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Glupii

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Everything posted by Glupii

  1. True, and I guess that may be why they chose to use them in the Fallout Game. And I just thought of soemthing more... the rarity might be something to play up for different denominations. For example since I am aiming to have this play out in the west-mid west area, Sunset Sasparilla caps might be the satndard, where as a Nuka Cola cap would be worth 10 Sasparilla caps, and a blue star cap would be worth 100.
  2. So in Fallout they use the bottle cap as currency both for the fun factor and to keep the computer game simple. While I like simple, I find myself looking at this mechanic and trying to come up with a good explanation for my players as to why this is and how it is regulated. And this, of course leads me into the discussion in my mind (yes, I have multiple voices discussing this in my head even as I write this) over the balance of keeping a game simple enough to be playable yet detailed enough to give a real and immersive experience to my players. So I do what has worked so well for me up until this point, throw this out here on the boards and see what ideas you all have for how to handle this. (I really see why my buddy Tancred always like being active here now) I am debating between making the game early in the "reawakening" of the human race where such a complex thing as a central currency has yet to be established, forcing a more barter oriented system versus a more advanced society with a simpler system like bottle caps for currency just to keep things simple. Thoughts?
  3. After discussing these excellent ideas with my players we decided to try the following: All weapons start at fully repaired with a 17- roll. All Armor begin with no roll but as soon as that piece of armor (we still want to keep sectional armor) takes more body that it has Def, it will begin to degrade and gain a 15- roll. After every combat scenario, all weapons used in the combat and armor that took a hit in that combat (regardless of the amount of damage) needs to make its activation roll or drop by a -1. Armor that failed to activate in the combat does not count as being hit (The bullet passed right through the same hole!). Repair can be done in one of two ways. Field repair can be accomplished by anyone with a Repair Skill (a dex based skill roll anyone can take) can roll to repair the damage. It takes 1 hour per item to do the repair. The Repair roll determines both the amount it is repaired and the upper limit. The item is repaired one plus by making the roll and an additional +1 for every two by which the roll is made. However the item cannot be repaired beyond the skill roll. (So if the item is at 10- and the person's skill roll is 12-, if they make a roll of 8, they can repair the item up to their maximum of 12- and the additional bonus is lost) Weapons take penalties at certain levels of damage. 15- loses one DC from max 13- takes a -1 OCV and -1 Range Mod 11- loses a second DC from max 9- Activation roll required every time it is used. Failure means it is jammed and requires a full phase to clear 7- Failed Activation roll means the weapon has seriously jammed and must be cleared out of combat 5- Weapon is burned out and can no longer be repaired and can only be used as parts. Armor can degrade until it reaches 3- since the diminishing protection will be enough for them to replace it before this. More robust repair can be done outside of combat with Weaponsmith and Armorsmith. A successful roll can repair it all the way to full (17- for weapons, no roll for armor) but correct materials must be on hand to repair it with. (Weapons of the same type, Leather, Scrap Metal, etc.) Also they must have the correct tools and area to work on the item. Trying to do so with improvised tools gains a -2 to a -6 on the roll depending on the tool (GM Decides). Weaponsmith and Armorsmith can obviously also be used to make new items and with the Inventor skill, even create new types if the GM agrees. There are a few more small details but that is the crux of it. The players agreed that this does not seem like it would be more than they are willing to try to keep up with and I am willing to try it out. Could be a complete fail, upon which we will modify as needed. Or it might give us just the amount of flavor I am hoping will carry into this gritty style of game. I will try to keep this post updated so anyone else trying this can either take away from it or learn from our mistakes. Many thanks for all the great input.
