This 438-page rulebook contains rules and lore for roleplaying in the Fallout world, as well as concept art from the Fallout videogames. Utilizing Modiphius’ celebrated 2d20 cinematic role-playing system, the Fallout RPG will take players on an exciting journey into the post-apocalypse!
Create your own survivors, super mutants, ghouls, and even Mister Handy robots. Immerse yourselves in the iconic post-nuclear apocalyptic world of Fallout, while gamemasters guide their group through unique stories and encounters. The 2d20 edition of Fallout is as close to the bottlecap bartering, wasteland wandering, Brotherhood battling excitement as you can get.
Immerse yourself in this genre-defining setting with the official Fallout™ tabletop roleplaying game. Create your group of original characters including vault dwellers, ghouls, super mutants, and even robots. Tell your own stories of survival in post-nuclear America using a host of non-playable characters and horrific mutated creatures. Use iconic weapons, armor, chems, and items transferred straight from the video game. Scavenge the ruins of the old world and make your mark on the Wasteland. Utilize the 2d20 System - a roleplaying rules set that supports both story-led adventures and detailed gameplay. Use Action Points to power your incredible wasteland wanderers, and augment their actions with your fantastic Perks. Use an extensive catalogue of creatures and characters from the world of Fallout. Gamemasters can kick things off with story hooks immersed in the Fallout universe, roll and build random encounters from tables inside the book, and even randomly generate locations and loot for their players. 'With a Bang or a Whimper' 18 page introductory adventure
Jason Brick started wrestling just after his 11th birthday. He has studied and taught martial arts for the thirty-plus years between now and then. His fascination with Japanese mythology began while training in karate and magnified while living in Japan. When not writing or practicing, he cooks, plays table-top games and tries hard to spoil his wife, two sons and cats in the lush and rainy Pacific Northwest.
Le mie conoscenze sul mondo di Fallout, prima di leggere questo manuale, si limitavano a: è una serie di videogiochi post-apocalittici, c'è un omino biondo vestito di blu, c'è una specie di Coca-Cola. Fine. Il post-apocalittico non è mai stato troppo nelle mie corde quindi non mi sono mai informata seriamente né avevo grande intenzione di farlo... ma tramite i GdR approccio qualunque cosa, e meno male. Mai, mai limitarsi per colpa dei preconcetti! Onestamente il gioco sembra una figata, il manuale è bello, è comprensibile, le illustrazioni son tanta roba, e così tutto il comparto grafico. Si legge velocemente, la divisione dei concetti è ragionata e salta all'occhio, e mi sembra che l'indice analitico sia buono. Il testo inizia con un breve capitolo introduttivo, poi si passa a regole di base, combattimento, creazione del personaggio (semplice e spiegata passo passo), equipaggiamento (capitolo che occupa molto molto spazio, è descritto in dettaglio ogni singolo oggetto), e un capitolo su come sopravvivere. Poi si va a parti più incentrate sulla lore del mondo, sull'ambientazione: vita e morte delle corporazioni, i Vault (ecco da dove viene l'omino biondo!), la zona detta Commonwealth. Dato che lo giocherò a breve, mi sono fermata appena prima della parte per il GM, quindi non so come sia il manuale da lì in poi (se non sbaglio è diviso in capitolo per il GM, bestiario, avventura). C'è una meccanica sulle malattie che mi sembra molto interessante, e mi ispira la possibilità di prendere talenti temporanei grazie a ciò che si legge. Si possono impersonare umani, ex-umani, e robot. ROBOT. Ovviamente fare razze diverse dall'umano ha i suoi pro e contro, ma è giusto così. Comunque il robot cacciatore col cappello avrà per sempre uno spazio nel mio cuore. Amo tantissimo che ci siano molti richiami alla storia statunitense e riferimenti al mondo attuale. L'ambientazione inoltre non è solo un post-apocalittico, ma vede come epoca d'oro pre-bellica una specie di anni '50 tecnologici, e nel tempo attuale in game chiaramente questo resta. In conclusione, da profana di Fallout, questo sembra un bel gioco. Leggere il manuale mi ha fatto voglia di provare anche i videogiochi.
Fallout: The Roleplaying Game Core Rulebook is a fully fleshed out tabletop version of the fallout video games we all know and love, and it does a decent job of capturing the feel of the world.
Character creation is (naturally) inspired by the SPECIAL system and there are various bonus perks you can select based on certain stat prequerisites and what not.
Rather than pigeonholing someone as just a vault dweller (as presumably you would be playing in a group rather than the typical solo game experience of the fallout series), they offer a range of options. Beyond the typical vault dweller, survivor, or brotherhood of steel backgrounds, you also have the option of being a ghoul, super mutant, or Mr handy (all three of which seem to have way more character potential in my option). Depending on your background, you also have starting gear and weapons.
Equipment is fairly diverse, mimicking the options in the game, down to food, chems, and various armor and weapons. A robust modification system is also in the book (since I know lots of crafters who like to diversify their gear). Robot improvements (either for a Mr handy character or other robot) are also in large supply. A few pages are also given to various models of power armor and those mods.
The antagonist options are limited to the games, a mix of wastelanders, enemy organizations, and critters. Synths are presented but you don’t have the option of taking one as a background (which I agree with).
While I imagine most GMs would prefer to craft their own setting beyond those of the games, the book does go into great detail on the Commonwealth (the setting of fallout 4) as a sample setting. Those who have played it won’t be too surprised by all the info there but it’s fun to check out.
More valuable is a chapter focusing on. Stupid corporations and companies, many of whose remains and facilities can be found throughout the wasteland. It presents a good example of locations survivors can encounter (including sample side quests).
A whole chapter is given to vault-tec, their operations, and the vaults of the commonwealth, which is useful if you choose to craft your own vaults in a new setting.
Reading is fundamental, and the book covers various periodicals you might come across similar to the fallout games. Random magazine generators are presented and naturally you get a bonus in something depending on what “issue” you might find (when relevant).
If you want a fallout game with your friends; then this is definitely the way to go.