fallout pnp podrecznik podstawowy, Pozostałe rpg, Fallout

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Acknowledgements and Notes
there is a glaring error or problem with
the game, please feel free to email me
at unasoda@hotmail.com and I will be
happy to make the necessary changes.
need to thank some very supportive
people, without whom this project
never would have happened. Thanks
to Elizabeth for being you; thanks to
Miroslav for running such a wonderful
website; thanks to my playtesters:
Roman, Mike, Karen, Pete, and Arch;
thanks for all the supportive emails,
and suggestions, from people too
numerous to name; thanks to Brian Fargo,
Interplay, and Black Isle for making
such great role-playing games; thanks to
Michael Owen and Itsatrap, the Scorpion
Hunter, for ideas and rules regarding
condition modifiers to armor; mega-
thanks to Ausir for compiling the most
comprehensive list of missing items and
errors, and to Roman for compiling
another useful list; thanks to Chris
Taylor of Interplay for making the
publication of this game a possibility;
thanks to Ausir (again!) for pointing
our more errors and inconsistencies;
thanks to Zillameth for setting me
straight on the conditions of towns in
the Fallout universe; thanks to the
entire Fallout PnP Yahoogroup (Egroup)
for the inspirational discussions,
especially about weapons and weapons
modifications – without you, this
ignorant progressive still wouldn’t know
the difference between a chamber and a
magazine. Thanks also to No Mutants
Allowed and Freelancer, who provided me
with pictures of weapons so I didn’t
have to make hundreds of screenshots.
Version 1.1 changes – Added condition
modifier rules for weapons and armor,
fixed simple typos, fixed factual errors
regarding “canon” Fallout locations.
Version 1.2 changes – Adjusted
Louisville Slugger damage, fixed various
typos and tweaked sentence structures,
added Perks previously left out,
adjusted rolls to reflect errata in the
Fallout readme files, added Karma
errata, added the optional, streamlined
Burst Fire rules.
Version 1.5 changes – Tweaked sentence
structure and grammar to make the book
more readable and to clear up several
confusing passages, fixed spacing and
format problems; fixed several minor
errors; added canon location
“Scrapheap,” fixed the index; added a
detailed vehicle combat system; added
pictures of weapons, armor, and
equipment; overhauled racial aspects of
character creation and added new races
to reflect Tactics additions; added new
Traits and Perks from Tactics; added new
weapons and armor from Tactics; added
some non-redundant armor from Wasteland;
added helpful essays; added the Table of
Contents; added character archetypes;
added a “sample adventure.”
Version 2.0 changes – mostly tweaks on
additions in the 1.5 version.
Reformatted many of the pages.
Some names and images in this book are
copyright Interplay Productions, Inc.,
and are used with permission. Some
images are copyright Paragon Software,
and are used with permission.
A Word About Role Playing and the
Fallout Universe
C
This is officially version 2.0 of the
Fallout: PNP RPG rules. I’ve kept all
the rules from the game’s SPECIAL system
intact, except for gun damage, which I
modified – without any change to the
resulting numbers – for ease of play on
a tabletop. Heavy weapons, artillery
pieces, and vehicles I had to completely
make up on my own; for my sources,
please see the bibliography at the end.
I made some tweaks here and there to
make the rules a little more
“realistic,” like allowing both barrels
of a double-barrel shotgun to be fired
at once. I included some other weapons
for the sake of realism and variety. If
reating a role-playing game is much
like a high-wire act in the circus:
one walks a very fine line
attempting to please as many people as
possible. Fallout: Pencil and Paper RPG
was created for two groups of gamers –
those who enjoyed the Fallout computer
games and wanted to have a tabletop
version for their Saturday night role-
playing sessions, and those people who
had not played the computer game but
were interested or curious in the post-
Nuclear role-playing environment. It is
my sincere hope that this game provides
the best experience for both kinds of
RPG groups.
1
I
Fallout: Pencil and Paper RPG was
designed to be flexible in its rule
structure. The system of character
creation and combat was drawn directly
from Fallout’s SPECIAL system, because
it is one of the more intuitive RPG
systems I've encountered. However,
because a computer can do many
calculations in a short amount of time,
and keep track of millions of variables,
the combat system can get a little
complex at times. I've tried to provide
a character sheet that places all the
necessary numbers in one place for ease
of use, but some players may find that
tedious. Which brings me to my next
(and last) point.
exact an adaptation of the SPECIAL
system as I can make, I usually only add
things that are “canon” or are obviously
missing from the game. However, there
are some things in the games that are
fairly redundant. You may not see every
weapon in Tactics in this manual,
because one much like it already exists.
It actually appears that some of the
weapons in Tactics are factually
incorrect as well; when I’ve noticed a
factual error in a weapon description or
a kind of ammo a gun uses, I’ve tried to
fix it and maintain the spirit of the
game.
One more thing: I realize this is very
confusing, but the Fallout world uses
the Metric system to measure everything
except
weight, which is measured in
standard-system pounds. I prefer metric
because of the easy conversions, but
since the game was originally programmed
and created by Americans, weight
probably slipped through the cracks.
