, but only for a time.
More than two centuries after the bombs fell, a pair of vaults opened their doors; a ruined time capsule of a dream for a better world that might still have a chance and an isolated community of frightened individuals making one last desperate attempt to find any sign of hope beyond the safety of their vault door. They have a difficult road ahead, and courage will be the least of their worries. But the spirit of industry lives on in the Motorcity Wasteland and in the people who call it home. The Motor City will rise again and its people will lead the way to a new America, a land of hope, freedom, and progress."
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The Setup
The game begins with the players in one of two vaults; Vault 89 was built by wealthy businessmen who were just a step below the well connected politicos who got access to the good vaults. So they pulled every string and called in every favor, leveraging the reputation of their country club and convincing the local university to offer some grant money, they were able to convince Vault-Tec to put them on the big list. One of the scientists involved was an expert in cryonics and had heard rumors through the academic grapevine about the technology being put in Vault 111 and shared this with his fellow country club members, who immediately demanded it for their vault. They didn't want to spend the rest of their lives underground, they wanted an underground spa day that lasted 2 centuries.
Of course, they wouldn't be able to bring The Help, there would be no room in the vault, they had to be left to fend for themselves. But who would pamper them and do all the work for them after they awoke from their cryo-pods? The solution was Vault 90 (which Vault-Tec already had in the works anyway).
The population of Vault 90 was made up entirely of trade school teachers and their families. All the most fundamentally essential skilled trades were represented, plumbing, carpentry, electricians, HVAC/r, welding, etc. If there's a blue collar job that needs doing, if modern society would fail if people suddenly forgot how to do it, they brought a teacher and their family to live in this vault. Preferential selection was given to those who's spouse also had a trade useful to the vault.
Meanwhile, among the scientists working on the Evolutionary Experimentation Program at West Tek was one Dr. Greaves, an un-likeable know-it-all with horrible body odor, a long peach fuzz mustache, and a penchant for pushing up his large, Nuka-Cola bottle glasses while saying, “Um, Actually...” And the worst part of all was that he was always right. Dr. Greaves enjoyed being correct, but he didn't appreciate being ignored. He had questions and concerns about the FEV he felt hadn't been addressed or even acknowledged. So he took it upon himself to study it on his own time and he developed a theory. The experiment in Vault 87 was being designed to infect a host's entire body with FEV, but according to his calculations the results would be monstrous! A far better method, he concluded, would be to focus the FEV on specific body parts. The FEV cannot be fully contained within the body anyway, so by focusing as much as possible on one point, the leakage will be sufficient to enhance the rest of the body enough to support the new mutation. He concluded that the brain would be the obvious target, since it has connections to the rest of the body, but he was curious to try it on specific organs as well. He brought this research to the team leader, who scoffed and wouldn't even look at his research. This lead to a heated argument, after which Dr. Greaves stormed out. He immediately went to Vault-Tec, going over the heads of his West Tek employer, and showed them the research. Vault-Tec found it compelling, but for reasons they would not elaborate did nothing. Dr. Greaves pushed (and may have made suitably subtle yet compelling comments about the vaguest possibility of holotapes full of certain data being leaked to the press) and was able to convince Vault-Tec to try it his way. They would build him a vault and tack the cost on to Vault 87's bottom line, but it was up to him to find a suitable location. Dr. Greaves eventually made an arrangement with the University of Michigan, where the students in the engineering department on their eastern Motorcity campus was in the process of building a small vault under the engineering building. The school liked the idea of getting funding from Vault-Tec, but to satisfy their board they had to justify this with some connection to the school. The head of the university's neurology department was appalled by Dr. Greaves' presentation and threw him out of his office, he would have done so physically if the young doctor hadn't moved fast enough. He shopped around the various department and finally found a kindred spirit in the cybernetics lab. Dr. Greaves quickly agreed to incorporate cybernetics into his experiment, since he couldn't even do the cybernetics until he was done with his part anyway. The vault was built and the first batch of “volunteers” was sent, Dr. Greaves rejected them all immediately. He insisted that the test subjects must be of high mental caliber, these recidivist imbeciles may be fine for hooking up to a robobrain, but his experiment required geniuses. And so, a new batch of “Volunteers” were sent from the Mahkra Island Asylum for the Criminally Insane. At this point, his handlers were tired of dealing with Dr. Greaves and they just wanted to be done with him. He said, quite loudly and insistently, that he must have genius test subjects, but gave no other specifications. So they sent him the first confirmed geniuses they could find. The experiment began, then the bombs fell, and Dr. Greaves, now Overseer Greaves, pushed his staff to keep working.
