Homemade Fallout Tabletop

me and a few of my freinds have been designing a fallout tabletop for about half a year no(though we have alot of setback)
Im currently writing the game book.I really need more advice and idea so im planning on posting the work in progress prototype game book on here. Everyone advice is apreciated please

Nicks Fallout Tabletop (prototyope version)

Playable Races

Humans
Ghouls
Super Mutant
Robots
Dogs

Human
The good and bad

The good
the human has a near endless amount of playstyles
they are one of the easier races to play as
the wanderer class allows you to litteraly make a charecter from scratch(reminisent of fallout games)
they have access to the most perks and traits

the bad
for the most part playing as a human has no real bad things.

Ghouls
the good and bad
the good
complete immunity to radiation
They can be healed by it
they tend to have much higher intellegance due to their agelessness which has allowed them to aquire allot of skills

the bad
less classes to choose from
agaisnt humans they have a penalty over diplomacy rolls(25%)
since they are healed by radiation they require higher first aid rolls to heal(25%)

Super Mutatant
The good and bad
the good
high endurance and strengh
immune to radiation(but not healed by it)
can tame centuars,mutant hounds,floaters
start with zero penalties to heavy weapons
have a natural damage resistance
the bad
depending on the class they can be idiots
depending on the class they will automaticaly fail any and all stealth rolls
penalty to any diplomacy rolls(50%)
little access to armor

Robots
the good and the bad
the good
can be repaired
if your charecter dies you dont have to make a new charecter as he can be rebuilt
players with high intellagence can apply powerful upgrades

the bad
they dont gain any perks when they level up, only health
it would go without saying that they cant be healed through first aid and healing items
all robots have a preset weapons and s.p.e.c.i.a.l stats

Deathclaws
the good and bad
the good
absolutly devastating in melee
high endurance and strengh
healing factor
can eat dead bodies to gain health
Beserk mode can oneshot alot of common enemies
can roar to make some enemies run away

the bad
NO armor they will have to rely entirley on damage resistance
Beserk mode can be either a blessing to a battle or can spell certain doom to your charecter as you cant control your charecter during this
large size allows enemies have a higher hit chance
cant be healed by first aid nor medicine

dogs
the good and bad
very fast move cooldown, can litterally spam the hell out of moves
can move the most times in a single turn
can attack the most times in a single turn
low ap cost for everything
can provide buffs for party
can gives enemies penalties
has good chance of bleed damage
very fast ap recover
can negate enemy stealth
buff when fighting animals
slight poison,radiation,electrical resistance
if your charecter dies to to the fact that there isnt a shortage of dogs in the wasteland you can litterally instanlty become a new dog
levels up the quickest and gains a perk every two levels

the bad

is basically playing on hard mode
low damage must rely on crits
have no natural damage threshhold they can take maximum damage from any weapon
very poor choices for armor, only two armor options are available
I can absolutly promise you that your charecter will die
low hp

How skills work in charecter creation

each class gets 3 tag skills

1 tag skill is autoumatic
and based on the core skill of the class
2nd tag skill is one of two options
3rd is a free tag skill
the 2 second option will give you access to an exclusive effect

race specs

Human
Odds are that if your reading this then your a human.
General playstyle
humans are divided up in many different classes, each class has the good and bad. Some classes will have huge penalties to different weapons,armor,and rolls(examples.Raider class will have a penalty towards diplomacy checks while the tribal class will have penalties towards complicated modern weapons)
Classes=

The Wonderer class
This class is for players who wish to make their own custom stats.You start with all special points at 5 and will be given 5 points to add to them.All skills start at 20 but will modify based on your special set up

Raider Class
Tagged skills
permanant
small guns
optional
explosives or mellee
Explosive bonus, you get to make 1 molotov a day
mellee, a 15% bonus with mellee, if you strike an opponent and they are atleast 2 levels below you then you can roll to instakill them

Specials
6 strengh
6 percecption
7 agility
6 endurance
5 intelligance
6 luck
5 charisma

penalties
diplomacy rolls
buffs
bonus when fighting humans
bonus when wearing raider faction armors

Super mutant
The Super Mutant is a powerful juggernaut of a beast. Originally created by a now long dead mad man who had been horribly mutated by FEV to serve as the backbone for an army.

