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