Gameplay Information
Fallout 91 is a custom Tabletop RPG game set in the iconic world of Fallout.
Follow a group of ragtag adventurers as they venture The Split in order to find the lost pre-war Vault 91
Follow a group of ragtag adventurers as they venture The Split in order to find the lost pre-war Vault 91
Tabletop System
Fallout 91 uses a custom tabletop RPG system developed by Aaron Pastor, taking inspiration from systems from Fallout 1 and New Vegas.
Quick Breakdown (Note these systems are still in development):
Character Creation:
Follows the character creation system of Fallout New Vegas (choose S.P.E.C.I.A.L., tagged skills, and traits) but certain races have different features from others. Some examples:
Humans- No S.P.E.C.I.A.L. modifiers, no radiation resistance, can choose three starting traits
Mole Miners- +1 Strength & Endurance but -1 Charisma & Intelligence, radiation resistance, can choose two starting traits
Robobrain- +1 Intelligence but -1 Agility, radiation resistance, can choose two starting traits, can't equip armor (have plating)
For the traits, traits from Fallout 1, 2, 3, and New Vegas are adapted for the players to choose from.
Combat:
The combat follows the same system used in Fallout 1.
Action rolls are determined by the player rolling 1d20 + half the targeted S.P.E.C.I.A.L. + skill and other bonuses.
Depending on someone's skill with the specified action, they can add another dice to their roll. Breakdown:
Skill level 0-24 - N/A
Skill level 25-49 - 1d4
Skill level 50-74 - 1d6
Skill level 75-99 - 1d8
Skill level 100 - 1d10
This only applies to combat skills
Outside Combat/Skill Checks:
All non-combat skill checks are done by taking the player's skill level, and adding 1d20.
If the player's skill level is higher than what is required, they still must roll in case of a critical failure
Quick Breakdown (Note these systems are still in development):
Character Creation:
Follows the character creation system of Fallout New Vegas (choose S.P.E.C.I.A.L., tagged skills, and traits) but certain races have different features from others. Some examples:
Humans- No S.P.E.C.I.A.L. modifiers, no radiation resistance, can choose three starting traits
Mole Miners- +1 Strength & Endurance but -1 Charisma & Intelligence, radiation resistance, can choose two starting traits
Robobrain- +1 Intelligence but -1 Agility, radiation resistance, can choose two starting traits, can't equip armor (have plating)
For the traits, traits from Fallout 1, 2, 3, and New Vegas are adapted for the players to choose from.
Combat:
The combat follows the same system used in Fallout 1.
Action rolls are determined by the player rolling 1d20 + half the targeted S.P.E.C.I.A.L. + skill and other bonuses.
Depending on someone's skill with the specified action, they can add another dice to their roll. Breakdown:
Skill level 0-24 - N/A
Skill level 25-49 - 1d4
Skill level 50-74 - 1d6
Skill level 75-99 - 1d8
Skill level 100 - 1d10
This only applies to combat skills
Outside Combat/Skill Checks:
All non-combat skill checks are done by taking the player's skill level, and adding 1d20.
If the player's skill level is higher than what is required, they still must roll in case of a critical failure
Creation Information
Since I am a Game Designer, and love the world of Fallout, I took the two and made my own creation.
I started this when my friends said how they wished to start a D&D campaign.
I started this when my friends said how they wished to start a D&D campaign.
Why the Tabletop Campaign?
My friends and I want to do a tabletop campaign, and since we are all fans of Fallout, we don't see a better theme.
As a man who aspires to be a game designer, I prefer to work with my own systems, so rather than adapting a current Tabletop RPG to a Fallout format, I decided to make my own.
As a man who aspires to be a game designer, I prefer to work with my own systems, so rather than adapting a current Tabletop RPG to a Fallout format, I decided to make my own.