Monday, July 29, 2024

On Vacation!

 No posts for the next couple of weeks, as even us basement nerds need to see the sun (or full moon) every now and then.  Hope you and yours are having a great summer, and stay tuned for more Fallout D6 adaptation when the 'ol Weregrog returns!



Wednesday, July 24, 2024

Fallout D6: Enemies, Frienemies, and Creatures



Much like the earliest versions of Fallout 76, a Fallout D6 campaign is not much fun without some dangerous enemies, frienemies, and creatures for players to interact with, or get rekd by.  Coming up with D6 stats for every possible creature in the Fallout universe is far beyond the scope of this post, but here are some of the most well-known ones to get a game going, plus a couple of new creatures for the’ Lanta Wasteland: radjackets, mutated wasps that may trigger cazador PTSD, and joro-onna (llorona,) wailing, spidery “centaurs” for your Wasteland nightmares.

 

Bloatflies

Several insect species have evolved to survive in the post-nuclear Wasteland, including the annoying housefly – now more of a mutated predator than a pest.  Bloatflies have evolved to launch stingers that include an incapacitating neurotoxin and larval payload.  However, the neurotoxin is weak, only having a mild caustic effect on humans and larger creatures.  Like its Pre-War ancestor, bloatflies are attracted to decomposing, organic matter and polluted places.  Some wastelanders hunt bloatflies for meat, which is edible, if not necessarily good.

Bloatfly: Strength 1D, Perception 3D, Endurance 1D, Charisma 0D, Intelligence 0D, Agility 3D, acrobat 4D+1, throwing 5D, Luck points: 0; Character Points: 0; Move: 10 (flight;) Body Points: 6.  Special Abilities: agile flight (uses acrobat skill for flight movement and dodging;) caustic stinger (+1D damage; 5/10/20, deals damage for one additional round;) exoskeleton (+1 physical, +2 energy.)


Centaurs

The amalgamated mutations known as “centaurs” are the horrid result of runaway FEV experimentation.  The typical centaur has an elongated body made up if multiple human torsos with mismatched, human limbs that allow it to propel itself in a centipede-like manner.  Its deformed head and mouth end in a tentacular “tongue” that can sniff out and attack prey.  The centaur can also project its own, caustic bile at long distances.

In Vault 91, some centaurs were created when the ubermutant overlord Venger flooded the ventilation systems of the scientist and support staff areas with FEV, combined with radiation from a deliberate reactor meltdown.  Venger’s ubermutants sometimes use these centaurs as hunting animals to seek and destroy enemies.

A variant centaur, the joro-onna, is one of the first FEV horrors created under Venger’s direction.  It combines human DNA with that of an invasive species of Asian spider which infested the Southeast Commonwealth before the war.  It has a spider-like thorax with bio-luminescent, green patterns, ending in a twisted, long-haired human head and shoulders with small, misshapen arms.  A few joro-onna have been set loose in the ‘Lanta Wasteland, which adapted to lay webs among city ruins.  It sits in the shadowed periphery of its web, with only its human-like parts and head showing.  It then emits horrid ululations that sound like a female human’s cries.  When a creature or hapless wastelander comes to investigate, they inevitably become caught up in the joro-onna’s webs, which then captures and feeds on them.

Areas in the ‘Lanta city ruins where joro-onna have been seen are part of Los Canibales raider gang territory, and they have begun calling the creature "La Llorona" (The Crying Lady,) after a Pre-War ghost or creature of legend.

Centaur:  Strength 3D+2, unarmed 4D+2, Perception 3D, Endurance 4D, athlete 5D, outdoorsman: tracking 5D, Charisma 1D, speech: intimidation 3D, Intelligence 1D+1, Agility 3D, throwing: spittle 4D, Luck points: 0; Character Points: 3; Move: 14; Body Points: 16.  Special Abilities: Acid spittle (4D+2 damage,  5/10/20 range,) multi-legged (+4 to move and athlete rolls to remain upright,) tongue lash (+1D melee damage,) tongue sense (darkness penalties reduced by 6.)

Centaur, joro-onna: Strength 3D+2, unarmed 5D, Perception 2D, Endurance 3D+1, athlete 4D+2, outdoorsman 3D+2, Charisma 2D, speech: mimicry 2D+2, Intelligence 1D+2, Agility 3D, throwing: webs 4D, sneak 5D; Luck points: 0; Character Points: 3; Move: 10, 20 (web;)  Body Points: 14.  Special Abilities: bite (+1 damage; venom deals 4D damage per round until victim is treated or succeeds at a Very Difficult Endurance roll,) webbing (range 5/10/15; Moderate Strength roll to escape,) webcrawling (+1D to initiative, +10 to Move and one extra action per combat round within webs.)