The scientists didn't live for more than a few years after the war. Once they outfitted their neurologically enhanced super mutants with experimental cybernetic modifications it was only a matter of time until their experiments got bored enough to murder them all. Except, of course, for Dr. Greaves, they had a few experiments of their own to perform on their malevolent Overseer. Within the vault, after the scientists were dead, the Super Brains established a leader and one of them, a sore loser who thought of himself as a sort of jester, started calling the leader the Grand Poohbah and the name stuck. They were convinced by the (damaged) computers in the vault that the world outside was an unlivable ruin, until the Grad Students arrived fro The University.
In the all commotion, most of the Super Brains were killed and some were captured, but there were four who got away. They found the Super Brain on a table hooked up to a computer in the Overseer's office that kept screaming “KILL ME!" in a horrifically modulated robot voice annoying enough that they made a point of not killing it, they just used EMP weapons to temporarily disable the remaining defenses, copied what data they found useful and left without even bothering to lock the vault behind them.
The the third Grand Poohbah was cut down by enemy gunfire, Eustace Grundle seized his opportunity. He took the paper placemat hat that had been proudly worn by the last 3 Grand Poohbahs and, standing amidst a battle of blazing laser fire and rending robobrains he crowned himself and declared himself to be the new Grand Poohbah, fourth of that name! A laser burned a hole straight through his paper hat, he was able to grab it in time before it burned away, but he knew it was time to get away...
David had a crush on Wendy, but she was so mean. He didn't care, he liked her anyway. His friend Humphrey said he should just forget about it, “You're too good for her” he'd say. David didn't care though, he was in love. So when the shooting started, his first concern was for Wendy, but he knew she could handle herself in a fight (Oh boy, could she ever!), so he focused on helping Humphrey, whose legs had been severely crippled by the Overseer's experiments. He saw an opening when Eustace the Fool went for the hat (the fool!), the door was open! So he started to run for it as Eustace was yelling something about a running joke he had with the other inmates. This is when he saw Wendy trying to duke it out with somebody in combat armor and he yelled for her to come with him, she sneered with blood lust, but knew he was right. So she joined him. Eustace was not far behind. Once outside, they stayed together for a few weeks, but their extreme differences and the possibilities of the wide open world quickly drove them apart.
Eustace tried to lead them, but it was clear to the group that he was dark inside. He went his own way when he betrayed the group to a band of raiders. They escaped and he joined the raiders, eventually rising to boss. He led the gang to follow up on mysteries he'd been investigating when he was sent away to Mahkra Island and uncovered arcane artifacts that unlocked strange eldritch powers that broke the minds of his raiders. Aided by these new abilities, he wandered the American Wasteland for nearly two centuries, searching for a book and a dagger. He returned to the Motorcity Wasteland victorious in 2291, and immediate sought out and slew the Bluefur Deathclaw, widely considered to be the most dangerous beast in the Motorcity Wasteland. He made the head of the Bluefur Deathclaw into a blue furred horned hat, which he proudly placed on his head and once again declared himself to be the Grand Poohbah, Fourth of that Great Name. He then turned his attention to the local wasteland and realized there was a war going on. So he inserted himself in a group of raiders and appointed himself their leader, with his magic and psychopathy it was disturbingly easy...