Moves/Playstyles
The Super Mutant is a Powerhouse of a beast, boasting a massive 80% resistance to radiation,50,Resistance to Poisons,a 25 percent Damage Resistance, and a buff for heavyh and two handed weapons.
This makes them easilly at home as a front line fighter, capable of competing with most high level enemies.That being said however....They arent very smart, and suffer a natural penalty to speech and barter.
They are also unable to use one handed weapons(due to their large sized fingers)and therefore can only use two handed and heavyh weapons. They also have only a handfull of armor options, having access to just 3 armors

Perks
Abomination tamer=You identify with animals created through FEV. You can tame centaurs,floaters,and mutant hounds.(but not deathclaws since they are to smart

robot
Robots were very common before the war, whether they were butler robots,sex robots, or fighting robots.Two companies reigned supreme in the market RobCo, and General Atomic.
RobCo held most of the military contracts while General Atomics held more civillian and civil security contracts.
Since these robots were built to last with most models having the ability to self maintain themselves. Its not uncommon to find robots in old prewar ruins, many of them are oblivious to the war ever happening and go about their now usless jobs.

Moves and play style
What you will be able to do as a robot all depends on what type of robot model you pick up. All robots have a preset stats, and weapons. They DO NOT level up normally with the rest of the party. They DO NOT have access to perks and simply gain more HP when they level up. BUT their weapons will level up with them.
Instead of perks they have access to upgrades. A party member with a high enough SCIENCE, or having the ROBOTICS EXPERT perk can apply a variety of upgrades to the robot. Or if the party doesnt have any of those options yet they can still upgrade a root if they have found the upgrade software for them.
While some upgrades can be applied to all robots, other upgrades will only be able to be applied to specific robot models.Also since robots are not organic they cant be healed by the MEDICINE or any healing item. Instead they must be repaired but a party member with the highest Repair if a party member has aquired a Robot Repair tool kit however it may be used instead.
Most robots dont have any weapon customization. While some have a well balanced weapon loadout that allows them to attack enemies at all ranges, other robots have niche loadouts centered around certain ranges. As an extra bonus players who played as a robot dont truly die, when they are destroyed a party member with the highest REPAIR skill or access to an Advanced robot tool kit can rebuild the robot.
If none of the party have access to these or failed their rolls they can simply extract the robots memory card, and can install it on a new robot.

Types of robots
Eyebot=A flying robot built for light security and scouting purposes.
Moves=
laser gun= the eyebot is equipped with a undermounted laser(starting out its the equivilant of a laser pistol) Its reasononably accurate at a medium range
Shock=a small stunner(equivilant to a cattle prod) used to keep enemies at bay at close range(treat it as a mellee weapon)

unique traits
immunity to triggering floor based traps(can still be hurt by them if the trap was something such as a mine)
fastest robot=can move around like the dog

So did you ever read this? It was the official Fallout RPG that eventually had to change all the Fallout references because of a dispute between Interplay and Bethesda

Proctetron=the name can be slilghty misleading. Protectrons were meant to be a generic use robot that could be uploaded with a variety of personality subroutines which meant that they could be used in a wide variety of different fields. Robco realesed 4 subroutine software kits before the bombs dropped.
In the tabletop each different personality can be treated like a miniclass. They will all have their own S.P.E.C.I.A.L and weapon loadouts

Classes options
Security Model=This model was meant to work alongside law enforcement as well as act as a security guard in public areas.
Moves=
Laser=(treated as a laser rifle)a simple laser gun. Accurate at up to medium range
Taser=a taser/stungun can be treated as both a mellee and ranged weapon(albiet very short ranged) can rolled for a stun and electrical damage
Headlights=The protectron activates its built in flashlight, will provide illumination to the party, and can negate some accuracy penalties
Sirens=The protectron turns its police sirens on. This will attrach attenion to the party therefor cancelling any stealth actions the party may have been taking.
However this can cause some enemies to flee(not equivilant to deathclaws roar ability_

