• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

d20 Modern: Fallout

possum

First Post
perrinmiller: What's funny is that I have Fallout 3 alt-tabbed out at the second. And I know all about having to wait for a new computer to play a popular game (looks at Warcraft III). As for as many players, my goal was 1-4. Yeah, I would have run this thing with one person if I had to.

WalkingDad: Looks good so far as a quick glance goes. I'll have to get my book out a little later and take a closer examination.
 

log in or register to remove this ad



possum

First Post
WalkingDad: You have one too many feats. As a human, you get two feats at first level, in addition to your starting feat of Simple Weapon Prof. At least, that's what the SRD says.

Perrinmiller: Seems okay so far.
 


Voda Vosa

First Post
Isaias Bing

Code:
Human Male Smart Hero 1


Strength	10	(+0)
Dexterity	12	(+1)
Constitution	14	(+2)
Intelligence	18	(+4)
Wisdom		8	(-1)
Charisma	8	(-1)

Size:	Medium
Height:	6' 2"
Weight:	175 lb
Eyes:	
Hair:	
Skin:	
Talents:

Savant -- demolitions
Total Hit Points: 8

Speed: 30 feet

Armor Class: 11 = 10 + 0 [class] +1 [dexterity]

Touch AC: 11
Flat-footed: 10

Initiative modifier:	+1 = 1 [dexterity]
Fortitude save:		+2 = 0 [base] +2 [constitution]
Reflex save:		+1 = 0 [base] +1 [dexterity]
Will save:		+0 = 1 [base] -1 [wisdom]
Attack (handheld):	+0 = 0 [base]
Attack (missile):	+1 = 0 [base] +1 [dexterity]
Grapple check:		+0 = 0 [base]
Reputation:		+1 = 1 [base]

Action points: 5 (lifetime)

Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.

Technician (starting occupation)
-Craft (mechanical)
-Knowledge (technology)
-Repair

Feats:
Armor Proficiency (light)	
Builder (+2 on craft Mechanical and chemical)	
Simple Weapon Proficiency	[free]


Skill Name		Key	Skill	Ability	Ranks	Misc.
			Ability	Mod	Mod	Mod
Balance			Dex*	1 =	1		
Bluff			Cha	-1 =	-1		
Climb			Str*	0 =	0		
Computer Use		Int	4 =	4		
Concentration		Con	2 =	2		
Craft (Chemical)	Int	10 =	4	4	+2 [Builder]
Craft (Electronic)	Int	8 =	4	4	
Craft (Mechanical)	Int	9 =	4	4	+3 [Technician+builder]
Craft (Structural)	Int	4 =	4		
Craft (Visual Art)	Int	4 =	4		
Craft (Writing)		Int	4 =	4		
Demolitions		Int	9 =	4	4	+1 [savant]
Diplomacy		Cha	-1 =	-1		
Disable Device		Int	8 =	4	4	
Disguise		Cha	-1 =	-1		
Drive			Dex*	1 =	1		
Escape Artist		Dex*	1 =	1		
Forgery			Int	4 =	4		
Gamble			Wis	-1 =	-1		
Gather Information	Cha	-1 =	-1		
Hide			Dex*	1 =	1		
Intimidate		Cha	-1 =	-1		
Jump			Str*	0 =	0		
Knowledge (e&Lsciences)	Int	8 =	4	4	
Knowledge (ph sciences)	Int	8 =	4	4	
Knowledge (p culture)	Int	8 =	4	4	
Knowledge (technology)	Int	9 =	4	4	+1 [Technician]
Listen			Wis	-1 =	-1		
Move Silently		Dex*	1 =	1		
Navigate		Int	4 =	4		
Perform (Act)		Cha	-1 =	-1		
Perform (Dance)		Cha	-1 =	-1		
Perform (Keyboards)	Cha	-1 =	-1		
Perform (Percussion)	Cha	-1 =	-1		
Perform (Sing)		Cha	-1 =	-1		
Perform (Standup)	Cha	-1 =	-1		
Perform (String Inst.)	Cha	-1 =	-1		
Perform (Wind Inst.)	Cha	-1 =	-1		
Repair			Int	9 =	4	4	+1 [Technician]
Research		Int	8 =	4	4	
Ride			Dex	1 =	1		
Search			Int	8 =	4	4	
Sense Motive		Wis	-1 =	-1		
Spot			Wis	-1 =	-1		
Survival		Wis	-1 =	-1		
Swim			Str**	0 =	0		
Treat Injury		Wis	-1 =	-1		

* = check penalty for wearing armor
 
Last edited:

perrinmiller

Adventurer
Anyone feel the need to take Treat Injury? Also regarding combat roles, I am undecided on whether to build for melee, ranged combat, or both. I am considering taking Archaic Weapon Proficiency instead, but only if our group's crafting skill can produce a Flail (Light or heavy). It's listed in d20 Urban Arcana.

@Possum: I debated on the bonus feat for Occupation. I was going to take Combat Martial Arts instead of Weapon Prof Personal Firearms. Problem was CMA requires +1BAB and I was wondering if that requirement applies when selecting your Occupation's Bonus Feat.

Also another question about the setting background. It sounds like we are starting similarly to Fallout 3, so does that mean we are exposed to firearms in the vault? Or are we going to be starting out using Simple Weapons initially? Since I was picking Law Enforcement for initial Occupational training, what weapons are the Vault Security Personnel getting training on?

Lastly, since the holiday weekend might be sucking away your time, those of us not celebrating the 4th of July could finish up our characters this weekend. How soon are you looking to start? Next Tuesday?

Edit: Updated Sheet with some description data and a name. But based on the response to the above I might make some adjustments. But pretty much ready to go.
Alicia2-small.png

Alicia Taliaferro
 
Last edited:

possum

First Post
I know that this is technically meta-gaming, but I know that you all know that you aren't going to spend the entire campaign in the Vault. I would strongly advise you getting Personal Firearms Prof., but it is your choice. As for your question, I wouldn't allow it.
 

perrinmiller

Adventurer
Meta-gaming or not, in true Fallout tradition, guns are the way to go. Sniper builds beat melee builds so, I am going to rethink the Combat Expertise and Improved Trip. It was stuck in my mind from D&D anyway. Since you are playing FO3 now, I will assume it has some influence on our campaign.

Did you play the earlier ones too? I really liked FO Tactics. And Jagged Alliance 2 for that matter. Great games.

I will update the sheet again. I added some background too. Same link as before.
 

Voda Vosa

First Post
I finished FO3 a couple of month ago, great game. Totally sarcastic, loved it. Anyway, about the personal firearms prof, my character will rely on the others for protection while he throws grenades and the such. I'll be very annoying as I'll attempt to craft almost anything possible. Just thought you should know =)
 

Remove ads

Top