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Fallout: Abdication City

oman1666 Jul '14  /  edited Mar '19
All you need to know about my new campaign, set in the world of Fallout and the city of London in 2286. Knowledge of the Fallout games should not be needed to play and enjoy this campaign :)

First read this forum.

Then have a look at these:
traits and leveling up: fabletop.com/forum/topic/1880.8/fallout-traits
oman1666 Jul '14  /  edited Mar '19
Story Introduction.

War... war never changes. Since 1066 when William the Conqueror claimed England for his own to the 19th Century when Queen Victoria seized the largest empire man would ever see to 1945 when the forces of Nazi Germany were destroyed once and for all and Europe entered an era of peace, War never changed.

Deals were struck up following the end of that horrific war to benefit all, but tensions were great. America, China, The Soviet Union, and the newly formed European Commonwealth existed as uneasy allies, ever building up their Nuclear arsenals. The precious resources they needed - oil, uranium, plutonium - all came from the Middle East and In 2052 they ran out. This lack of resources led to the European Commonwealth invading the Middle East for what little remained, its nations broke down, and turned on one another whilst elsewhere in the world China invading Alaska for oil. The Great War had begun.

And war... changes.

On October 23rd 2077, the Nuclear bombs rained down on the Earth, and the world disappeared into the fires of nuclear holocaust. In America, they survived in underground Vaults... in England, nearly everyone was burnt where they stood. Except, that is... for the residents of London. The most populous and most targetted of all of England's City, home to the government and monarch, it was too rich a jewel to loose. Feelings of patriotism led to a few brave airmen taking to the sky in their planes, and flying directly into the line of fire. With careful precision, they were able to ensure all the bombs exploded above the city, and London survived!

But it was not a happy ending. The surviving citizens waited for the Queen to address the new world they found themselves in, and she did not speak. The doors of Buckingham palace were locked, and robotic turrets heavily guarded it. Whilst the people on the outside starved, suffered and faced radioactive rain, she was somewhere in a great vault, enjoying herself.

The riots began soon after, and the houses of Parliament brought nearly to ruin as the government were slaughtered and anarchy rained supreme. Years of raiding and neglect, starvation and suffering would do more damage to London than a bomb ever could.

Welcome to Abdication City, where anarchy reigns and new factions fight for control... because...

War never changes.
oman1666 Jul '14  /  edited Mar '19
Character Creation

Vault Dwellers -

-Must be 18 year old humans, just emerging from an English Vault.

As part of Vault 402's ritual, Pride's Day, every year, all 18-year-olds are evicted from the Vault. Only 33% of them are allowed to return in three year's time, some will be killed in the wastes and the rest will be return to be judged. Some will win their way due to useful skills they can offer the vaults, others will buy their way in with rare and valued finds out in the wastelands. Good luck, Vault Dweller. Superbus Et Pura!

Mercenary

-Previous abdication city characters can return under this category.
-Any age
-All races playable.
-No you can't be an American / other European. You're from London, which is isolated by seas of radiation

You were raised in a harsh wasteland, and took a hard line of work to earn your living. Mercenaries of all sorts of backgrounds gather in The Glades Outpost. A converted London Shopping mall, that serves as a trading out post to Vault 402. This is a hot spot for Mercenaries on the so called 'Pridesday' where the helpless teenagers of the vault would be exiled, Vault 402 has plenty of caps, and these spoilt brats will no doubt come straight to them.

Please copy the following Skeleton into your notes EXACTLY and use the information below to complete it:

Stats:
---
S: X (X item slots. Can handle 1h/2h/any weapons)
P: X (Sequence: X)
E: X (Maximum Life: X+2 )
C: X (Loot order: X)
I: X (Tagged skills: X. Xp modifier: (100 + (X - 2)*10 %)
A: X (Maximum Power: X+1)
L: X (Critical damage: +X)

Injuries and Addictions: None

Items:
Slot 1:
Slot 2:
(continue item slots as needed)
Caps: X (Add up your intelligence, charisma and luck, then multiply by 5)

Reputation:
Westminster City: 0 (Neutral)
Grenadier: 0 (Neutral)
New Parliament: 0 (Neutral)
Brotherhood of Steel: 0 (Neutral)
Slavers: 0 (Neutral)
Solomon's Kingdom: 0 (Neutral)
Highland Water: 0 (Neutral)
---

This game is using a slightly different system from core rules. There are 7 base stats (Called the SPECIAL stats) that add up to 15, for a human they can be no higher than 4 and no lower than 1. (see the Fallout: Traits forum for racial information) The SPECIAL stats are as follows.

