| Playing | |
| Next Game Will Be | 1538263800 |
| Total Players Needed | 6 |
| Game Type | Role Playing Game |
| Frequency | Played Weekly |
| Audio / Visual | Video and Voice |
| Primary Language | English |
| New Players are Welcome | Yes |
| Mature Content(18+) | No |
| Pay to Play i | No |
| Pick Up Game i | No |
Fallout themed Homebrew Version of DnD 5e by Spilled Ale Studios.
Fallout: Texas
You've traveled pretty far to get here, and risked everything.
But this is only the beginning, and you all have your reasons to be here.
The time frame of passage is short, and once you're in, you're in.
Good luck getting out.
Though, you may not be wanting to leave after all.
For some reason that seems to be my case.
It's true what they say...everything is bigger in Texas.
[Introduction/Backstory]
The year is 2289 in the good old US of A. News of the institute's downfall spreads throughout the nuclear wasteland. The NCR defeats Ceasar's Legion at Hoover Dam, and the Brotherhood continues to work in secrecy after their victory over the Enclave.
This is all big news, but the reason you're here today, was because you heard of something far more interesting.Tales of the Texas Expedition making its way from New Mexico into Texas. Advertising that they had a way in over the radio to try and reach as many people as possible. The gathering point was at Truth or Consequences, New Mexico. Folks of all shapes and sizes have come to test their mettle against the Curtains of Texas. Due to the Hoover Dam agreement, the NCR and BOS have been on ceasefire, allowing men and women of both factions to join the journey. There is safety in numbers, and the Texas Expedition was willing to let anyone journey along if they were willing.
The man in guiding the expedition is John Claymaw. A man to have seemingly come from nowhere, but somehow has extensive knowledge of the hurricanes. He's claimed to have made the journey into Texas once in the past. Many people think he's a chemed up nutcase, leading people to their deaths. Maybe they're right, perhaps the radiation has loosened a few of your screws, but you came all this way to take the chance.
The NCR was willing to take the gamble, as Ceasar's Legion had fled behind the radioactive curtains. The Brotherhood, having tried to make many expeditions into Texas before, yet failing, are willing to give Claymaw a chance. The reward to be had is too great not to take the chance. Most of the people here have nothing to lose anyways.The Monstrous and Relentless Radioactive Hurricanes that rage for most of the year, will die down, allowing access into the mysterious lands.
You have offered to lend an extra helping hand with the expedition in exchange for a few caps. Perhaps that doesn't mean anything to you or perhaps that's all it means. Either way, the window for entry is about to open, and you shall step beyond the veil. Your job is to guard the caravans as you travel to the Lost Pass, the gateway to the shrouded land of Texas, and reach the town of Lone Star.
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[Requirements]
Read da rules.
Fifth Edition Fallout Sourcebook by Spilled Ale Studios will be required.
Found in link below.
http://spilledale.blogspot.com/p/d-5th-edition-fallout-hack.html
Discord
Some time to kill
[Useful Resources & Character Building]
DWARFS ARE NOT ALLOWED (There are only 7 dwarfs that ever existed in the fallout universe, meaning they are rare as fuck. This is my reasoning.)
Classes Currently Picked: Monk, Rogue, Fighter
You will need to adjust your character according to the Fifth Edition Fallout Sourcebook. Leveling is the same.
Fighter compendium:https://roll20.net/compendium/dnd5e/Fighter#content
Rogue compendium:https://roll20.net/compendium/dnd5e/Rogue#content
Bard compendium:https://roll20.net/compendium/dnd5e/Classes:Bard#content
Barbarian compendium:https://roll20.net/compendium/dnd5e/Barbarian#content
Articifer PDF DOWNLOAD:https://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf
CLASSES NOT ALLOWED (If you have a class you would like to see modified into the game, feel free to discuss it with me.)
cleric
druid
mystic
paladin
ranger
sorcerer
warlock
wizard
You start with 540 caps, and must buy your starting gear, and ammo.
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[General Rules: MUST READ]
According to da rules:
1.Don't be a dick
Harassment, or any sort of asshole behavior will get you removed from the game.
2.Complain to me.
If you have any question about the community rules and my expectations tell me and no one else. If you have a problem with another player talk to me and no one else about it.
3.Be Nice and Respectful
Do not argue with any other players during the session. Constructive criticism is fine, be nice about it, feel free to point out objections in the game rulings. DO NOT belittle others.
4.This isn't fallout 76
Absolutely NO pvp, if you kill another persons character on purpose without viable reasoning, or permission from the other player, you will be removed from the game.
5.You are not the main character
Be a team player, no one is the main character. No one should be dragging anybody into a single decision.
6. Call the Ghost Busters
You must inform me beforehand if you cannot make the session. If you are unable to continue the session, message me on roll20 or discord. Please do not just ghost out.
7.No Powergaming or Mary-sueing.
Your character feels fear, and pain (Even if you are a robot you should avoid damage.). And no matter how many limbs you lose, you are not the black knight. Your character should be dynamic, and seem real. You also shouldn't know things your character wouldn't. Find someone who does know. If you are intimidated, act like it. You should feel threatened, and concerned for your well being. Don't try to act hard against the npc if you fail your save. If you fail a dialogue, you fail the dialogue.
Find a new solution.
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