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Fallout Setting Rules

Page history last edited by harrissdg@... 5 months ago

 

A collection of rules to help Savage Worlds better reflect the realities of the Fallout setting.

 

Gritty Damage: Wounding attacks cause Injuries. The damaging attack actually has to cause a Wound, not double Shaken. Unless it was a called shot, roll on the Injury Table to determine what happens.


Radiation: Radiation is a common hazard of the wasteland. It is generally encountered via environmental exposure (see Hazards in Savage Worlds), by eating irradiated food (treat as a Poison that causes a Short-Term, Debilitating disease; cumulative fatigue can result in full radiation poisoning), or as a side effect of creature attack (immediately resist a Radiation hazard). Some locations are Extreme Radiation environments, forcing Vigor checks each round.


Scavenging: Scavenging is the ability to find saleable bits or life’s necessities in the ruins of civilization. These are often in desks, lockers, closets, or hidden behind collapsed corners.
When the Game Master decides a site might have salvageable materials, each party member who chooses to search rolls Notice. With a success, the prospector finds $2d6 worth of saleable junk (4d6 on a raise) he can use as cash the next time he finds a trader. This junk is unnamed odds and ends good for nothing other than currency.
If the scavenger gets a second raise, he may also draw a single card from a fresh Action Deck. The Game Master consults the scavenging table to describe the results.

A black card (Club or Spade) indicates some kind of confrontation - rival scavengers, hostile wildlife, dangerous radiation, or some other complication that needs to be resolved to claim the item.

Card

Find

2
Hidden Vault The dream of every scav'er, one that often turns into a nightmare. You found a functional entrance to an underground facility, probably a Vault-Tec vault. The contents are a new adventure for the GM to determine, but the potential rewards are massive.
3
Power Cores A stash (1d4+1) of practically full power cores.
4
Armory An abandoned weapons storage area. Roll d20 three times: 1) 2d8 melee weapons, 2) one power fist, ripper, or super sledge, 3) 1d6 light slugthrowers, 4) 1d4 medium slugthrowers, 5) 1 heavy slugthrower (sniper rifle, light MG, heavy MG, or minigun), 6) 1d4 laser pistols, 7) laser SMG, 8) laser rifle, 9) gatling laser, 10-11) ammunition (Roll again to determine the weapon the ammunition is for), 12) portable missile launcher, 13) hand flamer, 14) heavy flamer, 15) urban warfare plasma weapon, 16) industrial plasma caster, 17) gauss rifle, 18) body armor (full suit of 1d6: 1-3 leather, 4 improvised, 5 metal, 6 hazmat suit), 19) fat man, 20) player's choice of result from this table.
5
Valuables (Art) A rare and valuable piece of artwork, usually a painting, that will sell for 2d20 x $1000.
6
Valuables (Gems & Jewelry) Mostly intact precious gems or fancy jewelry that will sell for 2d20 x $1000.
7
Valuables (Sculpture) A large and heavy (d6 x 100 lbs) statue that any settlement or location would be proud to display, that will sell for 2d20 x $1000.
8
Valuables (Documents) This stash of old documents contains scientific data, emergency cache locations, deployment orders, or similar information that is extremely valuable to many buyers. It can be pursued by the scav'er or sold for 2d20 x $1000.
9
Stealth Boy A stash (1d4-1, minimum 1) of pre-War stealth boys. Stealth boys are boxy belt-mounted single-use devices that make the wearer invisible (as the invisibility power) for one minute (10 combat rounds).
10 Prototype In a sealed safe (Lockpicking -6, one try only; or cutting torch) is a prototype weapon or device.
Jack
Explosives A cache of one type of grenade: 2d4 fragmentation grenades, 1d6 EMP grenades, 2d6 smoke grenades, 1d6 laser dispersing smoke grenades, or 1d6 thermal grenades. See the Science Fiction Companion for stats.
Queen
Armor A full suit of customized Combat Armor. This provides Armor +6 to all locations, weighs 24 lbs, and has (1d4-1) useful additional features. Example features include night vision goggles, gas mask (+4 to resist inhaled hazards, including radiation), load bearing reinforcement (increase Load Limit multiplier by two), sealed armor, laser resistant coating (negate AP 2 from lasers), ballistic weave (negate AP 2 from bullets), survival gear (+2 to most Survival rolls), and many other options.
King
Power Armor Finding a suit of functional power armor is a big deal. Roll d10; 1-3 Raider T-51; 4-6 T-45d; 7-8, T-51b; 9 T-60c; 10 Advanced/X-01 with d6-3 Mods (GM choice) or an unusual variant of a T-series power armor.
Ace
Vehicle The scav finds a damaged but functional vehicle (motorcycle, luxury car, pick-up truck, or possibly APC). Roll two critical hits (ignoring any results that would destroy the vehicle).
Joker
Beneficial Mutation The scav'er found something that changed them, mostly for the better. Roll Vigor; on a success gain a free Advance. Failure still grants an Advance but the character acquires a visible mutation to match, inflicting -1 Persuasion.


