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FALLOUT - Race & Class Thread
Old 22 Nov 2009, 13:42   #1 (permalink)
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Default FALLOUT - Race & Class Thread

Tag Skills: Various classes require the player to randomly determine a Tag Skill. For simplicity, a table is given here for players to roll on:
First, roll a Dice to determine which Skill Set you roll on: if the dice is odd, use table one; if even, table two. Next, roll a D8 on the appropriate table. If you do not have a D8, roll a D10 and re-roll any result of 9 or more.

Table one:
1 - Barter (BA).
2 - Big Guns (BG).
3 - Explosives (EX).
4 - Lockpick (LP).
5 - Medicine (ME).
6 - Melee Weapons (MW).
7 - Pistols (PI).
8 - All-Rounder; +5 into any two skills of your choice from this table.

Table two:
1 - Repair (RP).
2 - Science (SC).
3 - Small Arms (SA).
4- Sneak (SN).
5 - Speech (SP).
6 - Unarmed (UA).
7 - All-Rounder; +5 into any two skills of your choice from this table.
8 - Lucky! Choose any skill for your Tag skill.

Players may always choose to re-assign their Tag Skill to a more favourable result, but doing so causes a permanent -10 "burn" to the character's Luck.

Vault Dweller
The Vault Dwellers represent the last 'pure' members of humanity. They endured the war by hiding from it, sealed away within the Vaults. Now they return, driven by whatever mission grips them. Some seek to rebuild the long-shattered world, others merely to plunder it.

Strength: 2D10+20
Perception: 2D10+20
Endurance: 2D10+20
Charisma: 2D10+20
Intelligence: 2D10+20
Agility: 2D10+20
Luck: 2D10+20

Tag Skills: Vault Dwellers receive three Tag Skills, rolled for randomly (see above). Because of their superior access to training and equipment, a Vault Dweller may choose to change a single Tag Skill to Medicine, Repair or Science without penalty.

Starting Gear:
Vault Jumpsuit.
10mm Pistol (loaded) with two reloads or SMG (loaded) with one reload or BB Gun (loaded) with five reloads.
One of the following: Axe, Baseball Bat, Brass Knuckles, Hammer, Improvised Melee Weapon, Knife, Police Baton.
3D10 'Rings' (or equivalent in pre-war money).
D3 Stimpacks.
First Aid Kit.

Ghoul Survivor
Ghoul Survivors are the members of Humanity who saw the bombs fall. Rather than dying in the fires of the nuclear apocalypse or from exposure to radiation, these people mutated into Ghouls. They have been granted a vastly extended, possibly eternal life by the fallout. However, this comes at the price of spending eternity as a walking corpse. These tortures souls do what they can to survive, haunted by the memories of the world long gone.

Strength: 2D10+20
Perception: 2D10+10
Endurance: 2D10+30
Charisma: 2D10+10
Intelligence: 2D10+30
Agility: 2D10+10
Luck: 2D10+30

Tag Skill: Ghoul Survivors start with a single Tag Skill. To represent the considerable pre-war knowledge they possess, they may change their Tag Skill to Science or Repair without penalty.
Rad-Proof: Ghouls suffer no ill effects from exposure to radiation. Instead, they are healed by it! Because of this, Ghouls also suffer no penalty from eating irradiated food, or drinking irradiated water.
Note that Ghouls can still gain Mutations from extreme exposure to Radiation, typically in the form of becoming more Ghoulish...
Hard to Medicate: Ghouls suffer a -10 penalty to any attempt by themselves or others to medicate them with Stimpacks, Med-X and similar. This increases to -20 against alcohol, Jet and similar narcotics.
Shell-Shock: Ghouls are probably not the most mentally stable individuals. To represent this, they begin the game with D10 Insanity Points. If a result of 10 is rolled, apply a random condition as normal.

One of the following: Axe, Baseball Bat, Brass Knuckles, Hammer, Improvised Weapon, Knife, Nail Board, Police Baton.
One of the following: .32 cal weapon [Antique pistol, "Three-two" pistol or antique rifle] with 3D10 bullets or a shotgun [hunting or winchester] with 2D10 shells.
2D10+4 'Rings'.
Soft Leather Armour or Hard Leather Armour.

Road Warrior
Out in the Wasteland, only the strong survive. In this maelstrom of decay normal men are battered and smashed. Those who do not die become a shell, burned out and desolate, haunted by the demons of their past. Many wander out to die, but some survive in the desolate places; they learn to live again. Roaming the wastes, following the ancient roads, these hardened men can face any challenge and do so without fear; there is nothing else that can be taken from them.
Strength: 2D10+30
Perception: 2D10+30
Endurance: 2D10+10
Charisma: 2D10+10
Intelligence: 2D10+20
Agility: 2D10+30
Luck: 2D10+10

Tag Skill: Road Warriors start with a single Tag Skill. To represent their brutal lifestyle, they may change their Tag Skill to pistols or Unarmed without penalty.
Burned Out Shell: Road Warriors receive +20 modifier against Fear, and a +10 modifier to resist Insanity.
Road Warriors always count as starting with 10 Insanity Points. Players should roll on the "Road Warrior Insanity Table" below to see what the starting affliction is.
[tr][td]1[/td][td]Tortured Soul: The Road Warrior begins with a Disorder.[/td][/tr]
[tr][td]2[/td][td]Haunted by Demons: The Road Warrior has an additional D10 Insanity Points.[/td][/tr]
[tr][td]3[/td][td]Needs a Fix: The Road Warrior begins the game with an addiction - what he is addicted to is up to the player; it can be as normal as alcohol or as weird as Twinkies.[/td][/tr]
[tr][td]4[/td][td]Cover's for Corpses: The Road Warrior gains a +20 modifier to avoid being Pinned.[/td][/tr]
[tr][td]5[/td][td]I'll Sleep When I'm Dead: The Road Warrior gains a +20 modifier to resist Fatigue.[/td][/tr]
[tr][td]6[/td][td]Who Needs Aiming?: The Road Warrior receives a +10 modifier to any single shot action he makes with a ranged weapon, but may never make an aim action with a ranged weapon.[/td][/tr]
[tr][td]7[/td][td]Banjo Kill! All Improvised Weapons used by the Road Warrior increase their damage to 1D10+2, and gain the Tearing Special Rule.[/td][/tr]
[tr][td]8[/td][td]Inverse Ninja: The Road Warrior gains a +10 modifier to all attacks made when outnumbered by enemies within 60m of him. This increases to +20 if outnumbered 2:1 or more.[/td][/tr]
[tr][td]9[/td][td]I'll call you... Dogmeat! The Road Warrior has a natural affinity with animals he gains a +40 modifier when attempting to coerce an animal.[/td][/tr]
[tr][td]10[/td][td]Why Did That Man Explode? The Road Warrior has the Bloody Mess Perk.[/td][/tr]
Equipment: Hard Leather Armour or Mercenary Leathers.
One of the following: Antique pistol (loaded) with D10+10 additional bullets; "Three-Two" (Loaded) with D10+8 additional bullets; Sawn-off Shotgun (Loaded) with D10+2 additional shells.
Police Baton Or Brass Knuckles.
3D10 'Rings'.
1D5 bottles of alcohol or 3D10 cigarettes.
Farewell, Kangaroo Joe, you shall not be forgotten.

Originally Posted by Tom Norman
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