Sorry about that. I’m not going to
change it, either.
This book is designed as a guide. The
reason we role-play is to allow our
imaginations to take us to another world
for a brief time. It is not to sit
there and roll dice and punch numbers
into a calculator all night. I've role-
played with both kinds of groups, and
when I've GMed, I've leaned towards the
first kind – more story, less dice and
numbers. I would skip looking up tables
and such and make things up on the fly.
For rules junkies, there are plenty of
tables and things to keep you going. I
even encourage you to make your own
tables for things like critical hits,
perhaps using mine as a guide. For
those more prone to loose, formless
role-playing, feel free to discard
tables, rolls, or whatever else suits
your fancy. The idea behind this game
is to have fun, so if you find something
doesn't work for your group, please feel
free to get rid of it.
I’ve omitted some of the Tactics rules,
or changed others slightly, because they
are rules that belong more in a tactical
combat simulator than a roleplaying game
and would probably unbalance a PnP RPG.
For example, I kept the original Fallout
2 idea that ghouls could wear the same
armor that humans could, and I changed
the way that First Aid and Doctor skills
were used in combat (healing people
completely in 1 round would have
seriously unbalanced the game). I’m
sure diligent players will note other
changes as well; please keep in mind
that I’ve carefully considered those
rules and the spirit of a tabletop RPG,
and adapted them accordingly.
I get a lot of emails imploring me to
add things to the game; since this is as
2
Table of Contents
Opening and Breaking Down Doors 44
Traps . . . . . . . . . . . . . 45
Explosives . . . . . . . . . . 45
Mines . . . . . . . . . . . . . 45
Energy and Power . . . . . . . 46
Random Encounters . . . . . . . 46
Detecting Sneaks . . . . . . . 47
Swimming and Wading . . . . . . 47
The Art of the Thief
. . . . . . .
47
Sneaking . . . . . . . . . . . 47
Stealing . . . . . . . . . . . 47
Planting Items . . . . . . . . 48
Picking Locks . . . . . . . . . 48
Advancement
. . . . . . . . . . .
49
Perks . . . . . . . . . . . . . 49
The Fallout Universe: A Rough Guide
.
58
Common Things . . . . . . . . . . 58
Places to Visit . . . . . . . . . 60
A Fallout Bestiary
. . . . . . . . .
65
Arms, Armor, Equipment, and Vehicles
74
Weapons
. . . . . . . . . . . . .
74
Unarmed Skill Weapons . . . . . 74
Melee Skill Weapons . . . . . . 77
Small Guns Skill Weapons
. . .
80
Primitive Missile Weapons . . 80
Pistols . . . . . . . . . . . 81
Shotguns . . . . . . . . . . 84
Submachine Guns . . . . . . . 85
Rifles . . . . . . . . . . . 87
Assault Rifles . . . . . . . 89
Big Guns Skill Weapons
. . . .
91
Machine Guns . . . . . . . . 91
Grenade Launchers and Mortars 93
Anti-Tank Weapons . . . . . . 94
Flamethrowers . . . . . . . . 94
Energy Weapons Skill Weapons
.
95
Pistols . . . . . . . . . . . 95
Rifles . . . . . . . . . . . 96
Big Energy Weapons . . . . . 96
Throwing Skill Weapons . . . . 97
Weapon Enhancements . . . . . . . 100
Ammunition . . . . . . . . . . . 101
Types of Gas and Acid . . . . . . 104
Traps and Mines . . . . . . . . . 105
Armor
. . . . . . . . . . . . . .
105
Helmets . . . . . . . . . . . 108
Equipment . . . . . . . . . . . . 109
Chems . . . . . . . . . . . . . . 111
Vehicles
. . . . . . . . . . . . 112
Cars . . . . . . . . . . . . . 113
Trucks . . . . . . . . . . . . 113
Motorcycles . . . . . . . . . 114
Boats . . . . . . . . . . . . 115
Aircraft . . . . . . . . . . . 115
APCs . . . . . . . . . . . . . 116
Mobile Artillery . . . . . . . 116
Tanks . . . . . . . . . . . . 117
Vehicle Enhancements . . . . . . 118
Appendices . . . . . . . . . . . . . 119
Index . . . . . . . . . . . . . . . 154
Acknowledgments and Notes . . . . . . 1
Introduction
. . . . . . . . . . . . .
4
Equipment . . . . . . . . . . . . .
4
Glossary . . . . . . . . . . . . .
4
Character Creation
. . . . . . . . . .
6
Character Concept . . . . . . . . .
6
Terminology . . . . . . . . . . . .
6
Race . . . . . . . . . . . . . . . 7
Humans . . . . . . . . . . . . .
7
Ghouls . . . . . . . . . . . . . 7
Super-Mutants . . . . . . . . . 8
Half-Mutants . . . . . . . . . .
9
Deathclaws . . . . . . . . . . .
9
Dogs . . . . . . . . . . . . . 10
Robots . . . . . . . . . . . . 10
Traits . . . . . . . . . . . . . . 11
Statistics
. . . . . . . . . . . .