Deathclaws

These engineered, reptilian creatures are death on legs – the intelligent, apex predator of the Wasteland.  Few have ever encountered a deathclaw and lived to tell the tale.  Though rare, some deathclaws have migrated to the ‘Lanta Wasteland from other regions.  According to the account of a dying Regulator, the creature shrugged off gunfire and managed to flip over his war-wagon with ease, pinning him inside.  It then just scrutinized him with intelligent eyes before leaving, as if it deliberately let him live to warn others away from its territory.

Deathclaw: Strength 4D, unarmed 7D+1, Perception 2D, Endurance 4D+1, athlete 6D; athlete: lifting 7D, outdoorsman 6D+1, Charisma 2D,  speech 3D, speech: intimidation 8D+1, Intelligence 3D, Agility 3D, throwing 5D, Luck points: 0; Character Points: 3; Move: 15, Body Points: 30.  Special Abilities: bite (+1D damage,) claws (+1D+1 damage,) large-sized (1D scale modifier,) scaly hide (+3D physical and energy.)


Feral Ghouls

Despite the size of Vault 91, there wasn’t enough room for the millions of residents in the city of Atlanta and the surrounding suburbs, let alone outlying rural areas.  Many that didn’t die in he blasts and subsequent radiation were mutated into ghouls, which tended to become feral over time while living in the hopeless devastation.

Feral ghouls hide among ruins and other abandoned places, lying dormant until prey wakes them, driving them into frenzy for flesh.  Incautious wastelanders can be easily overwhelmed by a horde of feral ghouls.   Note: see the Character Species post for non-feral ghouls as player characters and NPCs.

Even more frightening are rare ghouls that, due to further radiation exposure, emit a greenish glow. These “glowing ones” are often found underground or inside buildings near sources of radiation, typically surrounded by packs of feral ghouls that are attracted to its radioactive emanations, which they find soothing.

Feral ghoul: Strength 2D, unarmed 3D, Perception 1D, Endurance 2D, athlete 3D, outdoorsman 3D, Charisma 2D, Intelligence 1D, Agility 2D, sneak 3D, Luck points: 0; Character Points: 0; Move: 10, Body Points: 16.  Special Abilities: hardy (+1 to physical and +2 to energy damage resistance totals;) physical attack (+1D damage, 25% radiation damage.)

Glowing One: Strength 2D, unarmed 3D, Perception 1D, Endurance 2D, athlete 3D, outdoorsman 3D, Charisma 2D, Intelligence 1D, Agility 2D, sneak 3D, Luck points: 0; Character Points: 3; Move: 10, Body Points: 21.  Special Abilities: hardy (+1D to physical and +2D to energy damage resistance totals;) physical attack (+2D damage, half radiation damage;) Radiation Burst (2D radiation damage in a 5-meter radius; damage heals ghoul Body Points instead.)

 

Mongrel Dogs

The majority of dogs that survived in the post-nuclear Wasteland have reverted in a Darwinian fashion into mutated predators with characteristics similar to ghouls.  They are vicious, highly aggressive, and can easily overwhelm smaller prey.  Packs of mongrel dogs are led by an alpha with greater strength and aggression.

Mongrel dog: Strength 3D, unarmed 4D, Perception 2D, Endurance 3D, athlete 4D, outdoorsman 4D, Charisma 2D, Intelligence 1D, Agility 2D, Luck points: 0; Character Points: 0; Move: 25, Body Points: 13.  Special Abilities: bite (+1D damage.).

Mongrel dog alpha: Strength 4D, unarmed 5D, Perception 2D, Endurance 4D, athlete 6D, outdoorsman 4D, Charisma 2D, speech: intimidation 3D, Intelligence 1D, Agility 3D, Luck points: 0; Character Points: 0; Move: 25, Body Points: 19.  Special Abilities: bite (+1D damage.)

 



Radjackets

Aggressive species of wasps with black and yellow banding were common in the Southeast Commonwealth before the war.  This species has survived and mutated to a larger size, developing a highly-poisonous sting.  Radjackets remain very aggressive, whether found in small groups in the wild, or several near their nests in trees, caves, tunnels, and dark ruins.  Travelers from out West that have encountered radjacket swarms (and survived) say they are similar to a species called cazadors. 

Radjacket: Strength 1D, unarmed 4D, Perception 4D, Endurance 1D, Charisma 0D, Intelligence 0D, Agility 3D, acrobat 4D+1, sneak 5D, Luck points: 0; Character Points: 0; Move: 15 (flight;) Body Points: 18.  Special Abilities: agile flight (uses acrobat skill for flight movement and dodging,) frenzy (Crippling antennae causes them to attack any nearby creature; antennae are treated as “eyes” in V.A.T.S. without damage bonus,) poisonous sting (+1D damage; Difficult Endurance roll to resist venom; deals 15 Body Points of damage every five minutes until death, or treatment with antidote.)