  4. Reposting this from another thread so it does not get lost in there... OK So I am in need of a different sort of help. I need a plot idea for our weekly game. One of our players will be missing so I am only running for the other two. Hense I am still running an extension of last week (our first dry run of the game). Let me explain and maybe some of you folks can help me with some sort of plot idea. I am starting them out in a vault that did not have one of the social experiments in. It was just what it appeared to be, a survival vault. Last week the three characters were told that over the last 200 years, the dirt in the vault gardens (not all food is grown in Hydroponics tubs) was basically worn out. No matter how many times they compost it, the dirt just could not be fully reconstituted. This was backed up by the one character's mother (One of the chief medical personnel in the vault) who pointed to the growing deficiency in the vault dwellers for a number of key vitamins. The argument was made to open the shielding wall in one of the labs (down on the 4th level so pretty deep) and test the dirt for radiation. Despite the tyrannical Overseer's objections, it was finally tried and discovered that the dirt was actually less radioactive than the environment inside the vault (It IS powered by a reactor on the same level after all). So a cavern was dug and the dirt "harvested" was used to reconstitute the soil in the garden beds. The three juveniles (they were all 16 at this point) and their friend were hanging out in the cavern as it had a distinct earthy smell they had never experienced before and it quickly became a good spot to hang out. There was also a vent pipe going through the cavern that was “discovered” when it dug out as one of the exhaust pipes for overflow cooling steam form the reactor. So they were attacked by a Giant Ant which they dealt with (close call given the lack of any weaponry they had at this point). But one of the characters realized more were on their way so they burst the pipe and evacuated the cavern. The heated steam killed the ants that were coming and collapsed the tunnel for now. The entire cavern was later filled in with rubble and debris and closed off. Now they are all a year older and preparing for their GOAT. I am trying to come up with a plot for this week that might feed into our next adventure where they are all going to be forced out of the vault. My plan for this (to be run in two weeks) is that a band of Tribals, Raiders, or Fiends, hunting down and killing off the Anthill will find their way into the vault via this “Backdoor. And having access to explosives, can easily clear the debris and patch on the wall rather than trying to get in through the vault door. So the entire vault is going to be overrun by these fiends (or whoever) and everyone will be killed or captured to be sold to Ceaser’s Legion. The PC’s will escape from them and therefore start their adventure on the outside without any support of a vault to go back to. So I need something that will allow me to deepen the flavor of the campaign for them while keeping it minor enough to be run in one night for two PC’s. Any thoughts or ideas would be very much appreciated as I am drawing a blank at the moment.
  5. Oh wow, I just watched all the episodes in the first two seasons of Nuka Break. Very cool! Does anyone know if there are still making more? Can't find anything about a season 3. They more than doubled their goal for Season 2 so I would hope they would have incentive to start Season 3.
  6. I will have to check that out. Thanks Hex. OK So I am in need of a different sort of help. I need a plot idea for our weekly game. One of our players will be missing so I am only running for the other two. Hense I am still running an extension of last week (our first dry run of the game). Let me explain and maybe some of you folks can help me with some sort of plot idea. I am starting them out in a vault that did not have one of the social experiments in. It was just what it appeared to be, a survival vault. Last week the three characters were told that over the last 200 years, the dirt in the vault gardens (not all food is grown in Hydroponics tubs) was basically worn out. No matter how many times they compost it, the dirt just could not be fully reconstituted. This was backed up by the one character's mother (One of the chief medical personnel in the vault) who pointed to the growing deficiency in the vault dwellers for a number of key vitamins. The argument was made to open the shielding wall in one of the labs (down on the 4th level so pretty deep) and test the dirt for radiation. Despite the tyrannical Overseer's objections, it was finally tried and discovered that the dirt was actually less radioactive than the environment inside the vault (It IS powered by a reactor on the same level after all). So a cavern was dug and the dirt "harvested" was used to reconstitute the soil in the garden beds. The three juveniles (they were all 16 at this point) and their friend were hanging out in the cavern as it had a distinct earthy smell they had never experienced before and it quickly became a good spot to hang out. There was also a vent pipe going through the cavern that was “discovered” when it dug out as one of the exhaust pipes for overflow cooling steam form the reactor. So they were attacked by a Giant Ant which they dealt with (close call given the lack of any weaponry they had at this point). But one of the characters realized more were on their way so they burst the pipe and evacuated the cavern. The heated steam killed the ants that were coming and collapsed the tunnel for now. The entire cavern was later filled in with rubble and debris and closed off. Now they are all a year older and preparing for their GOAT. I am trying to come up with a plot for this week that might feed into our next adventure where they are all going to be forced out of the vault. My plan for this (to be run in two weeks) is that a band of Tribals, Raiders, or Fiends, hunting down and killing off the Anthill will find their way into the vault via this “Backdoor. And having access to explosives, can easily clear the debris and patch on the wall rather than trying to get in through the vault door. So the entire vault is going to be overrun by these fiends (or whoever) and everyone will be killed or captured to be sold to Ceaser’s Legion. The PC’s will escape from them and therefore start their adventure on the outside without any support of a vault to go back to. So I need something that will allow me to deepen the flavor of the campaign for them while keeping it minor enough to be run in one night for two PC’s. Any thoughts?
  7. Absolutly agree with you Christopher. All the things I am talking about here I am also talking about with my players and we will only put into play that which we are willing to try together. So far they like the idea of the limitations it provides (can't just go nuts with the weapons without considering what it is doing to them). But if it get too much, we will remove what we need to.
