
r/Fallout2d20

Making a map for a gulf coast campaign and I need ideas for more locations
How's the New Vegas Setting Guide compared to Royal Flush
I bought Royal Flush when it came out, and I didn't like it at all due to how it felt less like a Mojave/New Vegas campaign and more focused on bouncing you around the place and felt too safe for being set in two huge gambling hubs mixed in with the fact that there were barely any maps. I've seen that the New Vegas Setting Guide was put on preorder a while back, and I want to get it, but I don't want to spend a large amount of money on something I won't like. To the people who have preordered it and got the PDF copy, how is it compared to Royal Flush?
Couple questions on mod upgrade effects.
Hello,
So I have two questions about how effects work when it comes to armor mods. First, if I put Weighted on both of my arm pieces (the effect is Melee and Unarmed attacks gain Piercing 1) do they stack and those attacks now have Piercing 2?
Second question is, does the armor mod effect cover the whole body, or just that specific piece? For example, the Padded mod for Torso has the effect "+2 to all damage resistances vs. blast weapons" and BioCommMesh, also for Torso, has the effect "Chems last twice as long." Reading through all the effects, some clearly cover more then just the body part they upgrade, but some aren't as clear to me, like the +X to DR. Does it clearly cover this in any of the rule books?
Question Regarding Zoning/In Melee Reach
Myself and another player in the 2d20 campaign we are playing in have been a bit confused by how the zoning works effectively.
As we have interpreted the rules (and have been able to find) you are able to freely move within the zone you are in w/o using a move minor action. If that is the case, when would the "within reach of melee" debuff really take effect if they can move freely in the zone but out of melee reach (assuming the zone is large enough).
Cause on an Npc turn, they could simply back out of reach within the zone and shoot without any form of opportunity attack and as such negate the effect of that.
It may also simply be due to the maps our DM uses/how the zones are laid out.
The question is, have we been misinterpreting the rules (free movement within your current zone) or are otherwise missing something. If we have been, a page number to cite would be greatly appreciated.
Happy fourth of July for those who celebrate and a great day to those who don't.
PIGs (Powered Industrial Gauntlets)
Here’s something I’m working on for my current campaign set in the PNW. Feel free to use it in your campaign if it’s helpful. Not a lot of stats yet, it’s still very much a work in progress.
Also, I had to manually format this on my phone and it’s horrible, so it’s I’m a hit fully formatted yet. Going to have to wait until I get to a PC.
In this, there is a post-war scavenger group who operate as “Breachers”, “Breachmen” or “Vault-Breakers” who have managed to obtain pre-war construction and demolition technology that they use to get into the local vaults. Because of this, only the best hidden vaults remain untouched, with the others completely empty and picked over.
What I wanted was a whole line of pre-war tools, similar to the power fist that were developed to assist with construction, logistics and demolition, prior to most jobs getting outsourced to robots.
Powered Industrial Gauntlets (or “PIGs”) were built around a common pneumatic/hydraulic forearm chassis.
Some are stand-alone, single-purpose tools while later models allowed for a worker to swap the end effector depending on the task, much like changing attachments on a skid steer.
I’m thinking for them to be able to lift heavy objects for construction, they would need some form of stabilization construction harness that could be the civilian precursor to power armor.
Industrial Assistance Harness
A lightweight exoskeletal frame worn over work clothes. Unlike Power Armor, it has no armor plating and is only intended to assist worker mobility/movement.
Designed for:
- Construction crews
- Shipyard workers
- Steel mills
- Mining
- Heavy manufacturing
- Disaster response
Features:
- Pneumatic shoulder actuators
- Hydraulic hip supports
- Powered knee joints
- Stabilizing back frame
- Battery or microfusion-powered compressor
- Counterbalance gyros
Stats:
+3 Strength
-2 Agility
- Carry Weight +100 lbs
- Cannot Sprint
Industrial Gauntlet Chassis
Every tool shares:
- Reinforced forearm
- Hydraulic wrist
- Pneumatic hose routing
- Stabilizer fins
- Emergency pressure release
Later models also had:
- Quick-lock attachment mount for tool switching
Demolition Breaker
Think jackhammer meets Power Fist but instead of punching people, it delivers repeated piston impacts. It looks like an oversized steel fist with a hardened carbide impact puck.
Uses:
- Concrete
- Asphalt
- Brick
- Foundation removal
- Tunnel excavation
Rotary Saw Module
A huge pneumatic circular saw.
