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About adderworks

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  • Birthday 05/06/1977

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    Virginia beach, Virginia, United States
  1. Help with Building a New World

    I would add that you are going to generate a lot of material in the form of notes, maps, and even pictures. Organizing your workspace as you start on the project is going to be very helpful later on when you have to cherry pick the stuff that you plan on using in the game. Essentially, game notes such as treasure, brief game logs, player names with contact information including the names of characters and dates played will help as you build a world. It might seem like a bit much, but you will save time later on when you have to reference it for things like adventures, encounters, or entire family trees for the characters.
  2. GM Phil's Fallout Theme

    Hmm, interesting... I am a huge F04 as well. So, I can enjoy both sides of it. Okay, rephrasing that last bit... So, which is best from your point of view? Plot or mechanics when designing a power curve? So far, It's been the hardest choice for me.
  3. Genesys Symbol Font

    You rock, thank you! I was just about to do a search and checked the thread before I hit google.
  4. 'End of The World' settings- Apocalypse how?

    I think the most work would come from converting the positive.negative feature mechanic over to the boost and penalty dice equivalent. I played about a dozen sessions of the zombie setting, and I would call that one of the high points of the system. The second highpoint would be having other characters "voting" on your character creation details. Those two items seem to be the only "new" mechanics to me. Everything else seems to transition simply by replacing the mechanics.
  5. GM Phil's Fallout Theme

    Played the one shot, my group(s) -ran a second one shot with another group for another ruleset- enjoyed the play for the most part as a general thing, but... There is a guy in our group that can break pretty much any system, and he was quick to ask about the soak values of the power armor. To quote him, he said, "Do I really get something that starts with an 8 soak?" He got ahold of the armor at some point, and the armor mods quickly made it reeeeeeally hard to damage him which is on par for fo4, but it seemed to break from the New Vegas power armor playstyle. Anywho, I was wondering if you were going for the fo4 vibe more than the earlier editions of the game? Otherwise, the system played well as a cohesive unit for the most part. The group I hosted is a young crowd, and they got most of the references from the fo4 side of things. It was fairly fast paced, and the mechanics clicked in all the right places without too many questions. *Disclamer - hopefully, it does not come off rude! - J
  6. GM Phil's Fallout Theme

    ...and finnnnallly, I had a chance to go over this one. Interesting, so far... I am interested in the creature bits, honestly. I will print out this one and try a second one shot this weekend using it.
  7. Yet Another Fallout Setting! Updated 2/20/2018

    FO4 changed the narrative in small ways, but I have not seen much that would change anything in the ghoul area. The ghoul child bit, maybe? It does kind of lock in the ageless bit. Annyways, the link is up in the first post, but I will link it here because I can. The Alpha rule bit, it is going to playtest this weekend. So, any thoughts are welcome.
  8. Yet Another Fallout Setting! Updated 2/20/2018