  8. Nolgrath, one of my players and I had been discussing something very similar to this. My problem was, as I understand it, Armor begins with no Activation roll and does not get one until Body done in an attack exceeds the Def of the armor. Then it automatically gains a 15- roll. (If I am not understanding Albative correctly, please someone correct me) So my question was if I used that same mechanic, what would be the action that would cause a fully repaired weapon to make that first drop. But by staring everything out at a 17- at fully repaired, that will work beautifully. To keep with the FO model, maybe Armor needs to have a max repair of 17- as well? I also like that without a shop and proper tools they can't repair something beyond their roll. It also allows me some "treasure" options for them. Some hide that will allow you to repair to your max +1 (to a 17- max) or tools that increase the repair skill itself for so many charges. As for how often to do this, I am thinking for weapons, at the end of every combat, any weapon used will have to make the roll once. Additionally if they do something harsh on the weapon (aka use the rifle as a club or strike a wall with an edged weapon) they need to take an imeediate roll. I was thinking these penalties, comments would be welcome: Roll Effect ----- -------------------------------------- 15- -1 DC 13- -1 OCV 11- -1 DC, failing the roll jams the weapon, full phase to clear then reload. 9- Burnout - Failure means the weapon cannot be used again in this combat. Must be cleared out of combat. 7- Broken - weapon unrepairable, only good as parts. Now some questions on repairing a weapon: You must have parts. Assuming they sacrifice another weapon of that same type, should the salvaged weapon's condition affect the repair roll? How much should a repair roll repair the weapon? +1 for a successful roll and +1 for every 2 the repair roll is made by? Maybe an additional bonus depending on the parts used? Maybe a salvage weapon (one that can no longer be repaired) can be "broken down" into a generic "Weapon Parts" and it takes so many of these "Weapon Parts" to repair a weapon of any kind? Or maybe break it down into Pistol, Rifle, Automatic, Laser, Plasma, Launchers categories? So that the weaponsmith will have to have the right weapon parts to repair that weapon? Thank you very much for everyone's ideas and help.
  9. And for what it is worth, I looked up the Real Weapon limitation and the quote "The exact results are up to the GM's fiendish imagination." is what I am asking for advice on handling I guess.
  10. I am trying to see if it is possible to simulate the armor and weapon degradation in Fallout for my PA game without it becoming too much of a hassle for my players. We are looking at the ablative limitation for armor. Not to bad. But how about for weapons? Both Melee and Firearms and energy weapons. Is there a mechanic I am not aware of in the game already for handling this? (Please keep in mind I am reletively new to the more escoteric parts of the game and if this is a silly simple question I appologize up front)
  11. Yes, I do plan to use hit locations for everything except possibly some of the tougher robots. I may buy them with no hit locations, but not sure about that yet. I started the characters out at 75/50 to reflect their starting as young kids in the first few adventures inside the vault. But I am also being liberal with the XP's the first few sessions as we jump months or even years in time between. This will also help them develop the character more inline with how things are happening as they choose how to respond to the situations. When they exit the vault I plan on having them at 150 points. As for the addictions, I am not sure my players would take to a situation where they would have to spend character points to buy off an addiction and they would likely not even bother with using chems, which in turn would make them worthless to spend time on. Have to give this some more thought. I really like all your suggestions on the critters, many many MANY thanks for the help.
  12. Outstanding write-up Nolgroth! Thank you! I thought about two other things tonight trying to run it for the first time. Here are the ideas I had to try and duplicate these things from the game, advice and comments are welcome. Trying to make it a little true to the game without getting TOO complicated. Addiction will be handled much like the real game: Will be a secret stat I will keep for each player on a spreadsheet. Every chem will have an addiction rating that will be a percentage. (Med-X is 10%) Every time they take an addictive med, I will apply the new % to their current total, and roll d100 to see if they become addicted. For every day they do not use any chem, their addiction stat will drop by 1% per con/3 (round down). If they become addicted, the last chem they took is what they become addicted to and I will treat it like a dependency until they are treated medically. This may become to unwieldy but I thought I might try it and see how it works out. Pipboy: I know what all the pip boy does in the game but that does not all translate over well to a tabletop game. So here are a few things I thought of that it could do. Radio receiver Two Way communications radio over short distances Tracking each other (only other pip boys on the same frequency; ie same vault) within a short range Geiger Counter Health Monitor (explains why they know how much stun and body they have, and to an extent, how much radiation in a general sense that they have taken) What else would be good to consider for the pipboy? Simpacks: Thoughts? I want to see if I can make them do more healing according to how well the paramedic skill is rolled? Critters, I am hoping to figure out something from the beastiary for Molerats, Geckos, and Bloatflies too. You Gioy (sp?) I will likely use Grizzly bears for the base and maybe boost them. I had not thought of T-Rex for the Deathclaws, was thinking more along the lines of a Troll, but the more I think about it, the more I like your idea for them. Any thougts on Mirlurks? Any other thoughts?