Strength: Melee combat, lifting and carrying. Ability to climb. Per point of strength you gain 2 item slots. A player with 1 strength may only use one-handed weapons, 2 strength allows you to wield two-handed weapons and 3 strength is required to use over sized weapons like miniguns.
Perception: Senses, reactions, activities involving good hand-eye coordination (such as lock picking and pick pocketing). Determines your sequence score - in combat, all players and NPCs take turns in sequence order, so higher perception lets you act sooner and be more likely to attack before the enemy.
Endurance: Resist everything from poison, to radiation, to fear, to addiction. Ability to swim, run and jump. Your starting hit points = your Endurance +2
Charisma: All aspects of social interaction including speech, barter, bluffing and seducing. At the end of each session, players pick from the loot pool, with the highest charisma player going first.
Intelligence: Interaction with computers and robots. Science skills, medical skills, repair skills, general knowledge. You gain 1 tagged skill per point of intelligence. A player with 2 intelligence has a xp modifier of 100%, for each point higher or lower, 10% is added or subtracted. (E.g. with 4 Intelligence you gain 20% more xp than normal)
Agility: Ranged combat, stealth, balance, manual dexterity. Your maximum power points = 1 + your agility.
Luck: Rolled to dodge or avoid an attack, to gamble or to do any miscellaneous or crazy action. When you execute a critical hit you deal additional damage equal to your Luck.

You begin the game with the 'Tagged Skills' trait. This trait adds 1 die to 1 skill per point you put into intelligence. Skills must be fairly specific.

Bad Examples: combat, melee combat, ranged combat, guns, strength, perception, endurance, charisma, intelligence, agility, luck.

Good examples: Combat with swords, heavy lifting, climbing, eye sight, radiation resistance, swimming, seduction, computers, balance, combat with pistols, dancing.

You can also add up to two ''starting traits' these have both positive and negative effects. As these traits also have bad points, you don't have to choose one. (see the trait list: fabletop.com/forum/topic/1880.8/fallout-traits )

Any items you are carrying (no matter how trivial) require an item slot. Items of the same type stack in the same item slot. The maximum size of one of these stacks is 5. If you pick up a sixth item of that type, it then takes an extra slot. You begin the game with the clothes on your back (which do not need to be noted) and items according to the table at the bottom of the forum.

Please mark 1 weapon in your inventory with an asterisk (*) this is your quick draw weapon and will automatically be equipped when combat begins. You can change your quick draw weapon by informing the GM whilst not in combat. During combat, changing from your quick draw weapon to another weapon uses your quick action.
oman1666 Aug '14  /  edited Mar '19
Combat rules

When the turn tracker reads 'GM' or a player name these rules apply. When it reads 'none' or 'stop and plan' they do not.

On your turn, you gain two actions. You may either perform two quick actions, or a quick action and a main action.
Example quick actions: Move from one place to another (with a potential check to climb or jump over something.), use a consumable item, make a perception or knowledge check. Change weapons.
Example main actions: Attack a target, hack a computer, pick a lock

At the start of each turn the player must first note whether or not an enemy is within melee range. If there is no enemy in melee range, they may act however they wish, if there is an enemy in melee range however the player is 'engaged' meaning they cannot make a ranged attack or move this turn.

Turn order is determined by your sequence which is decided by your Perception stat. All players and NPCs act in order of their perception. NPCs will always have perception skills ending in .5 (1.5, 2.5 etc.) so their turns will be staggered amongst the players but there will never be a tie between PCs and NPCs. Allied NPCs gain 0.5 sequence and act after players and before enemies.

Power Points can be used for the following three initial things (though some perks will unlock additional usage);
-Execute Critical; the attack deals extra damage (if it hits) based on your Luck stat. The PP star does not count towards the number of stars rolled.
-Damage Avoidance; you roll for Luck, and decrease damage that would be dealt to you by 1 per star rolled (excluding the PP star)
-Vats: Pay 1 PP to make 1 VATS attacks or 2pp to make 3 attacks. Each attack can target any any enemy, and target any of the following limbs; Torso (normal attack),
Head (one star attack rolls miss, all other attacks deal 1.5 damage per star, rounded up)
Arm (deals 1 less damage, and disarmed opponent)
Leg (deals 1 less damage and cripples opponent)

After an encounter. The GM will roll 1 die per enemy defeated and note how many stars came up and for which enemy type. At the end of the session this will be used to generate loot.
oman1666 Apr '15  /  edited Mar '19
Item Rules

As previously stated: You begin the game with 2 item slots per point of strength. Any items you are carrying (no matter how trivial) require an item slot. Items of the same type stack in the same item slot. The maximum size of one of these stacks is 5. If you pick up a sixth item of that type, it then takes an extra slot. The only other item that you do not need to use an item slot for are your bottle caps (currency).