Radroaches

It was said that cockroaches would be the only creatures to survive a nuclear war.  While that proved to be false in the case of humans and others, mutated roaches are both a common pest and vicious predator in the post-nuclear Wasteland.  Packs of radroaches infest many ruins and sometimes find their way to wastelander settlements.  In turn, wastelanders will hunt and eat radroaches, since their meat can sometimes mean the difference between starvation and survival.

Radroach: Strength 1D, unarmed 3D, Perception 2D, Endurance 1D, athlete 3D, Charisma 0D, Intelligence 0D, Agility 3D, Luck points: 0; Character Points: 0; Move: 10 (flight;) Body Points: 6; Special Abilities: bite (+1D damage, half Rad damage.)



Radrats, Mole Rats, and Pig Rats

Along with radroaches, rats are another common form of vermin that survived the apocalypse.  Radrats have grown into predatory rodents of unusual size and have shed all fear of larger prey.  They can be found in several underground places like caves, sewers, or city train systems.  There are Wasteland stories of large packs of radrats being led by intelligent den mothers with telepathic abilities.

Mole rats are mutated creatures that have resulted from interbreeding between mole and rat species, and can be found in the same environments as radrats.  Mole rats also hunt in packs, biting with sharp, chiseled teeth, and despite being blind, can sense their prey accurately through smell and seismic vibrations.

Pigrats are a strange mutation combining the features of wild pigs and large rats in a similar manner to mole rats, which can also be found in the same underground places.  The pigrat is just as aggressive as a Pre-War wild hog, and can eat almost anything.  Fortunately for wastelanders, pigrats are also delicious; as tasty as any Pre-War barbeque.

Radrat: Strength 3D, unarmed 4D+2, Perception 3D+1, Endurance 3D, athlete 3D+2, Charisma 1D, Intelligence 1D+2, Agility 2D, acrobat 3D+1, acrobat: dodging 4D+1, sneak 4D+2, Luck points: 0; Character Points: 1; Move: 9, Body Points: 14.  Special Abilities: bite (+2 damage,) night vision (no penalties in dim conditions,) small-sized (1D scale modifier.)

Mole rat: Strength 3D, unarmed 4D+2, Perception 3D+1, Endurance 3D, athlete 3D+2, Charisma 1D, Intelligence 1D+2, Agility 2D, acrobat 3D+1, acrobat: dodging 4D+1, sneak 4D+2, Luck points: 0; Character Points: 1; Move: 10, 5 (burrowing;) Body Points: 14.  Special Abilities: bite (+1D damage,) non-visual senses (no penalties in dark conditions; snout targets as “eyes” in V.A.T.S.)

Pigrat: Strength 2D+2, unarmed 4D+2, Perception 3D, Endurance 2D+2, athlete 5D+1, Charisma 1D, Intelligence 1D+2, Agility 2D+2, sneak 3D, Luck points: 0; Character Points: 1; Move: 15, Body Points: 18.  Special Abilities: bite (+1D damage,) claws (+2 damage,) night vision (no penalties in dim conditions,) tough hide (+1 physical.)


Radscorpions

The Pre-War emperor scorpion has muted to a large size and found an ideal home in the irradiated, Wasteland deserts of continental America, spreading far and wide as a result.  If its spear-like stinger doesn’t kill you outright, the venom certainly will.

Radscorpion: Strength 3D, unarmed 5D+1, Perception 2D, Endurance 3D, athlete 5D, outdoorsman 6D, Charisma 1D, Intelligence 1D, Agility 2D, sneak 4D, Luck points: 0; Character Points: 0; Move: 14, Body Points: 19.  Special Abilities: carapace (+2 physical, +1 energy,) burrowing (Move of 6,) pincers (+1D+1 damage, +4 to unarmed totals for grappling,) multiple eyes (+1D to Perception to find prey,) stinger (Difficult Endurance roll to resist venom; deals 10 Body Points of damage every five minutes until death, or treatment with antidote.)


Raiders

They said in the Pre-War world that the only sure thing in life was death and taxes.  Death is still a truism for the Wasteland, but taxes ostensibly went away with the American government (the NCR notwithstanding.)  Raiders – humans that prey on other humans, however, are ever-present.  Therefore, the only sure thing in the Wasteland is death… and raiders.  

Your garden variety raider comes in all shapes and sizes; all with the same desire to kill people and take their stuff.  Raiders tend to be dressed in mismatched, scavenged clothing and armor, and carry a variety of simple melee weapons or makeshift pipe firearms.  More successful raiders eventually obtain better weapons and armor.  

Raider “psychos” tend to be more physical in their approach and are heavily chemed-up.  They generally prefer to fight hand-to-hand with the feeling of invincibility that Psycho and other chems provide, and can be frightening opponents.  

