Fallout: Crescent City
This campaign will utilize a few deviations from the rules as written for FATE. Most of these changes will pertain to character creation and are outlined below.
Use these guidelines for creating and improving characters.
- High Concept
- Phase Trio 1 (Core p 38)
- Phase Trio 2
- Phase Trio 3
- Energy Weapons
- Throwing & Archery
- Academics (Lore)
- Some of the above are from Fallout rather than Fate, and applications are explained further in the links.
- Overly broad skills will be defined by the PCs aspects.
- For example, a PC with a PhD in Ancient History would know a lot more about civilizations of antiquity than another PC without that aspect, or a skilled data analyst would necessarily know more about electronic research than a private investigator (but that same PI would know a LOT more about fingerprinting than the Analyst, even though they both would use the same investigate roll to check on information), and no one knows junkyards like the group’s survivalist hobo extraordinaire.
- Specialized knowledge that a PC ought not to know based on their aspects alone is rolled at skill/2. Some things might be impossible to know without the proper aspects or stunts defining the depth of a character’s knowledge. This is left to the GMs discretion.
- Specialized knowledge is defined by aspects, but it can also be represented by skills. Example: you could roll Guns to determine what you know about a certain gun, or you could roll electronics to know features of a particular model of computer. This is expounded upon in the Fate Toolkit (FST Draft p26).
- Wealth will utilize the Caps currency found in the Fallout universe rather than a Resources stress track. There is no Resources skill.
- Due to the relative infrequency of meeting with new people, each interaction with another sane human being should be treasured. As such, there is no Contacts skill.
- Players will start with a number of known contacts equal to their Rapport score. These may be declared ahead of time or during play.
- Players will also start with a number of known enemies equal to their Deceit score. These may be declared ahead of time or during play, but any slots left empty after the first session can be filled at the GM’s discretion.
- Each PC will read and write fluently a number of languages equal to their starting Academics score. Regional languages will be discussed during Character Creation.
- At character creation, each PC will be familiar with a number of area locations (defined as towns, cities, villages, shanties, or otherwise and chosen by the GM) equal to their Survival score.
- These will function as written. For players new to Fate, suffice to say that Stunts are kind of like Perks and offer a lot of the same utility.
- Each additional stunt will cost one refresh.
- All Characters have a “Gear Pool” that determines the amount of gear they can bring with them on a mission. The base score for a character’s Gear Pool is equal to their Physique skill. The size of the Gear Pool may be increased above the base score at a rate of 1 Refresh = 1 Gear Pool Point.
- Each item’s Gear Pool score will be based on its size and complexity. The GM will determine each item’s Gear Pool Score, but a good rule of thumb is that each stunt or aspect a piece of gear grants will increase its Gear Pool Score by one.
- Pocket sized items that merely allow you to use a skill will not count towards the pool unless they impart some sort of extra to the PC. PCs wishing to carry extreme loads and larger sets of items may earn Consequences or negative Aspects from the GM.
- The total of all items that do not count against your gear pool may not exceed the volume of a typical hiking day pack.
- Items will be based on the items that exist in the Fallout universe. However, custom items could possibly be made by a skilled enough craftsman with the proper facilities at her disposal. These would likely use a mixture of the customization system in Bulldogs! and the Fate System Toolkit (FST draft p150) with the GM’s subtle guidance.
- Items are in limited supply due to the post-apocalyptic nature of the setting. As such, levels of all consumable items will need to be tracked. This includes but is not limited to food, potable water, batteries, fuel, and ammunition.
- Each character will start with 6 Refresh points. These may be spent or held as noted in the Core rules, but no PC may have fewer than one point of Refresh.
Starting Wealth and Gear:
- PCs will start with 50 caps and one Stimpak.
- PCs will have the opportunity to start with whatever gear is necessary for them to use their skills so long as it can be carried on their person and is reasonably small enough for one person to carry in their day pack. Boats or other means of transport are an exception to his rule. No one can have a boat to start the game.
- Contents of your day pack must be declared and kept on your note card/character sheet/whatever so you know what you have at all times.
- PCs will be able to choose two items from the starting gear list free of charge. More premium items can be purchased during character creation at the cost of one refresh per item.
- Any standard (non-premium) items will have no aspects and impart no bonuses. They will do what they are designed to do, no more no less. For example, at character creation any PC can get their hands on a box of matches without any problems, without spending any caps or any refresh, but there is no guarantee that they’ll stay lit in a storm or even in rough winds. The Butane Torch Lighter on the other hand, will stay lit in almost any conceivable situation. It’s all a matter of utility: how much are you willing to pay?