    No problem here, I am thankful you responded. I adjusted the chart a bit to reflect the wound damage on it. Instant ghoul is right at the death point. I am trying for a dark and grim wasteland with this bit. I am going to tidy up the format and get it into a pdf over the next few days as I work on the weapons and creature section. If it goes well, I want to add a Robot guide and FEV project. Rough Draft on the Exposure Chart Radiation exposure is checked hourly. It is a Resilience check against the Stage rating. Failure points the characters to the Radiation Exposure chart. (Dev note: the stage number is the difficulty rating. It will be changed in formating stages to reflect it in text.) Radiation damage to strain sets the base modifier. Additional effects can either decrease or increase the modifier. Exposure to different ratings over the course of an hour do not stack. Players use the highest rating to determine their modifier. Effects from different conditions stack with the base chance, but an increase to the severity of the conditions only upgrades the condition to the most severe. Thus, characters sitting in an open reactor with +30 radiation damage, Daunting Difficulty, gives a character a base modifier of +30 to the roll for example. Dev Notes: The checks are hourly in order to limit the number of checks made due to radiation. Also, it gives players some flexibility in how they use the drugs. Five players making checks every other roll over the course of a small dungeon, even a simple combat, quickly bogs down into a series of rolls combating the radiation exposure. In Fallout, the game engine handles it. On tabletop, we will see how it plays out. Radiation Exposure 01-05 Easy Headaches: 1 Black Dice to 1 Intellect Skill of the player's choice 06-10 Easy Unwellness: -1 penalty to Strain 11-15 Easy Loss of Appetite: 1 Black Dice to Resilience checks 16-20 Easy Nausea: 1 Black Dice to Perception checks 21-25 Easy Vomiting: 1 Black Dice to Athletics checks 26-30 Easy Blistering: 1 Black Dice to either Charm or Negotiation skill checks, player's choice. 31-35 Easy Blood Problems: the player takes 1 extra strain damage from Wound damage 36-40 Easy Minor Radiation Poisoning: 1 Black Dice to Brawn related skills 41-45 Average Severe Headaches: 2 Black Dice to 1 Intellect Skill of the player's choice 46-50 Average Severe Loss of Appetite: 2 Black Dice to Resilience checks 51-55 Average Constantly Vomiting: 2 Black Dice to Athletics checks 56 60 Average Severe Blistering: 2 Black Dice to either Charm or Negotiation skill checks, player's choice. Burns permanently alter the characters skin in large patches as the blisters spread over the whole body. 61-65 Average Advanced Radiation Poisoning: 1 Black Dice to Brawn and Agility related skills 66-70 Average Hairloss: The character looses all of his or her hair. It can be regrown if the radiation is purged. 71-75 Average Nerve Damage: -1 penalty to Wounds 76-80 Average Stomach Problems: the character cannot make a free maneuver due to constant internal problems 81-85 Average Severe Nausea: 2 Black Dice to Perception checks 86-90 Average Critical Radiation Poisoning: 1 Black Dice to Brawn and Agility related skills. -1 to Brawn 91-95 Hard Sterility: permanent 96-100 Hard Blindness: permanent 101-105 Hard -1 Intellect 106-110 Hard Permanent Hairloss: It's gone 111-115 Hard Wound Damage causes 1 additional point of Bleed damage 116-120 Hard Bad Day: you start the ghoulification process. It takes several weeks of change before you complete the shift. 121-125 Hard Deadly Radiation Poisoning: 1 Black Dice to Brawn and Agility related skills. -1 to Brawn and Agility 126-130 Daunting Severe burns cover your body. -2 penalty to Agility. 1 Agility minimum 131-140 Daunting Head Injury: -2 penalty to Intellect. 1 Intellect minimum 141 150 Daunting Real Bad Day, you change into a ghoul over the span of a single day. Blistering flesh, leathering of the flesh, and other changes take place at a quickened rate. 151+ Daunting Fatal Radiation Poisoning
  9. Yet Another Fallout Setting! Updated 2/20/2018