Paremedic=a model designed and equipped to serve as temproary paremedics in times of crisis
Moves=
Defilibrator=a large defilibrator, in battle it acts like a giant stun prod and can apply electrical damage and the player can role for the ability to knock out the opponent. Outside of a battle the player can also roll for a chance to revive a organic player
Sedater=can shoot a dart containing a sedative. does very little damage, effected enemies will have seveer accuracy and move penalties
Injector=the robot can dispense a dose of medx into a party member.This will increase the party members damage resistance for a period of turns

Construction=This model was built as a heavy duty construction bot
Moves=
NailGun=a large nailgun while only having a short range the nail gun can pierce armor, as well as do bleed damage.Also its classefied as a silent weapon
Saw arm=a industrial strench buzzsaw arm(equivilant to a chainsaw)
Firefighter+This model was meant to be used by firemen to deal with fires to dangeroues for conventional firemen
Moves=
Cryoguns=a gun shooting a jet of highly compressed cryofreeze liquid(range is equivilant to a flamethrower. Has a "cone effect" enemies will has severe modility penalites and can if they take continous hits from the gun can be frozen solid
Fire axe=a hydrolic powered fireaxe

Stats
Paremedic=8 Agility and Perception. All other Specials at 5
Constructio=9 Strengh, 6 Endurance
Security=7 Perception,6 Endurance and 6 Agility
FireFightet=9 endurance,6 agility

Mister Handy
The Mister Handy was the Flagship product of General Atomics robot branch, a personal assistant/housekeeper robot, it was programed as a learning robot, and could learn about specific behaviors of each family members allowing them to perform more efficiently.
Indeed because of this factor many familes that had Mister Handy robots would often see them as one of the family. While the default voice for them was a british accent they could be programmed with a variety of different voices and personalites.
Robots who were programed with female personalities are refered to as Miss Nanny

Playstyle
The Mister Handy was meant more as a housekeeper than as a coombat bot, that being said since these bots were also expected to defend the household against intruders they are given some weapony
The 3 arms of the mr handy of detachable so some amount of weapon customizability is available, though only the flamethrower arm can be replaced.The fact that it floats allows the robot to be immune to triggering floor based traps
moves=
pincer arm= Not a weapon but instead the player can use its arm to count as 1 extra roll when another party member fails a roll on a not combat related task. The arm can also be used to double to effecticeness of a successfull roll
Flamer arm=a flamethrower(can be replaced with 10mm smg arm)short range, one the bright side this weapon doesnt need reloading
10mm smg arm=a 10mm smg, will have the exact same stats as a regular one
buzzsaw arm=a small circular buzzsaw for use as a mellee weapon

Mr Gutsy=The MR Gutsy is a militarized variant of the Mr Handy. General Atomics made this robot in response to the U.S. militarys request for a rugged all around military robot.Aside from a dark colored color scheme and a gruff military personality from a design perspective the robot is exactly the same as a Mr Handy
Moves=
Buzzsaw arm=see Mr Handy
Flamethrower arm=see Mr Handy
Plasma arm=a mounted plasma pistol, accurate up to long range

weapon options
10mm smg arm
12gauge autoshotgun
Assualt Rifle arm

Assualttron
The Roboco Assaulttron was another military robot. These robots were extesivly used on the front lines by the americans. A robot with a female human body shape many of these robots were programmed with femenine programing.