Features:
- 12–16” tungsten blade
- Retractable guard
- Water cooling
- Variable RPM
Uses:
- Cutting Steel beams
- Cutting Pipe
- Cutting Timber
- Cutting Rebar
- Cutting Vehicle panels
Industrial Shears
Basically gigantic hydraulic snips. Imagine powered bolt cutters attached to your arm.
Uses:
- Cutting Rebar
- Cutting Cables
- Cutting Angle iron
- Cutting Locks
- Cutting Fencing
- Cutting Pipe
Pipe Wrench Module
Huge self-adjusting rotating jaws.
Uses:
- Gripping/lifting cylinders (gas bottles, missiles, etc)
Gripping/lifting structural members
Unscrewing seized pipe
Turning valves
Rotating machinery
Grapple Clamp
Essentially an actuated vice attachment that rotates and can be used like a hydraulic press. It has two massive rotating jaws whose pressure are measured in tons and rotates 360°.
Uses:
Grab/lift/carry engine blocks
Grab/lift/carry concrete
Grab/lift/carry I-beams
Pull wreckage
Hydraulic Spreader
Think rescue “Jaws of Life.” Opens instead of closes.
Uses:
Vehicle rescue
Opening vault doors
Lifting debris
Separating beams
Ram Plate
A blunt steel impact head.
Designed for:
Seating steel beams
Driving piles
Knocking forms apart
Compacting fill
Riveting Hammer
Shipyard classic. Automatic pneumatic hammer.
Drives:
Rivets
Pins
Heavy anchors
Auger
Heavy industrial rotating drill. Interchangeable bits.
Uses:
Rock
Concrete
Ice
Timber
Core Drill
Diamond core bit.
Uses:
Utility penetrations
Sampling concrete
Geological exploration
Plasma Cutter
Late pre-war luxury attachment. Produces a focused cutting arc. Consumes enormous power.
Uses:
Cuts thick steel
Cuts armor plate
Cuts bulkheads and pressure vessels
Magnetic Lift
Electromagnetic pad that requires powered ferrous metals.
Allows workers to:
Hold sheet steel
Carry beams
Position panels
Impact Driver
A gigantic powered wrench that produces immense torque.
Uses:
- Bridge bolts
Turbine housings
Pressure vessels
2D20 Wasteland Wanderer Play Log: Signals
Afternoon, wastelanders! I have been working on a solo campaign called Signals that I wanted to share. The game is contained in a web published obsidian format you can access as a read-only website here:
https://fallout2d20wwsignals.vercel.app/
I wanted to challenge myself to learn how to write fiction, so it is more of a chapter-stye thing rather than journal entries. I hope you enjoy exploring the wastes with me!
Deception and lying
For the GMs out there - how do you guys handle deception, or NPCs lying to PCs? In many TTRPGs players might ask for an insight check to see how truthful the NPC is being.
Do you guys even allow players to roll to see if someone's lying? What skill & difficulty do you use? I feel like assigning a difficulty to a skill check has a way of revealing meta information about the NPC that shouldn't be revealed - if i assign a high difficulty, the player can assume not only that the NPC was lying, but that they're a pretty good liar.
On the other hand, if we don't allow players to roll to see if someone's lying, we loose a bit of difference between the characters, where some characters might be better at picking up lies than others, and the only way to flesh out that difference seems to me to be by rolling.
One option could be arbitrary opposed checks - even if the NPC isn't lying, they still roll to determine the difficulty of seeing if they're being sincere or not - but then that shifts the burden of where the meta information is revealed. Instead of the meta information being the difficulty assigned, its the modifiers to the difficulty and how many APs the NPC burns to roll more d20s.
Another option might be Difficulty 0 checks, where the player burns their AP to obtain more information about what the NPC is saying.
How do you guys run it?
The home defense perk
I like this perk, the idea if setting traps for my foes to find is very much in the style of the character.
But how long does it take to make them? Can can you do it in the field away from crafting benches and the like?
Thanks
Inspiration Idea Aircraft
Just rewatched the Edge of Tomorrow film and got to thinking about the feasibility of the aircraft, the quad tilt rotor wing aircraft, used to transport the soldiers in the cumbersome exoskeleton Power Armor to the beach battlefield.
So, lore wise could the pre-war America military have developed something capable of transporting the same number of Fallout Power to the battlefield. I was going to field a few Chinooks for the player group to find at military boneyard or a few Vertibirds to aid in their travels.
Any thoughts or ideas on how to stat out such aircraft is appreciated.
How do some of you handle cover in theatre of mind?
