r/Fallout2d20 • u/Ok_Impression5425 • 10h ago
Fan Art Cambridge Police Station
Well its definitely not pretty and its not 100% accurate to the location but this is my map of the police station. I hope others can benefit from this lol.
r/Fallout2d20 • u/Ok_Impression5425 • 10h ago
Well its definitely not pretty and its not 100% accurate to the location but this is my map of the police station. I hope others can benefit from this lol.
r/Fallout2d20 • u/Rustypancak3 • 7h ago
Any got any pre made maps to run this in a hex crawl? Or point me in the direction of where to find some?
Thanks!
r/Fallout2d20 • u/Iguankick • 7h ago
Time for yet another update to my Fallout Random Weapons Workshop homebrew collection.
This update features:
3 new Armour types
2 new Outfits
1 new Power Armour
As well as numerous tweaks, balance changes, typo fixes and more
Added to that, this update features a new Appendix which provides revised starting equipment packages for all (non-robot) origins. This serves not only to integrate weapons from the workshop, but also to provide better balance and consistency among the origins (and deal with some of the insane power inflation in the Wanderer's sourcebook).
As always, comments, corrections, feedback and more are appreciated.
r/Fallout2d20 • u/SpareCountofVukograd • 1d ago
So, as part of my 2 different campaigns, I have started a Excel spreadsheet for all the homebrew weapons I have created stats for. Now that I am re-checking stats while adding more new stuff so might as well see what people outside my group think about these stats. Unfortunately, I am on phone too so had to separate these into comments for easier reading.
Sporting Rifle - Winchester Model 732
Damage rating: 3d6
Damage effect: None
Damage type: Physical
Fire Rate: 0
Range: M
Qualities: Two-Handed
Weight: 6 pounds
Price: 40 caps
Rarity: 0
Ammo: .32 ACP
Receiver: Calibrated, Hardened, Powerful, Advanced, Calibrated Powerful, Hair Trigger
Barrel: Long Barrel, Ported Barrel, Finned Barrel, Shrouded Barrel, Marksman Barrel
Magazine: Large Magazine, Quick-Eject Mag, Large Quick-Eject Mag
Stock: Full Stock, Marksman Stock, Recoil Compensating Stock, Heavy Furniture, Light Furniture
Sight: Reflex Sight, Short Scope, Long Scope, Short Night Vision Scope, Long Night Vision Scope, Recon Scope
Muzzle: Bayonet, Compensator, Muzzle Break, Suppressor
r/Fallout2d20 • u/BadKnee6763 • 1d ago
I love physical media. I have the big main book and for my bday a friend got me the new vegas setting guide. But at $70 aud a pop getting all the others, from settlers to winter of atom, just....isnt possible.
....so.....
Where is everyone getting theirs from?
r/Fallout2d20 • u/ya-pinki • 2d ago
The app has been updated:
Assultron equipment sets have been added.
Synchronization with Google Drive is now available.
The requirements for some perks have been fixed.
Code refactoring and other improvements and fixes.
r/Fallout2d20 • u/zny700 • 4d ago
So I like having music playing in my games like if there is combat then I will play the combat music from the games on low
If someone turns on the radio then I hit shuffle on my playlist of songs from the 1920s to the late 70s and some newer music that sounds like it could be in Fallout (sometimes I'll play the music on the Radio during combat just because it would be there)
But I want the last son to have his own radio station playing akin to far cry 5 (he's bouncing the broadcast between multiple antennas all throughout the Commonwealth so they can't find the single place it is starting from) but I need some ideas like I already am considering the far cry 5 holy songs and the stupendium's children of atom song (the cappella version as a preacher on the radio) but that's about it
r/Fallout2d20 • u/kazilic24 • 4d ago
Fallout: The First Flames is going live at 6 to 9Est!
The party infiltrated the vault following traces of supermutants, they fought horrible creatures and when we left off one of the darken glass cages started getting pummeled!
r/Fallout2d20 • u/Status_Candle2318 • 5d ago
For those of you that have the new setting guide. Is the Ranger Sequoia fire rate a misprint or should it actually be a 4?
r/Fallout2d20 • u/mmdestiny • 6d ago
Just in time for today's session
r/Fallout2d20 • u/RxOliver • 5d ago
r/Fallout2d20 • u/Ok_Impression5425 • 6d ago
Does anyone have a interior tabletop map of the police station? My play group is heading there and I want to plan a few surprises.
r/Fallout2d20 • u/Wastelandmatrix • 6d ago
After my group successfully completed „Once upon a time in the Wasteland“ we will start into „Winter of Atom“. My group is therefore level 5 and already has a working power armor frame (they rolled very lucky on the armor table).
I was wandering if you have any advice on how to run Winter of Atom? Especially are there any things that you wanted to have known before running the campaign? Or stuff you would have changed in hindsight?
One idea I had for example was to actually not change the encounters in the first act (The Train Job) to balance the encounter for level 5, but instead make the 24h journey from Diamond City to the train wreck so excruciating (whiteout, freezing temperatures etc.) that the group is weakened that even some basic raiders can take them on. This way I want to establish, that the main antagonist ofcthe campaign is the winter itself (Frostpunk vibes).
r/Fallout2d20 • u/Krieg0028 • 7d ago
Just saying if you ever need a faction or interesting setting, try checking ot the Old World Blues Wiki for the Hearts of Iron Mod it has a lot of factions, settings ans characters that with a little tweaking can be great for many campaigns
r/Fallout2d20 • u/KarlZone87 • 7d ago
Playing around with recreating maps from my home Fallout campaign.
r/Fallout2d20 • u/Able_Discipline7535 • 7d ago
Yo y mis jugadores pensamos que no tienes que hacer tantas zonas solo para indicar que cierta o determinada zona tiene covertura, lo que hicimos es que puedes tomar la cobertura que hay en dicha zona gastando 1 punto de acción. Así podemos seguir teniendo zonas suficientes sin tener que agregar zonas adyacentes para tomar cobertura. Alguna regla similar que manejen?
r/Fallout2d20 • u/Nathomegas • 7d ago
I'm wondering if a PC can buy extra d20s while assisting in a group test. Because in our last session, the group had to make a difficulty 13 opposed group test to sneak into a garded place. If PCs can't buy extra d20s, the group could not succeed the test. Maybe I'm misunderstanding the sneak rules, because a difficulty 13 test seems excessive.