Playstyle=The assualtron is one of the most damaging robot classes in the game, but its weapon is optimized for close range only. that being said however they are among the fastest robots types.They are also able to take good enough beating. low level enemies will be absolutly destroyed by them
The Assualttron is mostly a mellee fighter but it does have a head laser

moves
boost=overclocks the robots leg acuators giving it a speed boost


slash= a two hit slash with the bots blade arms

stab= a single hit stab

microwave laser= a devasating laser that can decimate low level enemies. Takes two turns to charge. close range and can hit up to 4 enemies

dog
the dog hasnt been the same since the bombs dropped. Years and years of living in the waste of toughened up your average pooch,they are now far far more savage and dangerous. Most of your pooches are now the equivilant of a champion dogfighter, many bear extensive scar of their previous victories.
That being said however dogs are by no means untrainable, dogs continue to serve men whether it be through attack dogs, or mere pets.

Moves and play style
The dog is essentialy hard mode in this tabletop, you will absolutly have to make extensive use of your special moves in order to survive. Thankfully the dog is blessed with very fast ap recovery, as well as very low ap cost for his actions.
He also has the highest ap allowing him to move the most in a single turn as well as attack the most in a single turn(example a level 5 human can move a max of 12 spaces but only has enough ap to attack up three times, while a dog thats the same level can move a max of 16 spaces, and attack over 9 times assuming he is right next to a enemy)
He also have a chance to apply bleed damage each time he attacks, and depending on if he invest in the perk he may also devolop a poisonus bite.
That being said however the dog is plague with many problems. No matter how high his level is he will always have the leaste ammount of health in a party. With very little damage threshhold he cant handle being a target for very long.
Armor choice will also be a problem as he has only two options for armor (see apperal section).Dont fret however as the dog still have a variety of useful perks and moves that still makes him worth playing.His "sick'em boy", and "Restrain" attacks allow him to cripple enemies and as in the case of "Restrain" he can give his entire part an impressive accurcay buff.
His "Detect" move allows him to keep his party from falling victim to stealth ambushes. His natural buff when fighting other animals allows him to quickly farm exp for level ups.Plus since he can roll for bleed damage he can cripple most organic enemies.

Move
bite= a simple bite using the dogs sharp fangs, while it isnt very damaging the player can roll for a bleed effect, causing the enemy to take bleed damage for x number of turns
lunge= a slighty more powerful bite, the dog skip ahead one space to do this attack, note however that if one uses this attack that they will not be able to roll for bleed damage
filthy bite= this attack becomes available if the player picks the "mongrel" perk, its a regular bite but applies a poison affect
ankle biter=a bite to the ankles, succesfull attacks will apply a temporary ap penalty to organic humanoid enemies, by taking away up to 8 ap points 2 turns, crits will apply the same affect but for the rest of the battle
Detect= the dog can attempt to detect a organic enemy in stealth mode, if succesfull it will nullify the stealth mode. If done on enemies using stealth boys or stealth armor only general area of the opponent will become known. You can do this move before a battle starts without any ap cost
Sick'em boy= the dog will jump up to 4(mimimum of 2 spaces) spaces onto an enemy, no rolls are required for this part, the dog will then pin the enemy to the ground. for the next 5 turns the dog will be able to continouisly attack the down enemy. each turn the enemy may attempt a roll to get the dog off of him, but each turn it will become harder. after turn 5 if the dog has done a certain ammount of dammage he may roll for an instakill
Restraint= the dog will latch ontop the arm (or the shoulder if the dog is at a higher elavation) and force the enemy to stay stationary. during this time the opponent will have a severe accuracy penality with all weapons exept small one handed mellee weapons. The party will then get a massive accuracy bonus on the stationary enemy. Last for three turns
Rad bite= this attack only becomes available if the dog aquires the "the glowing one perk" it enables the dog to apply a slight radiation effect to organic enemies

Perks
Mongrel perk= dogs are pretty filthy when youn think about it. this perk enables the "filthy bite" attack.
Superior training= the pupper has been trained by a proffesional dog trainer. This enables him to have a stronger bite and lunge attack. This also means that the dog can disregard any morale roles
The Glowing One perk= this perk isnt gained through leveling up. it will only be gained if the dog is stricken with severe radiation poisonong and manages to survive. This makes to dog partially ghoulified.
Its radiation resistance jumps from 30 to complete immunity to outside radiation(weaponized radiation will still have the same effect).
You will now have a more sickly almost zombie like apppearance. This will also give your average bite a radiation affect that stacks.
Detect improving=improves the detect skill.each point raises it by 10%. Up to 4 points