13
Primary Statistics . . . . . . 13
Secondary Statistics . . . . . 16
Skills . . . . . . . . . . . . . . 18
Finishing Touches . . . . . . . . 22
The Game
. . . . . . . . . . . . . .
22
Before Combat
. . . . . . . . . .
22
Holding Weapons and Objects . . 22
Weapon Condition . . . . . . . 23
Repairing Weapons . . . . . . . 23
Vehicle Condition . . . . . . . 23
Repairing Vehicles . . . . . . 23
Wearing Armor . . . . . . . . . 24
Armor Condition . . . . . . . . 24
Repairing Armor . . . . . . . . 24
Combat
. . . . . . . . . . . . . .
24
Combat Begins . . . . . . . . . 24
Step One: Determine Sequence . 25
Step Two: Action . . . . . . . 25
Attacking
. . . . . . . . . .
27
Step One: Determining and
Rolling Against To-Hit . . 27
Step Two: Damage . . . . . 31
Step Three: Criticals . . . 33
Step Three: Continuing and
Ending Combat . . . . . . . . 33
Vehicle Combat
. . . . . . . . . .
35
The Mechanics of Vehicle Combat 36
Damage and Death
. . . . . . . . .
39
Fire and Acid Damage . . . . . 39
Poison Damage . . . . . . . . . 39
Radiation Damage . . . . . . . 40
Gas and Electrical Damage . . . 41
Chems, Addiction, and
Withdrawal . . . . . . . . . . 42
Healing . . . . . . . . . . . . 42
Robot Healing . . . . . . . . . 43
Death . . . . . . . . . . . . . 43
Life in the Wastes
. . . . . . . . 43
Trading and Barter . . . . . . 43
Karma . . . . . . . . . . . . . 43
Karmic Perks . . . . . . . . . 44
Reading Books . . . . . . . . . 44
3
Part I - Introduction
Equipment for Gameplay
E
"Imagine all the people, living in
harmony."
- John Lennon, Imagine
ach player needs a set of
percentile-dice (two ten-sided
dice, with one die representing the
"ones" column and the other representing
the "tens" column of a two-digit
number). The Gamemaster needs a set of
normal RPG dice as well (d4, d6, d8,
d10, d12, d20). The group might want to
have a pool of extra 10-sided dice for
ease of play and rolling burst attacks
all at once, as well. Each player also
needs a character sheet (provided in a
separate file), a pencil, and a bit of
imagination. The Gamemaster needs this
book and a little more imagination. A
single hex-sheet is helpful, although
not absolutely necessary. Every
character can provide their own
miniature figure to use on the hex
sheet, and the Gamemaster may want to
think about getting a few generic
critter figures and some scenery (trees
and ruined buildings, walls, etc),
although these are not necessary either.
magine for a moment a world without
politics. Imagine a world without
religions, where people's views no
longer mattered, where there was no
longer any distinction between old and
young, rich and poor, Atheist or
Believer, liberal or conservative.
Imagine a world where every person was
equal regardless of skin color or ethnic
background.
The United States and Russia have over
30,000 nuclear devices in their arsenals
as of February 2001. It would take 800
such devices to end most human life on
this planet. In the half-hour between
the launch of the missiles
and the detonation of the
last bomb, it would not be
difficult to imagine a
world where racial,
religious, class, and
national distinctions no
longer mattered. In the
days and weeks after the
bombs, the remaining people
would struggle to survive
in a vastly different environment. The
Earth as well as humankind would bear
the scars of that wound for hundreds if
not thousands of years.
You can pick up dice at any gaming store
or comic book shop, and hex-sheets are
also usually available at these kinds of
stores. Other games like Warhammer 40K
and Battletech use hex-sheets, and you
can sometimes order them from these
companies’ catalogues. Miniatures are a
little more difficult; for the budget-
minded gamer, green plastic grocery-
store army men work very well, and fit
perfectly on a hex sheet (you can also
use the vehicles and obstacles some
sacks of these toys come with). For the
aesthetically-minded gamer, you can
spend literally hundreds of dollars on
detailed miniatures from model railroad
stores for that immerse gaming
experience.
Fallout is a post-nuclear RPG set
sometime after a great nuclear conflict
in the year 2077. 99% of humanity and a
good deal of other life perished in the
nuclear war. Of course, millions still
survived, although some were altered
beyond imagination. One can play
Fallout either as a campaign-oriented
RPG, with a series of smaller adventures
in a larger story, or as a single-story
game with a minimum of involvement in
the larger workings of the world. It
can be played on a single Saturday night
with two or three friends or in a group
of 7 or 8 two or three times a week for
months on end. The only limits are
scheduling and the bounds of
imagination.
Glossary of Terms in the Fallout
Universe
Combat: A sequence of events that takes
place on a hex-grid in rounds of
approximately 10 seconds each. Resolves
with all parties that intend each other
harm either fleeing or dead.
Critter: A critter generally refers to a
non-human NPC.
Death: Death occurs when a character's
hit points drop below 0 and no medical
treatment is readily available. Death
is final in the Fallout universe.
4
I
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