You can view some example items in the starting items post at the bottom of the forum.

basic guide to items:
Weapons: These are usually fluff. Some weapons may have an extra ability in combat. (E.g. deal 1 extra critical damage, also damage other nearby targets.) Some weapons are unique and named. These can be added as +1 (or sometimes +2/+3) traits.
Armour: There are a few types of armour, armour adds a trait which is rolled (on its own) against on coming attack. Each star deducts 1 damage from the attack.
Consumable Items: These are very varied and come in a few forms. Food and water restore 1 life. If food is irradiated, raw or dirty an endurance check must be passed for this to take effect. Chems give status boosts temporarily, but are addictive. Most chems give you 2 chances to roll endurance to resist addiction. When addicted, you must take more of the chem every session or suffer from withdrawal (-1 die to all rolls.) NPC doctors can help treat addiction. You may also find Stimpaks which can be used to heal 2 life per star in a quick action or Stealthboys which render you invisible for a short amount of time.
oman1666 Apr '15  /  edited Mar '19
Reputation and Random Encounter

Sometimes when planning sessions I will write in 'random encounter' as one of the mission's scenes, this is to simulate unpredicted events when travelling the wastes.

Often you will encounter enemies to fight that cannot be reasoned with, but you may also encounter factions - here your reputation score will come into play.

You begin the game with 0 (neutral) reputation with all factions (unless you're a ghoul or a super mutant). Reputation will increase or decrease based on which missions you do, and the actions you take within a mission. The following represents the spectrum of reputation with the 7 factions and how they'll interact with you if encountered;
-50 or less -> HATED. This faction will shoot you on sight and specifically target you. They want you DEAD. They will even send out hit squads with the sole aim of killing you.
-25 to -49 -> DISLIKED. This faction will attack you if encountered in a random encounter if there is no allied player in your group. Even then, exercise extreme caution
-10 to -24 -> UNEASY. This faction doesn't like you, but won't do much about it... Watch your step, and mind your language, they'd like nothing better than to provoke you so they can attack back.
-9 to +9 -> NEUTRAL. This faction has no feelings either way, and will probably just ignore you.
+11 to +24 -> FRIENDLY. This faction likes you, but don't expect them to go out of their way for you. If encountered they might offer to trade with you or help you with a quick hint.
+25 to +49 -> ALLIED. This faction appreciates all you've done for them, you gain access to a unique shop, and if encountered, this faction will give you free supplies.
+50 -> INITIATED. You will be offered the chance to join this faction, which will come with it's own slew of benefits.
oman1666 Apr '15  /  edited Mar '19
Xp and Levelling Up

XP will be tracked in a spreadsheet and awarded at the end of the session. This will be fairly complicated, but trust me. The sheet works as follow:
+1xp per hour played.
+1xp per 10 damage dealt/healed/tanked/buffed in combat.
+1xp per boss fight (If you deal at least 1 damage to the boss.)
+1xp for being present for the whole session.
+2xp for best RP'er of the session
-2xp per knock-out

After this, the XP is multiplied by a modifier. Initially this is determined by your Intelligence, but can also be later modified by traits.

Level up is at 8xp, 20xp and every 20xp after that. Each time you level up, you gain a perk from the perk list of appropriate level of below.

Upon leveling up, you may select on trait from the trait list that you have the required xp level and SPECIAL requirements for. If there is 1 stat. next to this name, you need a 3 in that special stat. if there are 2 stats next to it, you need a 2 in each stat. This results in min-maxing resulting in fewer available traits.
oman1666 Mar '19  /  edited Apr '19
Starting Items

Gain points to spend on starting items equal to twice your Charisma.

Cost 1:
-Any battered weapon
-Any common tool, such as a rope or torch
-5X Bobby pin
-Any sentimental / fluff item
-1X Prewar food
-1X dirty water

Cost 2:
-Leather Armour (1 die of armour)
-Helmet (1 die of armour)
-Pristine Assault Rifle (+1 to sequence)
-Pristine Shotgun (ranged attacks deal spill over damage)
-Pristine Hunting Rifle (If you roll 0 stars on a ranged attack, roll the attack again for a maximum of 1 damage)
-Pristine Laser Pistol (+1 critical damage)
-Pristine Knife (critical attack cause target 'bleed' status effect)
-Pristine Switch Blade (for 1 PP you can make a melee attack as your quick action)
-Pristine Cricket Bat (critical attacks inflict 'stagger' status effect)
-Stimpack X1
-Doctor's Bag X2
-Buffout X2
-Jet X2
-Any alcohol X2
-Rad-X X2
-Purified Food X2
-Purified Water X2
-Repair kit X2

Cost 4:
-Metal Armour - 2 dice of armour, -1 to agility
-Pristine Sniper Rifle - (If you roll 0 stars on a ranged attack, roll the attack again for a maximum of 2 damage)
-Pristine Laser Rifle - (+1 critical damage, (If you roll 0 stars on a ranged attack, roll the attack again for a maximum of 1 damage)
-Pristine Plasma Pistol - (1 star ranged attacks miss, but attacks that hit deal +1 damage.)
-Pristine Sledgehammer - (Critical attacks inflict the 'stun' status effect)
-Phycho X3
-Med-X X3
-Frag Grenades X2

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