Race traits
30% radiation resistance
50%poison resistance
15% electrical resistance
25% damage bonus to wild animals
20% to stealth

Ammo Varieties
Guns=
.22=ruger mark2,american 180,Rugger 10-22, homeade derringer

10mm=10mm pistol,10mm smg,pipe rifle

38=S&W model 10,357 revolver,cowboy reapeter,Homeade Pistol

357=357 revolver,cowboy reapeter,Homeade Revolver

44=Ruger BlackHawk, Trail Carbine

5.62X39=Varmint Rifle, American Assault Rifle,Bastard assault rifle, Colt Rangemaster,DKS-101,That Gun

7.62X39=AK47,SKS,Chinese Assualt Rifle

7.62X59=Mosin Nagant,Sniper rifle,

45 acp=Colt 1911,Tommy Gun,Homeade Pistol

12gauge=Winchester Widowmaker,Homeade Double Barrelt,Shambler,StreetSweeper,Pump Shotgun,Super heavy Shotgun

20gauge=Ashot,Single Shotgun,Caravan Shotgun,Lever Action

50bmg=Anti Matieral Rifle,

4570=Hunting Revolver,,Bush Carbine

14mm=14mm pistol,14mm sub machine gune

energy
Small Energy Cell=Laser Pistole,Plasma Pistol

Energy Cell=Laser Rifle, Plasma Rifle

Electron Charge Pack=Gatling Laser,Plasma Caster

2mm EC=Guass Pistol,Guass Rifle,Homeade Guass Rifle

Flamer Fuel
Flamer Pistol

Gamma rounds=Gamma Gun

explosive
Dynamite,Molotov CockTail,Frag Grenade,Plasma Grenade,Pulse Grenade,Incinderary Grenade,Gas Grenade
land mine,plasma mine,powdercharge,pulse mine,

heavy
5mm=Gatling Gun

50bmg=Heavy Machine Gun

7.62x59=Browning Machine Gun

Flamer Fuel=Flamer, Incinerator
Harpoon=Harpoon Gun

primitive
Arrow=Crossbow,Bow
Stone=Sling
Spear=Spear thrower

Ranges
Close range=1 to 10 squares
Medium range=10 to 20 squares
Long Range=20 and up

Weapons
Primitive=The most simple weapons in the game, often used by tribals.While all human and ghoul classes can use them the TRIBAL class gets a buff when using these

Bow=a simple bow, quiet and accurate at up to mid Range
Upgrades
Poison Arrows=arrows dipped in poison, provide a guarrentee poison effect
Fire Arrows= Arrows lit on fire,while they provide less damage, they do have a fire damage effect
Serreted=Arrows with a barbed tip provide bleed damage
Reinforced arrow=Arrows made from very strong metals, provide a light armor peircing effect.
Reinforced Bow= The bow is reincorfed with more stronger wood, adds more range, and improved bash

Range=accurate up to 15 squares(25 with reinforced uprgrade)


Sling
a simple sling due to the commoness of rocks slings have unlimeted ammo when outside.
Range=up to 10 squares

OP how old are you?

22

Is english your second language?

Raider Groups
Raiders are the scourge of the wasteland, most if not all are rulled by a hiearchy based on sheer ruthlessness. In most raider gangs it is either the most ruthless,smartest,cunning, are simply the strongest one.
All affiliated raider factions will have their own unique weapons,armor and some will also have unique gear(save for the fiends)that cant be aquired anywhere else.
The party can use these items however provided they find them when searching on the bodies of dead raiders.
no, i speak English but i was recovering from a car accident when i wrote this, i could only type with one hand.P

Was there any brain trauma?