Only the most ruthless of raiders have the strength and presence required to lead their own groups.  Raider leaders are more formidable opponents due to their higher skill and experience.

Known raider gangs in the ‘Lanta Wasteland include the Grognak-inspired Barbarians, the skull-faced, flesh-eating Los Canibales, the Stealth Boy-using, ghoul Nightstalkers, and the militant, humanocentric Good 'ol Boys.  Some of the raider gangs in the ‘Lanta Wasteland are also motorized, and ride in slap-dash, Pre-War automobile reconstructions known as war-wagons.  The major, motorized raider gangs that clash in the ‘Lanta highways with Regulators and smaller raider gangs include the beefy, steel-masked Humungans, and the stylish, "hot-rod," war-buggy and war-cycle-riding Thunderers. 

Raider: Strength 2D, melee weapons 3D, unarmed 3D, Perception 2D, pilot: car 3D (if motorized,) Endurance 2D, Charisma 1D, speech: intimidation 3D; Intelligence 2D, Agility 2D, lockpick 3D, small guns 3D, sneak 3D, Luck points: 0; Character Points 2; Move: 10, Body Points: 16.  Equipment: pipe pistol or rifle (3D+2 damage,) knife or brass knuckles (+1 damage,) rugged outfit (+1 physical) 

Raider Psycho: Strength 3D, melee weapons 4D, unarmed 4D, Perception 2D, pilot: car 3D (if motorized,) Endurance 3D, Charisma 1D, speech: intimidation 3D; Intelligence 2D, Agility 2D, small guns 3D, Luck points: 0; Character Points 2; Move: 10, Body Points: 19. Equipment: combat knife, metal club, or spiked knuckles (+1D damage,) rugged outfit with gas or hockey mask (+2 physical,) 10mm submachine gun (4D+2 damage;) 1D-3 doses of Psycho or Jet.

Raider Leader: Strength 3D, melee weapons 4D, unarmed 4D, Perception 2D, pilot: car 4D (if motorized,) Endurance 3D, athlete 4D, Charisma 1D, speech 3D; Intelligence 2D, Agility 2D, lockpick 3D, small guns 3D, sneak 3D, Luck points: 0; Character Points 2; Move: 10, Body Points: 24.  Equipment: .44 Magnum pistol (5D damage,) or shotgun (6D damage,) spear (+1D damage) or sledgehammer (+1D+1 damage,) leather armor (+1D physical, +2 energy,) 1D-3 doses of Buffout.



 

Robots

Many robots from the Old World can be found wandering or otherwise going about their programmed tasks in the Wasteland.  While some can be ridiculous, in the case of a Mr. Handy continuing cleaning a demolished office building, others can be highly dangerous.

Mr. Gutsy and the far more fearsome Sentry Bot are military-purpose robots that tend to be around Pre-War military bases, outposts, and checkpoints.  Medical Protectrons and Robobrains are often found among ruined medical facilities in the ’Lanta city ruins and centers of education, such as the Embry University campus.

Note: for the standard Protectron and household Mr. Handy as player characters and NPCs, see the Character Species post.)

Mr. Gutsy: Strength 3D, unarmed 4D, Perception 2D+2, Endurance 3D+1, athlete 4D+1, Charisma 2D+2, speech: command 3D+2,  Intelligence 2D+2, Agility 3D, big guns 4D, small guns 4D, Luck points: 0; Character Points: 3; Move: 10, Body Points: 19.  Special Abilities: armored plating (+2 physical, +1 energy,) flamer attachment (5D damage, 1/2/5 range,) jet-conveyor (3-meter flight ceiling, uses athlete skill for flight movement,) optic sensors (360-degree visual range,) sumachinegun attachment (4D damage, 6/12/25 range)

Protectron, Medical: Strength 3D+2, unarmed 4D+2, Perception 3D+1, first aid 4D+1, Endurance 3D+1, Charisma 2D+1,Intelligence 2D+2, doctor 3D+2, Agility 3D, Luck points: 0; Character Points: 3; Move: 8, Body Points: 19; Special Abilities: defibrillator arms (4D+2 energy damage,) interior calefaction system (self-destructs when reduced to 10% Body Points or both arms are destroyed (6D damage; 3/8/16 radius)

Robobrain: Strength 2D+1, unarmed 3D+1, Perception 3D+1, Endurance 2D+1, Charisma 3D+1, speech 4D+1, Intelligence 3D+2, science 4D+2, Agility 3D, small guns 4D, Luck points: 0; Character Points: 3; Move: 10, Body Points: 18.  Special Abilities: armored chassis (+1D physical,) claw arms (+1D melee damage,) tread conveyors (+2 to athlete totals for navigating terrain.)   Equipment: some robobrains may be armed with a 10mm submachinegun (4D+2 damage, 6/12/25 range,) or a combat rifle (6D damage, 3/7/14 range.)