    I will pluck at the numbers over dinner, tonight. So, I will see how it looks. The Rad thing, for me, is based off of the Grays numbers. To be honest, I am doing it mostly from memory. I think the Grays rating of 1 through 4ish is where folks find blisters and peeling of the skin. I believe it takes several weeks to die at 8ish Grays. It has been a while, but I think there is an "itis" in that range that crops up at the 8 Grays mark, too. I am placing the Rad scale of 3 in the 4-8 Grays range to give the Rad-X and Radaway a nice "gameplay" range for GMs. Scale rating 4, or 8-29ish Grays, is where you get hit with acute affects that take affect at the 24 to 1 week mark. Rating 5, or 30+Grays, is lethal in 24 hours as I recall. So, does changing it to wounds make it too lethal? The chart I have to post on Sunday does place some wound damage on the roll chart. So, you can take wound penalties from the strain damage in the current system through the chart. In annny case, the Genesys system, and Star Wars, depend on the 1-5 difficulty rating system. So, I am really trying to find a good balance between the Fallout lore and "common" lore that comes from the Fallout: NV themes. ...and, I will have to take a look at the Ghoul conversion thing. I have been thinking it was Rad -> Ghouls for a while. ** Sunday Edit, Races First with Radiation Chart and Drugs in a Bit **   Synth, Gen 2 Prototypes    Brawn Agility Intellect Cunning Willpower Presence 2 1 2 3 2 2      Gen 2 Synths are fairly unique with only two known examples in the records. They date back to around 2187 which seems to be the transition point that shifts the Gen 2 design over to the Gen 3 programs.    Starting Wound Threshold: 12 + Brawn Starting Strain Threshold: 10 + Willpower Starting Experience: 90 Starting Skills: A Gen 2 Prototype Synth starts with one rank in Computers during creation which is given at the start of character generation. Computers cannot be leveled above 2 as per normal. Artifical: As per page 193 of the Genesys Rulebook, biological problems such as eating, breathing, and even sleep are not a problem for this type of Synth. Radiation immunity is included within this skill for the Gen 2 synths. Limited Memory: Immortality comes with a price for this series, limits to their memory prevent them from taking advantage of their extended life. Cybernetics, if present in the game, are required to augment their memory capacity. Thus, Gen 2 Prototypes have a human grade intelligence despite their artificial nature which means that they are missing large portions of their past due to lack of storage space. Fearsome: As per page 193 of the Genesys Rulebook, the blazingly obvious nature of their fake skin and fragile skin plates. They add a Black Die to their Charm, Deception, Leadership, and Negotiation checks. However, they add a Blue Die to their Coercion checks.      Synth, Gen 3    Brawn Agility Intellect Cunning Willpower Presence 2 2 2 2 2 2      Emerging in 2229, the Broken Mask Incident left many innocents dead at the hands of a rogue Synth. Possibly, it is one of the first known records of the Gen 3 Synth program in the Commonwealth. Gen 3 Synths appear quite frequently in the coming years at this point.    Starting Wound Threshold: 10 + Brawn Starting Strain Threshold: 10 + Willpower Starting Experience: 110 Starting Skills: A Gen 3 Synth starts with one rank in Deception during creation which is given at the start of character generation due to the inherently deceptive nature. Deception cannot be leveled above 2 as per normal. Unique Abilities: Listed below, Pick One   Escaped: Escaped synths are always looking out for dangers to their lives as a fugitive. Having fled the Institute, they are constantly aware of their surroundings which reduce the difficulty of Perception checks by 1 difficulty dice.   Refugee: Abandoned, Refugee synths gain 1 rank in 2 skills which are always career skills for the synth which represent the training and programming left in place at the time of its abandonment.   Corsair: Always on the hunt, Corsairs are trained in weapons and stealth. They gain 1 rank in both Gunnery and Stealth which are always career skills. As always, they cannot be leveled above 2 at creation.   Railroad, Wiped: Reprogrammed, the Railroad gives these Synths special cover identities and carefully tailored habits which protect them from discovery by the Institute. It raises the difficulty of detection, by any means, from hunters by 1 Difficulty Dice. Note, the ability is different from A Face in a Crowd as the Railroad gives increases their ability at social interaction in general.   Railroad, Unwiped: Unchained, the unwiped synth knows that he or she is a synth and revels in the freedom unlike the Refugee. They may spend a Story Point to automatically Resist the phrase or keyword that disables them for the rest of that session. Hunted: Wanted by many parties for various reasons, synths are the target for hunters ranging from the Institute to the Brotherhood of Steel. They always have somebody out to get them. Off Switch: All Gen 3 synths have a phrase or keyword that disables them and renders them unconscious for several hours. It's built in and cannot be disabled by normal means.   Gen 3 synths must make a Discipline Check of 3 Difficulty Dice in order to resist the effects of the off switch command. If they fail, they are incapacitated for 3 hours. If they pass, the off switch command is disabled for 12 hours.   Ghouls    Brawn Agility Intellect Cunning Willpower Presence 2 1 2 2 3 2      Radiation damage and mutation rot flesh and turn ghouls into rotting corpse like shells with a constant barrage of radiation affecting the mental stability of the humans inside those husks. Yet, hope lives on despite the damage to the flesh. Increased life span, radiation immunity, and even resurrection from death are all symptoms of ghoulification.    