User:TheFairyKing/sandbox

Fallout V.A.T.S - Video-Game Assisted Tabletop System

Intro
Fallout V.A.T.S was born of my desire to experience playing through a fallout game, with my friends alongside me. The same stories, same places, but without the restrictions a computer had put in place, and with the freedom to allow a GM to add or remove whatever was needed to enhance the story and fun of the game.

There are many fan-made Fallout tabletop systems out there of varying complexity, and quality, depending on your tastes. This is another humble offering, but it is designed to be used in conjunction with a copy of whatever game you are adapting, open for the Campaign's Game Master (or Overseer if you want to have fun) to use as a basis for the tabletop experience. After, these devs already did the hard work of designing a huge amount of items, characters, quest and dungeons for us to enjoy. As such, a LOT of this system is just a great deal of documenting assets from the games and adapting them cleanly into numbers and description useful for tabletop players.

This system was originally hacked together from wiki spreadsheets, technical game information, a few systems from the Fallout: Equestria TTRPG and a lot of load bearing game mechanic to fill in all the missing gaps.

After having run that slipshod system for over a year with constant live feed back from my players, let me say clearly that what is fun in video game DOES NOT easily transfer over to pen and paper in the same way, and I’ve learned a lot of that the hard way. Many tweaks and changes to certain perks or core concepts have been adjusted to help this transition, but as with any RPG, the rules are there to facilitate fun, if thy are working against that and not for you, ignore them, make your own, or look for a new system! Fallout V.A.T.S in the end is more like many different modules that can be included or excluded to craft the Fallout experience you’re looking for. Content will be tagged for each game it’s meant to interface with, but who says just because there’s no weapon modification in Fallout 1 that you can’t add a laser scope you found in dump onto your pistol? Or why not play and intelligent deathclaw from fallout 2 in your trek through Commonwealth wasteland? Who’s gonna stop you, Josh Sawyer? I’d like to see him try.

Many systems are game agnostic and are meant to be used (or excluded) from any game, but for the sake of organization any items, concepts or characters specific to a fallout Game experience will be found within that game's section.

Lastly, this is a passion project of mine I started working on during my free time in college and is an evolving system. I’m not only open to comments and feedback, But I encourage it as well as collaboration. This is a huge undertaking, and alone, I won’t beagle to adapt every Fallout game into that system, so If you have the energy and interest to add some work to this open project, you’re more than welcome.

Current Game item Documentation: Fallout: New Vegas (Basically all done) Fallout: 3 (Mostly Complete)

Basic Overview
This TTRPG Uses percentile dice for the majority of its systems. That's one D10 or a ten sided dice that fills that one's place and one D%, also a ten-sided dice that instead has double digits for the tens place. You roll them together and get all the numbers from one (00,1) to one-hundred (00,00)

In general, your character will have a skill level with a value of 100 or less. When you want to use your skill to beat a challenge, you roll the percentile dice and must roll your skill's value or less to succeed. The higher your skill value, the easier it is to succeed. Ex. You roll to use your lock-picking skill to break into a hidden safe. Your lock-picking is 73, and you roll a 57 on the dice, so you succeed, and the safe opens to yield its treasures.

These rolls are modified by difficulty values, from very easy, to very hard. You can attempt any skill check as long as you have at least one percent of success. Ex. Your roll to use your science skill to hack into a security terminal. Your Science skill is 86, and the Security terminal is rated "hard" so your roll takes a +30 to the check. You roll a 72. Normally a success, but modified by the difficulty, your roll becomes 102, far over 86, and your check fails.

Often times, the différance between your roll and skill value is needed to determine opposing rolls, or active contests. This difference is called the degrees of success (if you roll under) and degrees of failure (if you roll over). Ex. You roll to use your science skill to disable the alarm you set off. The Program is rated as "average" so your roll gets a penalty of +15. Your Science skill is 86, and you roll 25, with the penalty that's 40. A success, 46 degrees of success between your final result and your total skill. However, an A.I. in the security terminal is trying to sabotage you, and so they roll as well. Their science skill is 90, and they roll 62. That gives them 28 Degrees of success. $6 is greater than 28, so you succeed in shutting off the alarms.