  13. Yep, I have that and we play 5er anyway. Never made the leap to 6. Tancred was moving us slowly that way before he died but now it is unlikely we will get there at all. OK thanks Spence
  14. OK So with the loss of our incredible Herocyclopedia GM, the mantle has fallen to me among our group to pick up the game system and run with it. I have long wanted to try to run a PA game based loosly on Fallout 3/FO New Vegas. Before I try to dive headlong into an abyss I am surely to be swallowed up by, has anyone ever run one of these and have any resources that might keep me from trying to reinvent the wheel and becoming overwhelmed by this rather than enjoying it like I should? I have the Fallout wiki for the text of the stuff I need but so much left to do to convert that to hero terms. Bestiary entries that would fit well, ideas on how to handle Rad poisoning and Chem additiction, plot ideas once theyr are out of the vault, etc? I have seen many threads talk about this but nothing with anything that I can take and start off with. Not looking for someone to do the work for me, but if it was already done, I would love a starting point. Many thanks for considering my request.
  15. or something similar? I am looking through all the betiaries I can find and can't find one. Closest I came was a giant Beetle which I can use if I have to but was hoping someone else may have already done one and I just failed to find it up here?
  16. Re: Under the Agony Star: a sword and planet campaign I am thinking of giant mantis like creatures that feed on the worms in the desert (and yes I was thinking of basing them on the purple worms of D&D fame) as the big baddie instead of dragons.
  17. Re: Under the Agony Star: a sword and planet campaign OK the 4 playable races I am going to start with are the following: Pure Bloods: Human, Ruling class. Full access to training which allows them to use Tech from the start. They are mostly baseline stats with some added INT. Live almost all their life in environmentally (and gravity) controlled domes. Worker Caste: Human, most numerous of the races. Fully capable of learning anything the Pure Bloods can do but not from start. They are slightly tougher on con,str, and ED (defense against the Sun but not enough to make them immune) as well as some Regen (1 body per day) form exposure to the Crystal dust. They are shorter and have a ruddier skin and more tolerance to Sun's rays and radiation than the True Bloods. Survive in the outlying settlements. Dverg: Gnome/Dwarf like folk who are great with metal and work with their hands. Ultimate Tinkerers. Friendly with all other races, even though, the Pure Bloods are to snobbish too actually communicate or work with other races considering them barbaric and inferior. Also have some slight regen properties as well as night vision and infra vision. And they are little and have big eyes making them CUTE!!! So they have a bonus in Comeliness. Sislik: Based loosely on the Drakine from Terakian Age. But their tails are only stubs (Heh, enough to get in the way but not be useful) and their snouts are more stubby and thus no bite attack. They have connection with the planet and are great with plants (herbalism/alchemy) as well as are great hunters. Very honor bound. two shoots of this race, settlers who live in settlements around oases, and nomads, who spend their times raiding other settlements. Because of this nobody who is not a Sislik can really tell them apart, they are not trusted by anyone on site. much taller and stronger than other races. (same stat adjustments as Drakine) also very high regen properties (1 body per hour) and dark vision. These are obviously high level rough drafts but there you are so far.
  18. Re: Under the Agony Star: a sword and planet campaign Quick question to see if anyone has any ideas I can use for this. I am focusing on 4 different races. Two of them are human, one is an underground race I am modelling after dwarves somehwhat but with some differences. The last is a race that lives on the surface, that is not affected by the harsh sun. I originally was thinking something along the lines of Thri-Kreen from the D20 world. But that seems to easy and I was hoping to do something new. Given its environment, I was thinking something reptilian in nature. But beyond that I am drawing a blank. Any thoughts?
  19. Re: Under the Agony Star: a sword and planet campaign Very impressed with this thread. I have been looking for a sort of PA > SH type game style. Do you mind if others borrow this premise? I really like what you have done with it and where the comments others have left lead.
  20. Re: Quote of the Week from my gaming group... This is AWESOME!! Repped! I am going to try using that in my group one of these nights!
  21. Re: Quote of the Week from my gaming group... One of my players who also GM's in our group claimed he had the skill "Complicate Everything, 18-" and another one said "Yeah but it has the limiter "Only in GM ID"
  22. Re: Superhero Photobombing, Circa World War 2 This is very cool! I am currently running a pulp-ish style game using DC-TAS set in 1949 to start. I chose that year because of the great plethora of villains and baddies. (Surviving Nazi Cultists, Commie spies, anything Nuclear, and even aliens from Roswell could be explained away easily and fit into the era!). So far I love how the game is shaping up but I an sad for the complete lack of WW2 era equipment writeups I have found so far. Working on correcting that.
  23. Re: Automobiles of the Pulp Era The yellow car reminds me of Chitty Chitty Bang Bang
  24. Re: mobile Destructive barrier with other conditions
  25. Re: When I Am the Benevolent Ruler.... I would hire the best PR folks in the kingdom to continue to promote me as the benevolent leader and then start reading the book on being the Evil Overlord.
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