Starting Wound Threshold: 10 + Brawn Starting Strain Threshold: 10 + Willpower Starting Experience: 75 Starting Skills: Ghouls start with 1 rank in any 2 skills during creation which is given at the start of character generation which represent the experience of the ghouls long life. Skills cannot be leveled above 2 as per normal. Radiation Immunity: Radiation immunity gives ghouls immunity to the strain damage from radiation. It does not grant immunity to blast damage. Child of the Atom: Child of the Atom embraces the radiation for the miracle of healing. It heals wounds at the rate of 1 wound per hour. Injuries heal over time, even death, outside of decapitation and dismemberment.    Humans that become ghouls gain Radiation Immunity and Child of the Atom as their flesh twists under the radioactive ****. They gain a +1 to Wound Threshold and +2 to Strain Threshold. However, they lose 1 point of Agility as their flesh toughens up. Power Armor Base Power Armor Stats for the armor give a baseline of Def: 1 and Soak: 2 l Reduce 20 strain damage from radiation l Reduce 30 fall damage l Built in Enhanced Lifting Servos add +1 Brawn increase Soak value with a max Brawn of 5. Lifting Servos cannot be added to an existing frame as they already have the upgrade. l Armor Pieces act as armor attachments which provide room for 5 attachments throughout the suit. l Encumberance in power armor is 10 + Brawn Power Armor pieces +1 wound Special properties +x soak +x defense Drugs Radaway: Acting over the span of 4 hours, Radaway removes all strain damage from radiation at the time of application. Also, it removes 2 points of wound damage from radiation per hour for 2 hours. It removes 1 point of wound damage from radiation per hour over the last third and fourth hour. It inflicts a 2 strain penalty on the user for the duration of the 4 hours. Cost: 180 *10% chance of addiction? Stimpaks: As painkiller rules on page 94 Cost: 30 caps RadX: Provides resistance to Radiation over the span of two days. It gives a 10 resistance to the user for the first day. It gives 5 resistance to the user on the second day. Cost: 180 caps Radiation Damage Chart Radiation damage to strain sets the base modifier. Incoming radiation damage adds to the roll of the modifier. Additional effects can either decrease or increase the modifier. Thus, sitting in an open reactor with a +30 mod gives a character 15 strain a base chance of +45 to the roll for example. Effects from different conditions stack, but an increase to the severity of the conditions only upgrades the condition to the most severe. Radiation Exposure...sample of the top of the chart 01-05 Easy Headaches: 1 Black Dice to 1 Intellect Skill of the player's choice 06-10 Easy Unwellness: -1 penalty to Strain 11-15 Easy Loss of Appetite: 1 Black Dice to Resilience checks 16-20 Easy Nausea: 1 Black Dice to Perception checks 21-25 Easy Vomiting: 1 Black Dice to Athletics checks 26-30 Easy Blistering: 1 Black Dice to either Charm or Negotiation skill checks, player's choice. 31-35 Easy Blood Problems, the player takes 1 extra damage from Bleeding effects 36-40 Easy Minor Radiation Poisoning: 1 Black Dice to Brawn related skills To be added... + Right, adding Sterility to both Gen 3 and Ghouls + Ageless: Ghouls do not die from old age + Wound damage from radiation more common on the Rad Chart + Vats is likely a maneuver that grants an automatic success + Going with the ghouls stemming from exposure to radiation! There is the idea of FEV as a factor, but... *shrug* So, there are two Origin stories upon further research... One says both the FEV and Radiation does the ghoul thing, but most of the sources cite the radiation as the only cause for the creation of ghouls. And, I am going to wrap the wound damage into the radiation exposure chart for Average+ results on the chart.
  10. Alpha ruleset 2, I am welcoming all ideas and input. I am working this week to finish the rest of the base game up this week if I can get it in with work. Alpha 2 Ruleset 2/20/18 -added power armor talent -added power armor stats for the t-45, t-51-t-60, and x-01 -added dice font to package -drugs 2.0 Alpha Ruleset 2/17/2018 Rough draft... Enjoy your week, folks Adder Right, I will be updating this post with some links this weekend, but I am going to start on my base ruleset addition for my Fallout group. Sure, there is a complete setting, but I am taking this Fallout game to places where Traveller goes. Meaning, I am going to embrace the random charts that give backstory and depth to the Traveller characters. Anyways, the basic rules cover the Synths, Ghouls, Power Armor, and new Radiation mechanics. Short story, the rules allow for humans to mutate into ghouls. So, I know you folks have been mucking with the system for a bit here. This is a preview bit on the Radiation ruleset. "Yet Another Set of Radiation Rules 1.0 Born from the incandescent ashes from countless blasts in the past, both radioactive storms and irradiated environments tear the natural world apart while consuming the laws that govern the known world even as the echo of the blasts are faded into distant history. Mechanically, the YASR Rules for Genesys represent the core aspect of the Fallout Lore's root as a video game. The rules provide, attempt to provide, a fast pace for the ebb and flow of the Radiation count that is at the heart of the dark mood of the original games. To be specific, the strain rules provide a mechanical vehicle to link the idea of radiation causing people to turn into ghouls to the beta mechanic of radiation exposure doing strain damage which links both the Player Characters and NPCs nearly into the system without creating a new system for either the Strain or Wounds. Basically, it is my hope that it keeps the rad count from becoming a redundant health mechanic. The core system states that Players become incapacitated from having max strain damage while the NPCs shift that strain damage to wounds. The YASR Rules add a stage to both the Player mechanics and NPC mechanics which state that radiation damage to strain causes both the Players and NPCs to refer to the