Powder Gangers=a loosly organized raider gang composed mostly of escaped convicts from NCR territory.The NCR tried to establish a railway system and utilized convicts for as a form of labor.
These convicts were given dynamite for use for clearing out rocks and carving out hills. Many of these convicts however hide caches of dynamite.
Slowly but surely as the war with the legion continued many soldiers that shouldve been guarding these prisoners were reassigned to the front lines.
With many of these prisons now badly undermanned, the prisoners took advantage of them and staged large scale riots and overwhelmed the few guards that were left.
The prisoners however, knowing that it would only by a matter of time before the NCR home guard arrived to take them out fled to outisde of NCR juristiction.
With most of them setting up shop in the remains of a prewar maximum security prison.
They now roam the waste terrorizing anyone they find.

leader=Eddie

Unique weapons and armor
Weapons=
Dynamite,Shank,Powder Charge,Police Baton,Pipe Bombs, Long Fuse Dynamite

Unique Armors=
Convict Outfits, Police Riot Armor, Guard Armor
i had a concussion, but i would imagine that doesnt count

Unit Types

Powder Ganger Thug=
FootSoldier using only mellee weapons, always encountered in gangs

Powder Ganger Gunman=
Use ranged weapons as well as occasional dynamite and pipe bombs will always hang back at behind the thugs while they shoot at your party.

Powder Ganger Bomber=
Use mainly explosives but will generally also be equipped with either a one handed gun or a one handed mellee weapons

Powder Ganger Hitman=
The "elites" of the powder gangers, each and every one of them were ruthless murderers and criminals before they were caught. ALways wear Guard Armor and Riot Armor. Also will use more "higher end" weaponry

Powder Ganger Raid Boss=
Most of these guys came from the eddies gang before they were caught. When the powder gangers formed most of them were picked by Eddie to oversee raids.
Typically these guys will wear any suit of armor they like, as well as use any weapon they like. They will ensure that their boys dont run off in the middle of fights

Cleaners=
Debatably the most ruthless raider gang in all the wasteland. Ironically they had relativly noble begingins.
The people who would eventually become the Cleaners were originally New York Department of Sanitation workers(garbage man, janitors, and other jobs similar to them)
When the New Plague hit America the City of New York invested a rather large sum of money into equipping the department to deal with the inevetibaly outbreaks that would occur in New York.
For that end they were giving flamethrows when it was beileved that the plague was vunerable to fire.
For the next few years the Department of Sanitation, now being refered to as the "cleaners" were tasked with disenfecting any areas that had been containminated by the Plague.
When the bombs hit many of the cleaners had little to no time to react and save their familes. Many of them lost everything and everyone they cared for.
For most of them, they felt that everything that had done was in vain. It didnt take long for scared, desperate survivors to try and take the supplise they had. Within just a few short months the cleaners had become rightly feard by the survivors of New York.
By the time just 10 years had passed since the bombs dropped the Cleaners had become a brutal raider group..
Today the Cleaners has made a name for themselfs as one of the most terrifying raider gangs in the waste. They love fire just as much as they love setting people on fire.
In addition they have managed to get many old prewar Garbage Collectors
These of been reinforced with armored plating.To this day, the sound of garbage truck horns strick fear in the hearts of settlements. In this world it means only one thing....The cleaners are here

Leader=Joey Ferriro

Unique weapons=
Incineary grenades, Incineary shells, Underbarrel Flamethrowers,Sheiksababs,Incinerators,Flamer Pistol,

Unique armor=Boiler Suit, IconCast Armor, Gasmask, Hellion Power Armor.

Unique vehicles=Garbage Truck

Units=
Cleaner Sweeper
The Generic Footsoldier, They will use any two handed guns they come across. However they will all be equipped with an under barrel flamethrower.

