Alpha ruleset 3, I am welcoming all ideas and input. Holdout rules are done, and weapon builds are coming online for next week in a few days if all goes well.
https://docs.google.com/spreadsheets/d/1zLzjOmAtQQvT488bpGJIVh-KRFc9arCUgj3nZoPGHN8/edit?usp=sharing Holdout Update 2/26/2018
-Holdout rules including a new Talent
-Holdout Weapons in the NV theme
-Pulse, Holdout, and several other types of qualities added
https://drive.google.com/open?id=1bXxkJImODPCS19pkn1PLPzDVczeXTovk Alpha 2 Ruleset 2/20/18
-added power armor talent
-added power armor stats for the t-45, t-51-t-60, and x-01
-added dice font to package
-drugs 2.0
https://drive.google.com/file/d/1AK8jtXUUbPMqE91zHSv8t5_jY25164Ei/view?usp=sharing Alpha Ruleset 2/17/2018
Rough draft...
Enjoy your week, folks
Adder
Right, I will be updating this post with some links this weekend, but I am going to start on my base ruleset addition for my Fallout group. Sure, there is a complete setting, but I am taking this Fallout game to places where Traveller goes. Meaning, I am going to embrace the random charts that give backstory and depth to the Traveller characters. Anyways, the basic rules cover the Synths, Ghouls, Power Armor, and new Radiation mechanics. Short story, the rules allow for humans to mutate into ghouls.
So, I know you folks have been mucking with the system for a bit here. This is a preview bit on the Radiation ruleset.
"Yet Another Set of Radiation Rules 1.0
Born from the incandescent ashes from countless blasts in the past, both radioactive storms and irradiated environments tear the natural world apart while consuming the laws that govern the known world even as the echo of the blasts are faded into distant history.
Mechanically, the YASR Rules for Genesys represent the core aspect of the Fallout Lore's root as a video game. The rules provide, attempt to provide, a fast pace for the ebb and flow of the Radiation count that is at the heart of the dark mood of the original games. To be specific, the strain rules provide a mechanical vehicle to link the idea of radiation causing people to turn into ghouls to the beta mechanic of radiation exposure doing strain damage which links both the Player Characters and NPCs nearly into the system without creating a new system for either the Strain or Wounds. Basically, it is my hope that it keeps the rad count from becoming a redundant health mechanic.
The core system states that Players become incapacitated from having max strain damage while the NPCs shift that strain damage to wounds. The YASR Rules add a stage to both the Player mechanics and NPC mechanics which state that radiation damage to strain causes both the Players and NPCs to refer to the Exposure Chart which provides options for mutation, death, physical harm, and immunity options.
Stage Strain Damage per Hour
1 1
2 3
3 10
4 20
5 30
Radiation damage to strain heals at 1 strain point per hour. This is a direct story thing where exposure to radiation is constant in the Wasteland. Stage 1, the rate of healing for the Stage 1 exposure matches the rate of strain damage to reflect the dark side of the wasteland life in the rules. Also, it sets the scale for the implementation of RadX, Radaway, and the Power Armor rules. Stage 2 radiation is a very comfortable zone for the GM to stage the more dangerous story elements. It is a casual exposure that allows for players to venture into zones with limited damage while providing a constant danger to the players. Stage 3 is the target range for things such as pools of radioactive waste and drums of drums of radioactive waste. Even car engines, the atomic cars of the future leak, too. Fuel station leaks are within this range. Stage 4 is the tier for small explosive devices such as mini nukes. It is the tier defined by the prewar power armor rules, as well. The power armor prevents damage to troops at this level. Small pools of radioactive material, reactors leaks, and anything related to weapons grade events fall into this grouping. Stage 5 is direct exposure to large blasts, radioactive waste lakes, and ground zero effects. Hazmat suits, space suits, and specialized armors define this tier.
The idea here is that Radiation damage presents humans with a chance to turn into ghouls. Say, players are thrown into a pit where they are unconscious for days on end. some players die from radiation burns while another player turns into a ghoul. Cancer, disease, and other problems from the other games are things I want to have on the chart as well.
Rad-X would protect the user up to Stage 3, maybe? Radaway would remove conditions, all theory at the moment, inflicted due to radiation damage from the chart.
So, any thoughts or suggestions...or even harsh words are welcome.
Format errors...argh