Fallout Genesys Hack

By RedEyeManiac, in Genesys

I should probably write something up here so I can be held accountable by other people and get some feedback on what I'm doing.

So I want to run a Fallout RPG, and given my history in EotE, I figured I would run it in Genesys, problem is, I REALLY want the SPECIAL stats to be in the system, so I've started hacking the system to work for that. I apologise if I use a lot of EotE specific terminology as that is my entry into Genesys.

NEW CHARACTERISTICS: S.P.E.C.I.A.L

When you see a skill followed by a skill name in brackets, the name is brackets is the Genesys name, and the unbracketed name is the new name to fit the Fallout setting

Strength

  • Athletics – Physical ability, running, jumping, swimming
  • Unarmed (brawl) – fighting with your fists, or unarmed weapons, grappling
  • Melee (heavy) – two handed melee weapons

Perception

  • Cartography (astrocartography) – an understanding of map reading, compasses
  • Discernment or Insight (perception) – ability to pay attention to, or spot, details (active) (not sure what to name)
  • Vigilance – general awareness (passive)
  • Discipline – ability to focus and remain calm
  • Energy weapons – ability to use energy-based weaponry (plasma guns, laser guns)
  • Explosives – ability to use grenades and other explosive weaponry (should I change this to thrown?)

Endurance

  • Resilience – ability to overcome pain, poison, disease, AND RADS
  • Big guns (ranged heavy) – ability to use BIG guns (miniguns, missile launchers, flamer), and use of tripod turrets (gunnery)

Charisma

  • Cool – ability to work under pressure
  • Charm – ability to flirt or butter people up
  • Coercion – ability to bend people to do what you want through threats
  • Deception – ability to lie, fool, or deceive others
  • Leadership – ability to lead, inspire, or keep people in line
  • Negotiate – ability to haggle, make a deal, or convince openly

Intelligence

  • Chemistry (alchemy) – The creation of chems and meds
  • Computers – hacking, programming, turret and robot control
  • Mechanics – ability to repair, build, or modify machines
  • Medicine – ability to administer chems and meds
  • Knowledge – understanding of concepts (eg: survival, pre war tech, farming, military strategy, etc)

Agility

  • Coordination – dexterous ability
  • Driving – ability to use vehicles
  • Sneak (stealth) – ability to move and act unseen
  • Lockpick (skulduggery) – ability to open locks, disarms traps
  • Melee (light) – one handed melee weapons
  • Small Guns (ranged light) – ability to use small guns (pistols, rifles, shotguns)

Luck

  • Luck is a bit different, my current idea is that it will act like story points that only that player has access to, or be a number of buffs a player can use in a session

Wounds will be based on Endurance

Strain will be based on Agility

RADIATION

When a player takes rad damage, it will lower their wound and soak limit by that amount (to a minimum of one). Talents, equipment, items, and skills can lower or raise rads (eg: Rad Away works on rads like a stimpack, the Medicine skill can be used to lower (or raise i guess) rads, a Hazmat suit makes a player an infinite rad soak)

New Archetypes

Human (2-2-2-2-2-2-1)

  • Starting Wound threshold: 10 + Endurance
  • Staring Strain threshold: 10 + Agility
  • Starting Experience: 140
  • Starting Skills: one rank in two different non-career skills

Ghoul (2-2-1-1-2-3-2)

  • Starting Wound threshold: 8 + Endurance
  • Staring Strain threshold: 12 + Agility
  • Starting Experience: 100
  • Starting Skills: one rank in Knowledge
  • Immune to radiation.

Super Mutant (3-1-3-1-1-1-1)

  • Starting Wound threshold: 12 + Endurance
  • Staring Strain threshold: 8 + Agility
  • Starting Experience: 110
  • Starting Skills: one rank in Athletics
  • Immune to radiation.

Robot (1-1-1-1-1-1-1)

  • Starting Wound threshold: 10 + Endurance
  • Staring Strain threshold: 10 + Agility
  • Starting Experience: 175
  • Starting Skills: one rank in two different career skills
  • Immune to radiation, chems. Do not need to eat, sleep, or breathe.
  • Inorganic: Since robots are inorganic, they do not gain the benefits of recovering wounds with painkillers or a Medicine check. Robots can recover wounds and strain naturally by resting, as their systems attempt self-repairs. Robots can also be “healed” by using the Mechanics skill instead of the Medicine skill, but otherwise following the guidelines detailed on page 116.
  • Metal Body: Plus one to soak.

Human, Ghoul and Supermutant need a starting talent, and some different archetypes of humans may be a good idea. I still have to work on custom careers, talents, weapons, etc. I just wanted to get some eyes on this and let me know what people thought. I've also uploaded a custom pdf of a character sheet I threw together

Thanks

Jordan

fallout character sheet.pdf

Very cool, different to the other big one out there.

Super Mutants either need some amazing abilities (two handed weapons are all one handed!), need higher characteristics, or need more xp.

Robots also need more xp, or some stats such as Endurance need to start at 3. There’s a great example of how this can work in the Genesys core book, the Bioroid on p174

I was thinking something very similar to SPECIAL for a sort of "2nd Edition" of my original hack.

Having radiation lower wound AND soak is highly dangerous. My version effectively lowers your Wound and Strain thresholds. If it lowers your soak as well, it makes combat while having any Radiation damage very deadly (instead of slightly more dangerous).

Edited by DarthGM
1 hour ago, DarthGM said:

Having radiation lower wound AND soak

my bad, that's a typo. I had meant to write strain.

1 hour ago, DarthGM said:

I was thinking something very similar to SPECIAL for a sort of "2nd Edition" of my original hack.  

If you'd like to combine efforts please do let me know

On 12/12/2018 at 1:50 AM, RedEyeManiac said:

C    artog  raphy  (astroc  artography) – an understanding of map reading, com  pas  ses   

That’s not what Astrocartography is. “ The Astrocartography skill covers the understanding, use, and development of star charts, including mapping undiscovered systems. It also covers your character plotting courses for interstellar travel.“ (CRB57).

If you want map reading and compass use, that’s Survival.

15 hours ago, RedEyeManiac said:

If you'd like to combine efforts please do let me know

If I had the time, chief. If I had the time... :lol:

I'm having enough trouble carving out time for my assignments from FFG. Plus I still have a couple adventures to write for GamernationCon in April.

Private/For-fun writing projects have to take a backburner for now... *shrug*

You do you and keep doing whatever you want, but honestly we don't really need a third Fallout setting for Genesys. DarthGM's and Paul Haakonsen's probably cover everything we need. Each of those could use more details, but we as a community don't need yet another way of doing Fallout.

13 hours ago, c__beck said:

If you want map reading and compass use, that’s Survival.

good to know! thanks!

9 hours ago, DarthGM said:

If I had the time, chief. If I had the time... :lol:

I'm having enough trouble carving out time for my assignments from FFG. Plus I still have a couple adventures to write for GamernationCon in April.

Private/For-fun writing projects have to take a backburner for now... *shrug*   

very understandable!

9 hours ago, drainsmith said:

You do you and keep doing whatever you want, but honestly we don't really need a third Fallout setting for Genesys. DarthGM's and Paul Haakonsen's probably cover everything we need. Each of those could use more details, but we as a community don't need yet another way of doing Fallout.

Thats fair, though I'd say this is more of a hack then a setting. Choice is a lovely thing!