Eustace Grundle, aka The Grand Poohbah
In a VA Hospital, they had a ward for wounded soldiers to be fitted with a special prosthetic that would allow them to use power armor. Humphrey soon went north after he found his legs (and matching power armor). He made his way to the old Detroit Zoo because of his obsession with genetics - he had once been a scientist, they called him a “mad scientist”, he's going to show them who's a mad scientist, he's going to show them all. After the new plague wiped out all the horses there were calls for science to do something about it. So they developed the ability to prevent it from ever happening again. The before the war, the Detroit Zoo had the latest in zoological cloning technology; whenever another animal was added to the endangered species list the zoo would clone a few and promote a new exhibit (the machine would have paid for itself in 5 years if the zoo's patrons hadn't been nuked). Humphrey set himself up at the zoo and began experimenting. By the time the players hear of him, he will be called Zoo Master.
David Hall was an antiwar activist who was arrested while carrying a very large amount of LSD. In order to avoid a drug charge, he chugged the whole bottle. He was tripping balls when they arraigned him and he inadvertently convinced them that was completely insane. By the time his head cleared, he had been committed to an asylum. He figured it was better than prison, and set out to enjoy his time. Then he apparently “volunteered” for some kind of experiment because he was sent off to Vault 87b.
He was disappointed, but not surprised when Eustace betrayed them. He was able to keep Wendy from killing him by relying on her to help them get away. They went on without Eustace and helped Humphrey find new legs in a VA Hospital. But Wendy and Humphrey were constantly bickering, Dave was just trying to keep the peace. But every time they were turned away from a settlement they each blamed the other's obvious mutant deformities on them having to spend another night out in the wilderness. Then one day, Humphrey left. He had kind parting words for David, but he had nothing to say to Wendy by that point. Dave stayed with Wendy, hoping to help her somehow, desperate to be the night in shining armor she didn't want. With no one else to talk to, Wendy soon began to pick at Dave, who's patience wore out and he began to argue back. Before too long they were screaming at each other. Wendy stormed off, to the south, Dave never saw her again, but he thinks about her daily.
Wendy was an outcast everywhere she went, while the others also had obvious deformities, they were tolerated as mutated humans, victims of unfortunate circumstances, they could beg and receive scraps. She couldn't bring herself to beg. Something about always being angry combined with the physical strength to throw any man through a window made people distrust her, or maybe it was the massive cranium, her green skin, or her 2 glowing yellow eyes, or her strangely over-sized third eye that doesn't track with the two glowing eyes; she assumed it was some combination thereof. The stress of this life quickly helped her develop her psyker abilities. It was difficult, she couldn't show herself, but as long as a nearby human only her her voice she could control them; of course, as soon as they actually saw her the fright of it broke the spell and she lost control. She wandered the wastelands for a time, eventually discovering Super Mutants in the Commonwealth and the Capital Wasteland. She found them much easier to control since they weren't afraid of her, and her size and green skin makes them see her as one of them, and they pretty much universally agree she is the most beautiful super mutant they've ever seen. She led a group of Super Mutants back to her home in the Motorcity Wasteland, eventually settling on Zug Island. Not long after that, the Brotherhood of Steel arrived and a war broke out. Today, she is known only as Queen Zug.