Fumingator= are equipped with flamer pistols as well as incinderary grenades

Purifier= mellee only units equipped with homeade sheilds, and sheiksababs

Cleanser= Equipped with grenade launchers that fire incinerary rounds

Exterminator=Armed with Incinerator and Flamethrowers.Will also wear Iconconcast armor
Hellion= These are hand picked Joey himself after they aquired a few units of raider power armor from the gearheads as a thank you present for helping them take out a troublesome group of Brotherhood of Steel that had been giving them problems
Joey had the gearheads heavilly modify the power armor with two wrist mounted flamethrowers, as well as two incinerator lauchers, also attached to the wrist.These guys were picked based on their ruthlessness. Each and every one of these guys were already veterans of raids before they were picked(elites)

>but i would imagine that doesn't count
Are you sure? Your writing is all scattered and you're having trouble forming basic words together.

It looks like a kid wrote it, are you really 22? Be honest.

GearHeads=A well established Raider gang that has been around for many,many years. This High Tech gang are most well know for two things.
Their complete mastery of using robots, as well as they frequent use of high tech gear and weaponry, indeed the Gearheads have taken over and repaired a number of prewar factories.
They have become so dangerous that the Brotherhood of Steel themselves have declared a war with them.
The war has gone on for two years and the gearheads despite the odds have been holding them and show no signs of backing down.
Leader=The Foreman

look im not used to writing, i was never good at it

unique weapons=
Homeade Plasma Rifle, Monkey Wrench,Telsa Rifle,Shock Baton,Emp rounds, Electrical round, mini minigun

Unique armor=
Welding Mask,Marine Armor Tactical Helmet

Unique Gear=
Mini Turret,

troops=
Worker=the generic soldier, always equiped with guns, and monkey wrenches
Technician=armed with handgun, they main job is to throw down mini turrets to provide fire on your party
Mechanic= armed with a grenade launcher that shoots out electrical rounds
Supervisor=The leaders, these guys are equiped with mini minigun and full armor

Okay if you want my honest critique, everything you're posting here is hot garbage. Playing as a dog is retarded, playing as a deathclaw is retarded, playing as a robot is retarded. None of those things have the requisite intelligence to be able to be used as a player character.

All of the raider groups you listed are just gimmicks, like you picked a theme of items that sounded cool instead of writing actually fleshed out organizations.

You've written next to nothing about the fundamental mechanics of your proposed system, instead opting to list us items and weapons. Clearly you don't understand even the first thing about writing a game.

And the fact that you have the writing level of a 7th grader makes me really doubt that you're 22. Look if you're 14 that's fine. If you're actually 22 and expect praise for this huge block of word salad you really need to sit down and reconsider what is realistic and what is not.

Google 'Dunning-Kruger effect'

Have you even played Fallout 1 and 2?

i did say it was a work in progress
and i have played all the falloout games

and i wasnt expecting praise, i was expecting advice

Okay you want my advice? Don't vote. What ever you do, don't vote.

"The identification derived from the cognitive bias evident in the criminal case of McArthur Wheeler, who robbed banks with his face covered with lemon juice, which he believed would make it invisible to the surveillance cameras. Wheeler's incompetence was based on his misunderstanding the chemical properties of lemon juice as an invisible ink."
Straight from the first link after Google search... Dammit man, I lost.

so now you think im autistic?

You're really gonna have people play as dogs?

Not the same guy, but I wouldn't even know how to begin.

A) Learn to write more concisely and on point.
B) Come up with a structured system and then make the world fit your system. This is a game, mechanics have to come first.
C) Don't just stuff everything that sound cool into the thing. First off, most of these things aren't cool, they're dumb. A Raider gang that is enough of a threat to the BoS? A rip-off of the Division, riding garbage trucks that have no fuel? Come on.

Essentially, what I would do is look at all the other Fallout RPGs and play those instead. Or if you're dead set on writing your own, lrn2english, lrn2 write good, and then build the system first.

Look man if you're on the uphill of the IQ bell curve, don't work on this shit. Just pick one of they many already shitty fallout RPGs. You're just going to be toiling with numbers and all you'll create is a headache for yourself.

What kind of advice? I don't think you've asked a question just listed things.

like what i need to improve, general advice on what to change or add

>improve
Your writing. Grammar, spelling, style, all of it.

I'm a proofreader and this hurt my eyes. Texts like these make me quote a higher rate because they basically need to be rewritten.