Sentry Bot: Strength 4D, unarmed 5D, Perception 3D, Endurance 4D, athlete 5D, Charisma 2D, speech: intimidation 5D, Intelligence 2D, Agility 3D, big guns 4D, Luck points: 0; Character Points: 3; Move: 16, Body Points: 30.  Special Abilities: armored plating (+1D physical, +2 energy,) charging slam (+2D melee damage, requires 5-meter move action,) explosive missile launcher arm (9D+2 damage, 10/20/40 range,) minigun arm (9D+1 damage, 8/17/35 range,) tactical sensors (-6 to darkness penalties,) venting system vulnerability (fusion core hit location revealed in V.A.T.S. every 1D+2 rounds,) wheeled stabilizer legs (+6 Move, +2D to athlete skill rolls to remain upright.)


Super Mutants

The majority of super mutants in the ‘Lanta Wasteland originate from Vault 91, where deliberate, FEV experimentation turned most of its population into super mutant “workers” with a few ubermutant, “warrior” leaders,  that are similar to Nightkin in the West.  Some super mutants have migrated from other areas, and the ubermutant overlord Venger has begun recruiting them into his growing army.  Note: for super mutants as player characters and NPCs, see the Character Species post.

Super mutant reaver: Strength 3D, melee weapons 4D, unarmed 4D, Perception 2D, Endurance 4D, athlete 4D+2, athlete: lifting 5D+2, outdoorsman 5D+1, Charisma 1D, speech: intimidation 5D,Intelligence 1D, Agility 3D, small guns 4D, throwing 5D, Luck points: 0; Character Points 0; Move: 10, Body Points: 14.  Equipment: large nail board (+1D+1 damage,) or hunting rifle (5D+1 damage,) “meat” bag with 1D+1 junk items or caps inside.

Ubermutant leader: Strength 3D, melee weapons 4D, unarmed 4D, Perception 3D, first aid 3D+2, Endurance 4D, athlete 5D, outdoorsman 7D, Charisma 2D, speech: command 5D, Intelligence 2D, repair 3D+1, Agility 3D, big guns 4D, small guns 4D, stealth 3D+2, Luck points: 1; Character Points 3; Move: 12, Body Points: 19.  Equipment: combat rifle (6D,) or minigun (9D+1,) makeshift metal armor (+1D physical, +2 energy.)


Wastelanders

Most people in the Wasteland are just normal, if slightly-mutated folks just trying to get by in a harsh world.  They tend to stick to their homes and settlements and don’t stray too far, especially at night.  Some however, can be encountered braving the wastes for fortune, profit, or to bring “justice” to the guilty (or innocent.)  Note: for typical wastelanders as player characters and NPCs, see the Character Species post.

Lawmen are capable and experienced wastelanders who take it upon themselves to become the protector(s) of their settlements.  They can sometimes be found with a “posse” of other wastelanders trying to apprehend known criminals or find missing persons.  Other lawmen are mercenary bounty hunters that track fellow wastelanders for capture (or death) in exchange for caps.  The Regulators are a unique, motorized group of lawmen in the ‘Lanta Wasteland (to be detailed in a separate post.)

“Scavvers” are brave, foolhardy, and/or desperate wastelanders that delve into ruined places in search of valuable supplies.  Most are loners, while some work in groups.  Some scavvers are territorial and even prey on each other like raiders.  In the ‘Lanta Wasteland, some scavvers are fortunate enough to have procured war-buggies, which are little more than Pre-War vehicle frames with engines and tires that are highly dangerous to both driver and passengers, but allow them to cover a wider area for scavenging.  Many scavvers exploring the Lost City of ‘Lanta operate from a base and watering-hole known as the Montclair Hotel.

Some people challenge the dangers of the Wastelander to buy and sell salvage and commodities for a profit.  While most of these traders are little more than wandering tinkerers with a cart full of junk, others are full caravan operations with multiple wagons and guards. Many of these caravans arrive in the ‘Lanta Wasteland via the Appalachian Terminus, or some of the more intact roadways connecting the former Southeast Commonwealth. 

Wastelander, lawman: Strength 2D, melee weapons 3D, unarmed 3D, Perception 2D, first aid 3D, Endurance 2D, athlete 3D, Charisma 2D, speech 3D; Intelligence 2D, Agility 2D, small guns 3D, Luck points: 0; Character Points 2; Move: 10, Body Points: 22.  Equipment: club (+1 damage,) shotgun (6D damage) or hunting rifle (5D+1 damage,) rugged outfit (+1 physical,) rope.