Renaissance Tower was once the mecca of the auto industry. But after decades of mergers and buy-outs and tax write-offs, it was merely a flashy, once important building. At the time of the great war this was the local headquarters of the auto industry, but most of the space in the building was devoted to what they called Alternate R&D. Secret projects were being undertaken by Chryslus in partnership with General Atomics, most notably microwave telemetric manipulation, which can redirect an ICBM or potentially even disarm the device midair. Another significant project was their secret vault project, for which they bought supplies from Vault-Tec, but assembled themselves with robots. This vault, under Hart Plaza, contains all the robots, machines, and parts needed to rekindle the auto industry after nuclear annihilation. Of course, the security at the Renaissance Center is extreme. Before partnering with General Atomics, Chryslus already owned a small fleet of Securitrons, Assaultrons, & SentryBots, adding Mr. Gutsy to the roster, Chryslus designed the system so that one had to go all the way to the top floor to access a special elevator that would take them to the vault to ensure that no one had access who wasn't supposed to. As of 2303, the robots & turrets defending the Renaissance Center remain strong and well maintained. There is a clearly defined Robot Deadline, a distinct line of dead bodies, some as much as 200 years old, and some relatively fresh, making a clear and distinct line around Renaissance Plaza. Anyone just on the far side of this line will have dozens of laser barrels pointed at them as long as they're in range and line of sight. No one has ever been able to get inside, though there is an eyebot flying around the wasteland proclaiming job opportunities at Renaissance Plaza and to inquire with the employment office through the lower parking garage. If anyone were to go to that garage and walk within the clearly defined lines on the pavement, they could access the employment office and fill out an application on a terminal. They could then return in a week and meet with a Mr. Handy, who will administer the GOAT test before declining their application. If they're clever enough to skip the exam and hack the robot, they will have gotten their foot in the door of Renaissance Tower.
This is just the set up. I've never just sat down and explained it all like this, I found it rather enlightening. I have SO MUCH more to share! But I have to go. I'm hoping someone reads this, if so, please ask questions, offer suggestions, or point out lore errors. It all helps!
Thanks for reading!
Kinda looks like this subreddit is dead, are there any discords for a fallout ttrpg?
Recently I been looking for tokens to use with my virtual Fallout dnd group. After looking for days I couldn't find any tokens that would fit a Fallout campaign, so I decided to "make" my own. These tokens originally were from Fallout Shelter and Fallout Shelter Online (An South East Asia Exclusive Spin off), however I have touch them up to have a more unified theme and made some unique tokens to fit my campaign.
I decided to share them because I wanted to save others the headache of searching for Fallout Themed Tokens. I am still working on them in my free time so please don't judge to harshly but they are free for all to use for their own projects or dnd campaigns.
Note
- I will be adding more tokens from time to time.
- Many of these tokens are not completed and need touching up.
:D
Link To Archive: HERE
Unique Encounter (Custom-Sondra)
Simple question: How would you go about adding a mechanic that tracks exposure to the elements? For context: I am GMing a “Nuclear Winter” type campaign, where cold exposure will be a major part of the game.
G'day, longtime lurker, first time responder!
I'm wondering if theres anyone out there that would read some nonsense I've written for some background for a Fallout PnP I'm probably never going to run.
The game I play is in the creating, not necessarily the playing. Others can do that!
I've got a faction(s) I'm writing thats not all about their awesome battle capability, but about how its survived with its humanity after the world died.
I want it to resemble the logical conclusion of common held beliefs thru the destruction of society, as they evolve to cope with the new world.
What I want help with is a community of average american preppers and their scattered recollections of life before, after 200 years of Fallout shenanigans. Rather than focus on new breeds of mutants (more on that later..) I'm building a few human communities with different perspectives of what the world has become.
However, as I am existing outside of the designated play area of the eastern of the united states of fallouts america (I'm from the land of the roo and kay-oala) , I want to ask some questions to ordinary people of that region who get the fallout vibe.
All it is reading some stuff and commenting on its veracity as a potential ancestor to the players...
Its alt-history satirical nonsense that plays with the silly mistakes we make when we justify whatever the hell we are doing at the time.
It does include an agnostic view on religion, as it focuses more about the human need for help in coping with the madness of existence by any means necessarily. Its specifically about how half remembered rites may change, and deep set beliefs are brought asunder by the ignorance of societal collapse and the very immediate needs of survival.