Do you explicitly explain to your players “this zone has areas that could provide cover”? Do you wait until a player asks if there is available cover?
I had a GM that homebrewed a “finding roll” to determine what kind of cover the player is able to find.
I’m curious what your RAW interpretation is.
Charisma Perks
My friends and I are about to begin a campaign of fallout 2d20 and I was forced to be the talker of the group. I wanted to go heavy on talking perks early. I picked up black widow(I'm a female character), scoundrel and smooth talker.
From what I understand black widow let's me reroll a d20 when talking to a man/influence them
Scoundrel is ignore a complication when lying.
And smooth talker is another recollection on speech/barter tests.
So under my impression I would get all 3 effects if lying to a man. 2 if talking to a man. 2 if talking to a woman and lying. And only 1 perk working if I'm talking to a woman and not lying.
My game master is letting me use 1 as of right now. At a time.
Working out encounter levels
I have scoured the books and can't find information on how many enemies to throw at a given party level? I have seen online references about adding up the level of the party and rolling a pool of CD to determine encounter levels but can't find that either?
I have found a table which lists how much exp a quest should work out to if its minor or major quest, is that the total exp for monsters? And is that level average, highest or total for the party? So a level 1 minor quest would only face 2 normal level 1 npcs for example?
Book page ref would be handy please :)
Thank you
Intense training
Hi all, i would ask a little clarification about the perk "intense training".
I have to pick it one for every special attribute, or when i level up i can chose to level up a different attribute?
For example i pick it at level 2 for +1 in strength, at level 3 can i pick another "intense training" for agility, or i have to use the same, and upgrade agility at level 4, where the perk work again?
Thanks
edit: solved, thanks!
If a Fallout title were to take place/focus on Kentucky, what, in your opinion, would would you like to see?
Hey all!
I'm starting a Fallout 2d20 campaign with some friends, and I wanted to do so in the Bluegrass state, and I'd love some suggestions or thoughts. I've been doing some heavy research into the state's culture, and while I feel like I've got some good starting points, I'm sure I'm missing plenty that make a state native aghast
So to any fellow GM's do you tend to put a cap on how good "shop goods" tend to be?
Have had a game going for a little bit now to try and get a feel for the system and for the most part feel it is going very well. The one stumbling block of course being that age old problem of "RNG thought it would be funny to hand a player a holy grail when scav-ing". Namely my players rolled for weapons and managed to find some arms dealer dead drop apparently.
They spent the AP for more weapon drops and dice gave them a gatling laser, a railway rifle, and a damn fine Plasma Rifle. The first and the last are easy enough to reign in with plasma being very scarce and the gatling laser just eating too much ammo to be reasonable right now. Its that railway rifle that seems to be worrisome as its ammo is only rarity 2.
As my rule of thumb so far I had set for myself that "Rarity 0-2 should be common enough to find" mainly so i could set up shop handouts ahead of time rather then grinding a session to a crawl while I crack open my book to play "do they have this in stock", mostly since a few of my players lack a pdf/book so look to me to share mine.
So now someone is hitting like a truck with a damn fine weapon that puts me in that awkward spot of "At least one of them is punching above their weight class, maybe two soon as someone is quite taken with the idea of making that gatling laser work." and I worry sending stronger things at them might smear the less well armed into bloody messes.
I could just slap "times are getting lean" on my merchants to lower the easy to find bits to 0-1 so the spikes are harder to find, but same player is the type to say "these spikes are solid metal I should be able to recover some if not all my ammo from the corpses" but IDK, any more seasoned GMs in the system have advice?
Fallout Random Weapons Workshop
This is something I've been quietly pottering away at for some time now, and figured I might as well share. It's a collection of conversions of weapons and armour from various Fallout sources into 2d20. As always, all values are made up, balance is likely questionable and I don't know if it works. But it's here anyway
Fallout Random Weapons Workshop
Features 20 small guns, 7 energy weapons, 2 big guns, 6 melee weapons, 1 armour suit, 2 power armours, 6 ammo types and 2 new mods for existing weapons.
Comments, feedback, etc welcomed
Looking for campaign ideas and resources
The basic premise I have so far is that the party are members of a nomadic caravan traveling along the Mississippi River.
Going with this idea because the people I play with are from all over the world and scheduling can get weird. If someone can't make it that session, their character "went to get help" or something.
This will be my first time actually running the game, so I'm curious if there are pre-made adventures I can reshape to fit this.
Also interested in other advice, pitfalls to avoid, stuff like that