Weather: Strange weather stalks the wasteland, as the effects of a global thermonuclear war slowly dissipate. When strange weather is coming, allow the party a cooperative Notice roll. Success gives them 30 minutes to find shelter, while a raise gives one hour (halve these times at night). Every 15 minutes, a Survival roll (-2) can be attempted to find protective shelter for 2d6 people (doubled with a raise). Fatigue lost from weather is regained over four hours.

  • Dust Storms - The swirling dust causes a Vigor roll every 5 minutes to avoid being Fatigued. Those Incapacitated begin to choke on the dust, and must make the Vigor roll every minute at that point. Dust storms last 2d6 hours. Luckily, something as simple as a bandanna gives a +1 to Vigor rolls, and gas masks add +4. The fine particles are equivalent to Darkness for sight and penalties.
  • Radioactive variants are rolled at -2, and incapacitated characters acquire radiation sickness (see Savage Worlds).
  • Radiation Storms - Some regions are plagued with ferocious thunderstorms infused with the energy from heavily irradiated areas. In addition to being a mobile high radiation environment, these hellish squalls can be immediately lethal to those caught in them. Every five minutes, the Game Master deals a card to each exposed character; if a Joker is dealt then the lucky stiff is struck by lightning (3d12 damage, ignores armor), and all other characters are hit for 3d6 damage as caustic rain and blistering wind tear at their flesh. Flimsy structures are generally torn apart by these storms, which last for one to two hours.
  • Toxic Clouds - These caustic clouds grant a +2 to the Notice roll to see them, but are one of the worst to get caught in. They do 2d6 points of damage per round as they burn the lungs. A gas mask provides complete protection, and a wet bandanna provides 2 points of armor against the damage. Toxic clouds can dissipate almost instantly or stick around far longer than expected; they last 2d10 rounds.

 

Settlements (Optional): Some campaigns focus on rebuilding, and these rules are to enable that.

The settlement stats are abstracted for easy interactions, but there is no reason to not populate them with interesting characters, unique problems, and customized challenges. All settlements have Parry, Toughness, Fighting, Smarts, Spirit, Strength, and Vigor ratings. Parry is 2 + half Fighting. Toughness is 2 + half Vigor + armor (see below). The five Traits are measured in die types, as usual, but they all begin untrained. Player characters can make the following checks about once a season (Spring, Summer, Autumn, and Winter) to develop and improve their settlement.

  • Science is important when designing and constructing buildings and infrastructure, including water filters and wells. Success improves the settlement's Vigor one step and a raise improves Spirit one step. Generally, major construction can be done once per season.
  • Managing a settlement is made much easier with Intimidation or Persuasion. Success improves the settlement's Smarts one die type and improves Spirit on a raise. Reorganization and training takes time, requiring about a season to get sorted.
  • Every successful settlement contains the necessities of survival, making them targets for others. Battle is used to design and organize defenses that take advantage of the terrain, available resources, and training time. Success improves Fighting by one die type and grants +2 Armor. Double both for a Raise. Improving and revamping settlement defenses generally takes a few weeks and significant resources that can be expended once per season.
  • Establishing trading posts and stores can bring in resources and personnel to make a settlement more powerful and successful. Armor, weapons, and general utility items can be built and refurbished with Repair, and increases the settlement's Strength on success and Fighting on a raise. Medical facilities and chem dealers can be created with Healing and improved with Science, increasing the community's Vigor on success and Spirit on a raise.
  • Farming, hunting, and gathering can be directed with a good Survival skill. Success improves Vigor a die type and a raise increases Strength a die type.
  • Organizing scavenging expeditions and training scavenger teams benefits from Notice. Scavenged resources can improve the settlement's Strength one step, two with a raise.
  • Trading routes can provide additional supplies and immigrants. Negotiating with traders requires a good Persuasion skill. Success creates a trade route that improves the settlement's Armor by two points, and even Vigor with a Raise. Starting a trade route requires another settlement to deal with and up to a month of negotiations.

 

Index Savage Fallout

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