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timgrubbs's review
5.0
What type of survivor will you be?
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.
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.