Does this not already exist as a GURPS book?

Ok, well, I don't think having so many different types ofweapons, damages,resistances, and so on is a good idea. You don't want to be doing that much math round to round in game.

I would get rid of the idea of having people play as a dog and just let them have pets.

I would ditch classes entirely and just make it skill and perk based, since all the classes do is limit what skills and perks you can take, which adds a huge amount of work for you and complexity for your players with no real upside.

I did not see you post anywhere what your actual core dice mechanic is, so I can't speak to that.

I would also say, ignore the people telling you to use the existing fallout games. They all suck. If you're doing this for fun, then go ahead. If you want to actually run a good game, now, probaly just use a generic system like Savage Worlds or something.

Yeah I have a few things you need to improve on:

Make an actual game, instead of just copying and pasting a bunch of reworded stuff from the Fallout wiki.

Get rid of the stupid shit like having deathclaws be playable races, it makes no sense for a deathclaw to be in the same party as a human.

Make your factions and raider gangs interesting, I already was able to tell by the first paragraph alone that the Cleaners were a complete ripoff of the enemies in The Division.

yes they are but i felt that the cleaners could fit in a fallout esque world

as i said this was a work in progress prototype version

Do you want honest criticism, or do you just want people to fawn over your garbage Fallout heartbreaker?

To be fair, dude, you can give honest criticism without just being a dick to him.

honest criticism

The will not to be a dick dissipates real fast if someone turns out to be this dense about actually taking criticism.

Then stop coming up with shitty excuses.

Well, you've gotten some, and a lot of angry yelling. That's about the best you can expect.

First of all instead of Humans/Ghouls/Super Mutant/Robots/Dogs you may instead want to use something simpler for player character archetypes in your "core" rulebook like "Trader/Scavenger/Raider/Scientist/Gambler etc."

Second is that the S.P.E.C.I.A.L system already exists in other books and you may not really be doing anything different or better and if you're not using that for Fallout then you better know damn well how to convert to whatever your system is going to use. If you're going to design a game, look at other ones that are similar to what you are doing and make it better or different. If all you're doing is exactly the same then why would they want to play your version?

Objectively, the best Fallout games were Fallout 1 and 2. You had to play a human and you would explore pretty mysterious wastelands. Now, with Fallout 3 and 4, Fallout has turned into a post-apocalyptic DnD. Players want to play Ghouls, robots and super mutants - which was before reserved for NPCs, like Orcs were in DnD before. I won't even talk about playing a dog.

Replace 5.62x39mm by 5.56x45mm or .223
Replace 7.62x59mm by 7.62x54mm (for Mosing-Nagant) or by 7.62x51mm (for Sniper Rifle, FAL and Browning MG)
You forgot the .223 Pistol

Also, as general advice: the Fallout system translates very poorly into table top. It has way too much math to be enjoyable. When playing Fallout 2, you don't notice it, since the computer makes all the math for you. But if you have to do it when playing a TTRPG, it's going to be extremely tedious. My advice is to pick up Savage Worlds and Hell on Earth Reloaded and play it instead of whatever you're trying to create. You'll have a working system that fits the setting perfectly (Savage Worlds is pulp, Fallout 2 is also pulpy).

>Savage Worlds
op here. Your advice sounds good, i will look into both

I wanted to say "Just play GURPS" but yeah, nah, I'm sure you can find a simpler system that'll fit you, either a fanmade Fallout one or a more generic system that can run Fallout easily. Good luck, you'll need it.

>he hasn't played any fallout
Robobrains are smart enough to be PC's.
Fallout 2 had intelligent deathclaws.

Robobrains are almost all insane, and are the one exception.
Intelligent deathclaws were all killed.

There's SIMPLE. A system made converting SPECIAL to TTRPG. But yeah, OP is 14 years old to even consider Dog as a PC.

And if OP isn't using this as his core system, better to just write a setting book.

What about Goris?

Probably died of old age. And that's one. You can't make a playable race out of a single character.