Wastelander, scavver: Strength 2D, Perception 2D, Endurance 2D, athlete 3D, outdoorsman 3D, Charisma 2D, barter: junk 3D, speech: bluffing 3D, Intelligence 2D, repair or science: pre-war gadgets 3D, Agility 2D, lockpick 3D, small guns 3D, sneak 3D, Luck points: 0; Character Points 2; Move: 10, Body Points: 12.  Equipment: bobby pins, crowbar (+1D damage,) knife (+1 damage,) pipe pistol or rifle (3D+2 damage,) rugged outfit (+1 physical,) 1D junk items.

Wastelander, trader: Strength 2D, melee weapons 3D, Perception 2D, Endurance 2D, outdoorsman 3D, Charisma 3D, barter 4D, speech 4D, Intelligence 2D+1, repair 3D+1, Agility 2D, small guns 3D. Luck points: 0; Character Points 3; Move: 10, Body Points: 17.  Equipment: metal club (+1D damage,) pipe rifle (3D+2 damage,) rugged outfit (+1 physical,) pack brahmin or multiple carts with goods plus one or more guards and porters.



Yao Guai

These fearsome, mutated bears infest the hills in and around Blue Ridge and the Appalachian Terminus.  Some have been known to stray closer to the outskirts of the ‘Lanta Wasteland.  The ghoul leader of the Montclair Hotel, Shuggy-B, is said to feed his enemies to a “domesticated” yao guai.

Yao Guai: Strength 5D, unarmed 6D, Perception 2D+1, Endurance 5D+2, athlete 6D, outdoorsman 8D, Charisma 1D,  speech: intimidation 5D, Intelligence 1D, Agility 2D, sneak 3D, Luck points: 0; Character Points: 0; Move: 18, Body Points: 32.  Special Abilities: claws (+1D+1 damage,) thick hide (+2 physical and energy.)

Wednesday, July 17, 2024

Fallout D6: Combat and Condition Rules


The D6 System rulebook offers several options for combat rules.  Here are the options I think better suit a D6 game based on the Fallout games, plus additional rules (some cribbed from D6 Adventure) to cover things like gun fire modes, hit locations, health, and radiation damage.  These rules are more about the "reality" of the games rather than a post-apocalyptic simulator.  While Gun Nuts might balk at 10mm submachine guns turning enemies into hamburger at close range, while being less effective at long range, that's exactly what happens when one is foolish enough to hand Ian or Sulik a submachine gun in the first two Fallout games (learned the hard way.)

Initiative

Fallout D6 uses the “Initiative Rounds” rule for initiative: players roll their Agility to determine their order in a combat round from highest to lowest.  As a quick option, the GM may roll once for a group of like enemies with the same Agility score, such as raiders or radroaches.

Defense Skills

Fallout D6 characters can defend themselves by using combat skills as described under Defending Against Attack in the D6 System rulebook  p.68.   Characters can “dodge” incoming ranged attacks with either the acrobat, or athlete skill, while "parries” can be performed with the melee weapons or unarmed skill depending on the type of attack.  Parrying melee weapons requires a sturdy weapon or other hard object.

Hit Location (V.A.T.S.)


In the Fallout games, the Vault Tec Assisted Targeting System or V.A.T.S. enables precise attacks against specific hit locations.  For Fallout D6 purposes, characters may choose to attack a designated hit location, with a corresponding modifier to the total difficulty and damage.

At the GM’s discretion, some explosive devices, traps or environmental hazards may target individual locations automatically, such as the legs in the case of stepping on a mine, or an arm when trying to open a trapped container.

Location

Difficulty Modifier

Damage Modifier

Head

+1D (+3)

+12

Torso

0

0

Arm, leg, conveyor, or tail

+1D(+3)

-2

Sensory organs or robotic sensor

+4D (+12)

+12*

Combat inhibitor (robot) or fusion core (power armor)

+4D (+12)

-2

Held weapon, small

+4D (+12)

0**

Held weapon, large

+1D(+3)

0**

* does not apply to robotic sensors
**damage is applied to the weapon instead of the character, which may destroy it.

Hit Location Effects


Damage to a hit location is applied to the character's Body Point total just like general attacks.  Dealing enough Body Point damage to a single hit location to cause a Wounded Level or higher results in the hit location becoming “Crippled.”

A Crippled location suffers negative penalties or effects.  The character continues to suffer from these effects until the hit location(s) are healed via direct application of a stimpak or treated by a character with the doctor skill.  While using first aid can recover overall Body Point damage, Crippled hit locations continue to suffer from negative effects until treated directly as described above.  Healing all of the character’s Wound Levels, whether naturally or through a physician's care, results in the corresponding hit locations recovering as well.

It is possible for some penalties and effects to double in the case of arms and legs.  If both arms are Crippled, the corresponding penalty is -2.  If two legs are Crippled, the character's Move drops to 1 in addition to doubling the corresponding penalty.

Robots require a character with the repair skill to recover Crippled hit locations instead of the doctor skill. 