Its not a hatchet job on current stereotypes or statement about religion, but rather a discussion on how current beliefs may evolve over a time where our books are lost forever (i.e Book of Eli).
It involves a north eastern region (New England - better than the old one!) where an organised prepper community survived the bombs due to a stormcellar program initiated by a returned veterans support bill.
This is all a part of a bigger narrative with the usual shady goings on, but what I want feedback is what I want to build as the benchmark of average in the fractured states of fallout america.
I will be presenting obvious mistranslations of current accepted beliefs, buts thats purely for artistic purposes, and sci-fi conjecture.
** Warning, The holy trinity is presented as a reaction to the failures of nation and the promises of institutions. Its suppose to be the reaction of ordinary people to extraordinary situations. Its not done in disrespect, its purely a hypothetical discussion about the way we humans do stuff.
Well, If you've got thru all that and are still willing to discuss my nonsense, may the first sign of acceptance reply?
This may not be the way things are done here, but I just thought I'd give it a try.
So, this is 4.0 or before then.
I am trying to understand what the Enclave book, is part of.
It's the AIM book.
Is there a discord for this as well as the 2D20?
Has anyone played Exodus or the New Fallout TRPG?
Looking at them myself I feel like Exodus comes the closest to what I’m looking for but I also haven’t had a chance to play it yet. I feel like you could easily convert the content in Exodus to Fallout.
I know it runs off an older system but if it’s too complicated I don’t think it would be too hard to convert it to 5e
I've been trying to find a bestiary for Fallout PNP, but most sites I've seen either only show the PDF file or require a subscription to download it. Is there a site I can download it from?
So for the longest time ive wanted to work on a fallout tabletop campaign. I found the fallout 5e system and i plan to use that for the game. My problem is coming up with a plot for the game itself. Im wanting to place the campaign in the commonwealth a hundred years or so or so before the events of fallout 4. I just dont know what to do for a plot, any halp is welcome.
I recently checked out the elder scrolls DND conversion, and they have a discord, and I was wondering if you guys have a similar thing? If not, I really think we should make one to spread our passion for fallout!
The next session, my players are up for a dungeon crawl in some Old World ruins, though I’m stuck for ideas on how to make it seem more engaging. I was thinking of making it a high tech facility with unique robots, but besides that I’m not sure what encounters I can add without making it feel to same-ey.
Hey folks, I've been making a D&D series set inside of a homebrewed version of the Fallout Universe. I'm still making many adjustments to it, however I'm streaming a video of it on my twitch every Saturday and posting the video to Tables of Tartarus, if y'all wanna see it please do!
https://youtube.com/playlist?list=PLI0R1u92hyZZoMg6xhnVa_NZRljSXzdYt The playlist with all the current videos inside
https://www.twitch.tv/purgatorycorner My twitch if y'all would like to join this insanity every week. Hope to see some of y'all there!
Hello again, Wastelanders!
This time I bring you something new to integrate into your wasteland adventures.
I needed enemy tokens for my offline games, and something I do with DnD 5e is print my own minis on glossy colored paper at a nearby printing center. That way, there's a great visual reference for enemies the player's are fighting, and, it's easy to track enemy numbers using Improved Initiative, etc.
If you don't have them already, order these cheap mini stands off of Aliexpress (or make your own), and cut up the minis for your games. This is how what they will look like on the board.
In any case, here it is, Fallout PnP Printable Pawns by TheSecondCore (Vol.1).
I plan on making more for my games, so I'll make sure to post them here.
Note: If you're an author for any of the images used for the minis and you don't want your work used in this way - please message me and I will delete the post.
I love Dungeons and Dragons (3.5e and 5e), and I love Fallout 3 and New Vegas.
Could anyone give me an overview of what Fallout PnP is like as a game?
Also, I notice that there are several different versions of PnP (2, 3, 3.5, and 4); I assume these are to mimic different editions of DnD. Can anyone tell me the differences between the versions, and which they prefer?