Exposure Chart which provides options for mutation, death, physical harm, and immunity options. Stage Strain Damage per Hour 1 1 2 3 3 10 4 20 5 30 Radiation damage to strain heals at 1 strain point per hour. This is a direct story thing where exposure to radiation is constant in the Wasteland. Stage 1, the rate of healing for the Stage 1 exposure matches the rate of strain damage to reflect the dark side of the wasteland life in the rules. Also, it sets the scale for the implementation of RadX, Radaway, and the Power Armor rules. Stage 2 radiation is a very comfortable zone for the GM to stage the more dangerous story elements. It is a casual exposure that allows for players to venture into zones with limited damage while providing a constant danger to the players. Stage 3 is the target range for things such as pools of radioactive waste and drums of drums of radioactive waste. Even car engines, the atomic cars of the future leak, too. Fuel station leaks are within this range. Stage 4 is the tier for small explosive devices such as mini nukes. It is the tier defined by the prewar power armor rules, as well. The power armor prevents damage to troops at this level. Small pools of radioactive material, reactors leaks, and anything related to weapons grade events fall into this grouping. Stage 5 is direct exposure to large blasts, radioactive waste lakes, and ground zero effects. Hazmat suits, space suits, and specialized armors define this tier. The idea here is that Radiation damage presents humans with a chance to turn into ghouls. Say, players are thrown into a pit where they are unconscious for days on end. some players die from radiation burns while another player turns into a ghoul. Cancer, disease, and other problems from the other games are things I want to have on the chart as well. Rad-X would protect the user up to Stage 3, maybe? Radaway would remove conditions, all theory at the moment, inflicted due to radiation damage from the chart. So, any thoughts or suggestions...or even harsh words are welcome.
  11. I enjoy the bloody games. TPKs are fun...if they are legit kills. As long as the rules do not change mid-play, I am all for it. Anyways, I will run with a house rule in all games at this point if I play the game, again. So, it is all good. "Players under the control of a Keeper do NOT have any say in the order of turns." It is unfair in any system to give one side the power over the other side's "choice" when it comes time to "decide" the winner.
  12. Dam said: For me, traitor still takes his investigator turns as normal, so he would have a say in the turn order (at least without checking the relevant scenario's Special Rules or the Mythos cards). If the others think they know who the traitor is, deal with him accordingly before he can reach a space from which the point on the turn order is critical. Of course a smart (read: evil) Keeper will play his traitor Mythos cards on the investigators early/-ier in the turn sequence if he thinks there comes a point that the players can't agree on the turn order, that way his traitor goes early rather than later, first spot being idea (for both Keeper and traitor). All that said, I played one game of scenario 5 and feel no need to go back, while I've played all the others with each of the three Objectives and Season of the Witch once so far, two more plays for certain of that scenario waiting. Pop-Up Witches aren't all that much fun even for bloodthirsty Keeper like me, I imagine a lot less fun for the investigators since there is no real point in attacking them (they never end) and if you want to move, chancy Evade test waiting. It's fairly easy to cripple the investigators to a point where after the Objective is revealed you need only one or two damage per investigator to kill them. Indeed, the group would have killed the other player if you were the Keeper from the sound of it. We, the other players, knew he was under the control of the Keeper for several turns. The init order rule as given to us by the Keeper led us to believe that we moved before the other player....right up until the Keeper pulled the rulebook out at the last turn. I blame myself for not knowing the rules at this point. Relying on other people... *shrug*
  13. Cheshiremythos said: Dam said: Mythos cards are still keyed to the specific investigator whose turn they are played on, so if A goes first and you want to play Compelled on C, you'd have to wait until C starts his turn. "Investigator players decide as a group the order in which they wish to act. If they cannot all agree on an order, they proceed clockwise, starting with the player sitting to the left of the keeper." (p. 6) Sounds like you didn't rule anything wrong, if they didn't come to a consensus, then the traitor (aligned) would go first based on seating. That makes sense on the mythos cards just wasn't at all sure how it was supposed to work. That was my argument for the turn but Id still like an official answer, hence the email mentioned earlier, on whether traitors count in the order discussion because that is really what makes the difference here. If the traitor doesn't get a vote in order then they would have won fair and square. If he still counts then they couldn't agree and, no matter the order they set up before, the turn starts from my left as I understand. It would have changed everything if you had told us that the player under Keeper control went first. The players were told it was not important. So, we settled on an init system. Changing it at the end to gain a win for the Keeper... :/
  14. Yup, it is the heart of the issue. The "win" by the Keeper is a "win" only because he ruled that the player under his control went before the two players not under his control. Both players not under his control were going before the other player on the previous turns. Honestly, it is likely to cause me to stop playing the game at this point. It is not fun to lose merely because "This person goes first...this time, but not the other few times."