Location

Effect

Head

-1 to Perception, Intelligence, and initiative totals.

Torso, abdomen, or thorax

The character can do no more than passively defend in the next round.  No effect afterward.

Arm

-1 to acrobat, athlete, melee weapons, throwing, unarmed, or any other action totals using that limb; also drops any held weapon.

Leg or conveyor

-1 to acrobat, athlete, sneak, and other movement action totals.  Move is reduced by 50% (minimum Move of 1.)

Sensory organs or robotic sensor

Blinded for one round (+4D/+12 to sight-based difficulties.)  -2 to sight-based difficulties thereafter.

Combat inhibitor

Robot attacks nearest creature or robot indiscriminately until destroyed or inhibitor is repaired.

Fusion core

Fusion core overheats and explodes in a small, nuclear explosion in 1D+2 rounds.  The explosion destroys the suit's armor plates, and deals 6D physical damage (10% radiation damage,) in a 3/8/16 meter blast radius (including the person wearing the armor.)

 

Creatures and Hit Locations

Non-humanoid creatures and robots may have hit locations that are different from a bipedal humanoid's.  In such cases, body parts used to attack (such as a radscorpion’s tail or a centaur’s lashing tongue) are treated as “arms.”  Body parts that are used to move, such as snake-like tails, wheels, or treads, may be considered one or two “legs” for hit location and penalty purposes. Wings and flying conveyances are also treated as “legs,” and when Crippled, the victim falls to the ground, requiring a movement action to resume flight.  Sensory organs or devices are generally treated as “eyes” if used as the target’s main way of sensing enemies, such as a bat-like creature’s ears.
 

Fire Modes and Ranged Weapon Options


Guns, energy weapons, and some ranged weapons have one or more different fire modes, with one of them being their primary mode (capitalized in the weapon's description.)  In addition, most ranged weapons can be aimed, with the exception of weapons that only have Burst fire mode.

Aim

A character can forego all actions in a round to aim a firearm or other ranged weapon.  Every round spent aiming uninterrupted provides a +1D bonus to the appropriate weapons skill; +3D maximum.  (Tip: this works well with V.A.T.S.)

Single fire

Single fire mode covers both weapons that fire a single shot, or are semiautomatic.  Single fire weapons that have loaded ammo remaining can be fired multiple times at the standard, multi-action penalty.  However, weapons that have Burst fire as their primary mode suffer a -1D penalty to damage when fired singly.

Burst fire

Weapons with Burst fire deplete three (3) rounds of ammo per attack action when fired in this mode.  Weapons with only Burst fire mode cannot be aimed.  Burst fire weapons also suffer from spread (see below.)

Expending an Entire Magazine

Fallout D6 does not use an individual rule for fully-automatic fire.  Instead, characters can “sweep” a room or pin down opponents by taking multiple Burst fire actions at the standard, multi-action penalty until they run out of ammo.  The character can continue to fire at 0D skill if they have ammo remaining, but have no chance to hit (their opponents don't know this.)  This is an exception to the multiple action rules.

Spread

Shotguns and Burst fire weapons cause “spread,” where multiple rounds, shot, or flames are diffused over a wider area at longer ranges.  For each range increment, the weapon loses 1D from its total damage, but gains an additional, adjacent target for the attack, at the same skill roll total.

 

Body Points, Wounds, and Radiation Damage

Fallout D6 uses the Body Points option for character damage.  It also uses the Wound Levels option to track the character’s overall condition, but with some changes to wound level penalties.

 

Body Points

A character has a total number of Body Points equal to 20 plus an Endurance roll.  If they prefer, players may choose three (3) times the number before the “D” on their Endurance die code plus any pips instead of rolling.  For enemies and NPCs, the GM can choose this average to quickly determine their number of Body Points.  Some enemies may have more or less than the base 20 Body Points (plus Endurance.)

Wound Levels

Wound Levels are benchmarks along a character’s Body Point condition track, expressed as a percentage of the character’s Body Points total.  When a character first reaches a Wound Level, they immediately suffer a detrimental effect.

Body Point Damage

Wound Level

Effect

0-20%

Stunned

-1D for all remaining actions this round and next round or may only defend or retreat in the next round.

21-40%

Wounded

A random hit location is Crippled

41-60%

Wounded Twice

A second, random hit location is Crippled.  Penalties for the same location are doubled.

61-99%

Incapacitated

The character is severely injured.  As a free action before losing consciousness, they may try to stay up with a Moderate (15) Endurance or Perception roll. If the character succeeds, they may continue to act, but all Crippled penalties are increased to -1D.  If they fail, they are knocked unconscious for 10D minutes.

100%

Dead

The character is dead (or destroyed) to the grave sound of Ron Pearlman’s voice, unless another character can succeed at a Very Difficult (20) first aid roll within one (1) hour, to bring the dying character back to Incapacitated Wound Level.

