[center][b][h3]Game Rules and Mechanics[/h3][/b] [u][b]Basic Rules [/b][/u] Fallout: Aloha will be run on a dice system that streamlines elements of Mophidius’s 2d20 system for Fallout: The Tabletop Game combined with elements of the 5e d20 system. All characters start at Lvl 1. Here’s how the system works in a streamlined scenario. - Todd Howard and Josh Sawyer begin to generate characters for a Fallout play-by-post game set in a post-apocalyptic version of New Orleans. Josh comes up with a synth gunslinger whilst Todd comes up with a ghoul scientist who can trace their lineage to pre-war America. They first decide their SPECIAL stats. SPECIAL attributes are similar to DND’s stats with the exception of luck. All SPECIAL skills start at 5 and players have a total of 5 points to distribute amongst their skills. Players can choose to decrease their SPECIAL stats down to a maximum of 3 to gain extra points and the maximum amount of points a SPECIAL stat can have is 10. Josh chooses to make his synth gunslinger have high agility at 8 with their perception and luck at 6 whereas Todd chooses to give his brainy ghoul a whopping 10 points of intelligence. - They then choose to tag 3 skills. All skills start at 0 and can be increased up to a maximum of 3 (for now). Players can choose to tag 3 skills to increase them by 2. Todd decides to tag Science, Barter and Repair whereas J.E Sawyer decides to tag Guns, Sneak and survival. The rest of your skill points is determined by your overall character background and your intelligence as well. You can distribute 9 points plus extra points equal the total amount of intelligence you have throughout all of your skills. - The GM starts them off exploring a ruined vault in the seedy lands of the Bayou. The vault door appears to be locked and Todd attempts to hack the vault. This requires a dice roll that uses both a relevant attribute and skill. Todd chooses his intelligence which has a score of 8 and combines it in tandem with his science skill. Both of them add up to 10. This skill check is relatively difficult for the average wastelander but is manageable for a wastelander with training in hacking so it gets a DC of 2. Todd then rolls 2 d20s equal to the DC class and gets 9 and 8. 2 of those dice values are below 10 which means it’s a success as Tood has overcome the difficulty of rolling 2 successes. Dice values that are below the skill and attribute check count as failures. - The vault door opens and Todd and Josh enter the vault. A minute later, the pair discover a walkway leading to the lower interiors of the vault has been broken. There’s a ladder on the other side but it would require someone to jump across and use it to bridge the gap. Josh decides to roll for it and uses a skill attribute combination of agility and athletics. It adds up to 12. The difficulty class is 1. Josh rolls a 1. Oops. Don’t worry, however. 1’s in this system count as critical successes. A critical success counts as 2 successes instead of 1. So, Josh meets the skill check and successfully jumps over the gap to push the ladder across so Todd can walk over to the other side. As Josh rolled an extra success, he gains 1 Action Point that he can use later for a variety of situations. - Todd and Josh continue to explore the depths of the vault before they’re ambushed by a feral ghoul. Todd decides to engage in fisticuffs with the ghoul whereas Josh decides to use his 10mm pistol. The ghoul has a defense rating of 1. Todd must roll his str and unarmed skill combined which adds up to 5 whereas Josh adds up his agility and guns which adds up to 10. Todd rolls a 13 resulting in a failure. However, he can use his AP to add one more dice to the roll. The extra dice rolls a 4 which is a success. Todd manages to deck the ghoul in the jaw whereas Josh manages to cap it in the face. -That’s the basics for now! [/center] [center][b][u]Character Sheet[/u][/b][/center] [hider=Character Sheet] Name: [Self-Explanatory] Race: [You may choose Ghoul, Human, Synth, Super-Mutant, Robot, Intelligent Deathclaws or any other species in Fallout as your race. Each of these races will have unqiue mechanical traits as well. Alternatively, you may come up with player suggestions for races and I’ll take it into consideration.] Gender: [Self-Explanatory] Age: [Self-Explanatory] What Makes You Special? Each of your SPECIAL stats determines relevant attribute checks. All SPECIAL stats start at 5 and you have 5 points to distribute amongst them. You can decrease your SPECIAL stats to 3 to gain extra points and you may only increase it up to a maximum of 10 points. Strength: A measure of how talented yoru character is in the art of brute force. Strength determines your carrying capacity. The base standard for a character’s carrying capacity is 150 pounds plus (STR*10) pounds. Strength also affects your melee damage. Having a level of strength higher than 6 adds a bonus to your damage overall. Perception: A measure of how canny your character is in observing the environment. Perception affects your ability to notice traps, see clues, observe fine details in the surrounding environment and determines your initiative in combat. Initiative is determined by adding both your perception and luck together. Endurance: A measure of how much your character can weather what the wasteland has to throw at them. Endurance determines your total number of hit points by adding the bonus with luck. Endurance also determines your ability to resist poison and radiation. Charisma: A measure of how silver-tongued your character is. Charisma affects your general ability to convince, manipulate and barter with other people in the wasteland. Intelligence: A measure of your character’s smarts and brains. Intelligence affects the number of skill points you have to distribute amongst your skills and also determines your general effectiveness in crafting. Agility: A measure of your character’s reflexes and general Agility determines how well you can Dodge attacks as well as determining any check that relies on general agility Luck: A measure of your character’s general fortune. Luck is a special skill that’s both an attribute and a resource. The number of luck you have gives luck points which can be used in four different ways. Luck points can only be regenerated after the end of a significant mission or objective. Reveal a circumstantial detail about a situation you are in or a helpful fact. Use it instead of another attribute in a skill check by spending one point. Spend a point to take the first turn in an initiative order. Use a point to reroll one die. You may use more to reroll multiple die. You cannot reroll a die that has been rerolled once already. Skills Choose three skills to tag that your character is proficient in. You may then spend a further 9+INT Score skill points to distribute amongst your skills. Unarmed - The art of hand to hand combat and pugilism. Melee - Using a sharp, blunt or pointy instrument in close quarters. Throwing - The art of chucking objects with uneering accuracy. Guts - Your ability to move heavy weights and resist enormous amounts of pressure. Weightlifting essentially. Athletics - Your skill in all manner of gymnastic and agile movements. Guns - Your skill in the operation and usage of ballistic firearms. Energy Weapons - Your usage and knowledge of all firearms which use lasers, plasma, electromagnetic discharges or anything non-ballistic. Explosives - Your usage and knowledge of how to use and make anything that goes kaboom. Medicine - Your knowledge of how to sew and patch up yourself and anyone with holes in them. Piloting - Your talent and knowledge of how to pilot vehicles in general. Sneak - Your talent in being sneaky and stealthy. Lockpick - Your talent in bypassing locks and all other similar mechanisms. Science - Your talents in the natural and physical sciences and applying them to solve problems in the wasteland. Repair - Your talents in mechanical repair and modification of armor, weapons and other equipment. Speech - Your talents in charismatic speeches and social manipulation of your fellow wastelanders via the gift of the gab. Barter - Your talents with haggling, bargaining and overall salesmanship skills in terms of trading and selling items. Survival - Your skills in making sure you don’t die of something embarassing like hunger and dehydration in the wasteland. [u]Personality[/u] Self-explanatory. The personality you determine for yourself will influence your character and what you get. [u]Background [/u] Self-explanatory. The background you determine for yourself will further determine your character and what special mechanical benefits and perks they get. [u]Equipment[/u] Choose equipment that your character would be reasonably equipped with. You wouldn’t come equipped with power armor unless you were a member of the Brotherhood of Steel nor would you would have access to a boatload of chems and drugs unless you were a junkie. [/hider]