 

Wounds and Effects

The Wounded and Wounded Twice levels result in a random hit location becoming Crippled, unless it is the direct result of a V.A.T.S. attack which affects the specific location instead.  To determine a random hit location, the GM rolls 2D on the following table.

2D Roll

Hit Location

2

Sensory organ or robotic sensor*

3

Head

4

Leg (roll 1D: odd=right, even = left)

5

Arm (roll 1D: odd=right, even = left)

6-8

Torso, abdomen, or thorax

9

Leg (roll 1D: odd=right, even = left)

10

Arm (roll 1D: odd=right, even = left)

11

Head

12

Sensory organ or robotic sensor*

* If a robot or enemy in power armor is attacked from behind, this is the combat inhibitor or fusion core instead. 


Radiation Damage (Rads)

Radiation is a fact of life in the Wasteland, even centuries after the nuclear bombs.  Despite some adaptation due to mutation, humans can still sicken and die (or worse,) from too much radiation exposure.  Here is a sample of common radioactive hazards in the Wasteland and their corresponding radiation damage:

 Radiation Hazard

Radiation Damage

Irradiated food or drink

1D per consumption

Irradiated body of water

1D (or more) per round of exposure

Toxic waste barrel(s)

1D (or more) per round in a 2-meter radius

Radioactive storm (lightning flash)

1D every 2D+2 minutes while outside shelter

Reactor, leaking or damaged

5D per round of exposure in a 10-meter radius*

Reactor, functional

3D per round of exposure in a 6-meter radius*

Massively-irradiated area (such as The Glow or Glowing Sea)

11D per round of exposure

* Some radioactive objects can have an effect radius. Radiation damage is reduced by 1D per 2 meters away from the source.  A Geiger counter can detect this radiation range when present.
 

Radiation Damage, or Rads, are resisted with an Endurance roll just like Body Point damage, but are tracked separately. 

Rad damage reduces the character’s maximum amount of Body Points.  A character cannot heal any Body Points reduced by Rad damage until the Rad damage is healed either by using RadAway or treatment by a character with the doctor skill.

In addition to reducing Body Point totals, suffering enough radiation damage equal to a Wound Level results in an equal Radiation Level, with detrimental effects.  Note, while a character can be Stunned with zero (0) Body Points of damage, they must receive at least one (1) point of Radiation Damage to suffer the Minor Radiation Level. 

Radiation Damage

Radiation Level

1-20% of Body Points

Minor

21-40% of Body Points

Advanced

41-60% of Body Points

Critical

61-99% of Body Points

Deadly

100%+ of Body Points

Fatal

Minor Radiation: the character experiences a slight feeling of sickness, fatigue, and nausea.  -1 penalty to Endurance totals.

Advanced Radiation: the character’s fatigue and nausea worsens to frequent vomiting; some hair loss may occur.  -2 to Endurance-based totals and -1 to Agility-based totals

Deadly Radiation: the character experiences almost complete hair loss, bleeding, and loss of teeth and skin.  Endurance penalty increases to -1D, while the Agility penalty increases to -2.  They also suffer a -1 to Strength and Charisma-based totals.

Fatal Radiation: the character is now in almost complete agony.  While the character may suffer further radiation damage, they remain at 1% of maximum Body Points.  In addition, they suffer a -2D to all actions, and their Move score is reduced by half.  Without medical intervention, the character will eventually perish (in 1D months) due to massive cancers.  Optionally, the GM may allow the player of the fatally-irradiated character to take the Ghoulish Perk/Trait and change the character's species to “ghoul” as indicated in the Perk’s description.


Some attacks, such as from radiation weapons or radioactive creature attacks, have a portion that is radiation damage (found in the weapon or creature's description.)  While characters use the same Endurance roll to resist the total damage.  The radioactive portion is also represents separate Rad damage.  Protective items or Rad-X reduces this portion.

For example, a Vault-dweller with 2D Endurance and 22 Body Points, wearing a Vault jumpsuit (+1 radiation) with a leather jacket (+2 physical, +1 energy) over it is attacked by a glowing one for 4D damage, with an 18 total.  The vault-dweller tries to resist by rolling her Endurance of 2D, for a total of 7.  The leather jacket's +2 bonus applies to the physical damage for a total of 9, so she takes nine (9) Body Point damage (Wounded.)  However, she also takes half Rad damage (rounded down) of four (4,) which is reduced by one (1) due to her Vault jumpsuit's bonus for a total of 3 Rads.  This gives her a Radiation Level of Minor.  Even if she gets out of that nasty situation, our Vault-dweller will be feeling a little sick later.  If she had taken Rad-X before that encounter, the Rad damage might have been reduced to zero (0.)

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