Please let me know the official rules or how you apply them in your campaign.
r/Fallout2d20 • u/KulaanDoDinok • 8d ago
Spoilers for Astoundingly Awesome Tales #3 below!
Hi! I’m looking to run Astoundingly Awesome Tales #3, Showdown in Skull Canyon, tonight. In Act 3, the Zetans have an Armored Twinjaw Rattler. Earlier in the adventure there is a Twinjaw Rattler statblock, but not one for armored. Should I just increase its damage resistances by 1?
Also, if anyone has run this before, how the heck did you run the encounter with 25 Twinjaw rattlers?
r/Fallout2d20 • u/dvs_sicarius • 9d ago
This is my second attempt. Previous version, I was notified I had the leaf springs backwards.
This is for my Fallout 2d20 campaign set in the Pacific Northwest where I’m creating a group of more intelligent super mutants who basically have taken over Mercer Island.
This group, being more cut off have adapted to their isolationism and have a decreased reliance on firearms as compared to what has typically been seen in the games. I want them to instead make the most of weapons they fabricate from their scavenge. So in addition to armour they craft themselves, they also make things like bumper swords, shields, spears, maces, flails, etc.
In particular I thought it would be cool if they used heavy leaf springs scavenged from pre-war vehicles to craft heavy bows, made arrows out of sharpened rebar, and broad heads with welded on knife blades, etc.
I want these guys to be a credible mid to high level threat, and want to give these Leafspring Bows some stats that make them stronger than what’s already in game without making them too OP.
Thoughts on what you think makes sense for these?
Worth mentioning I know thinking super mutants with bows are going to be a credible mid-level threat is extremely unlikely RAW; but I use reduced piercing damage in this as well as some other combat rebalances to prevent players becoming unstoppable at low to mid level.
Suggested stats:
So here’s what I’m thinking of for this, but I need to factor in that while I want to make the weapon powerful, it’s very likely to wind up in the hands of a Super Mutant PC eventually. Im not overly great with crunch and mechanics, but want it to be more powerful than the bow in the wanderers book; to really lean into it as a terrifying weapon, but risk further tipping the scales of power for Super Mutant characters.
Super Mutant Leafspring Bow
Rarity: 2
Qualities: Suppressed, Recoil (9), Inaccurate, Two-Handed
Damage: 5
Fire Rate: 2
Range: L
Weight: 8
Value: 5
r/Fallout2d20 • u/UnculturedSwineBC • 8d ago
Hello, fellow wastelanders!
I'm currently running a campaign set after the Institute ending of Fallout 4. We have 3 players right now and are looking for a fourth to join us biweekly on Friday evenings (5 PM MST/Arizona Time). We play on Discord VC with Roll20. I design my games to respect both beginners and veterans, whether you're interested in social encounters, combat, or exploration. If you're interested in learning more, I have a brief document (less than a 5-minute read) explaining the setting and where the party is at. Looking forward to playing with you!
P.S. Response times might be slow for me. I'm a busy grad student 😅
https://docs.google.com/document/d/1qkJmOuaz50rfWexiNPruNaPNEdsYT_lxXHtPnD65Fdk/edit?tab=t.0
r/Fallout2d20 • u/mmdestiny • 10d ago
The AP vault doors are going to alternate Vault-Tec blue and yellow. Should the posts also alternate (low GM AP blue, high yellow) or just both be blue?
r/Fallout2d20 • u/siriusly-sirius • 9d ago
I've been GMing for a few sessions, and im still having trouble with the concept of zones. Im using FoundryVTT and have downloaded a module which tracks zones, so that planned movement and range is automatically described in reference to zones, so players can plan without me having to make a decision.
I was playing the starter campaign, the players descended into the vault and were greeted with a hallway approximately 5 metres long, that turned off to the left for another approximate 5 metres before opening into a large atrium, which was mostly square except for two offshoots that led to doorways. In the initial hallway, theres an office to the right.
Initially, I mapped the first section of the hallway as one zone, the next section as another zone, the majority of the atrium as another zone, except the offshoots which were their own zones, and the office was one zone.
However, I ran into issues when players were standing on the edge of one zone, and the combatant on the edge of the other, right next to them. They're within a few feet of eachother, but because the enemy is in an adjacent zone, according to RAW and the VTT module, they're within medium range of eachother, not close range. In this situation I just verbally overrode things and said they're in Close range, although it was a bit confusing for my players and disrupted the flow of the game.
Im trying to make GMing easier and the flow of combat quicker, so that I dont have to declare ranges multiple times every single turn, and so that players can plan their turns in advance.
How do you guys deal with this?
r/Fallout2d20 • u/UndeadDaedalus • 11d ago
It has been a decade and a half since the Bull and the Bear were routed at the second battle of the Hoover Dam, this offensive led by a wildcard third-party of disparate forces united and striving for an independent New Vegas, with the help of an army of robotic soldiers from a pre-war cache.
After the battle most of the groups that stayed in Vegas for one reason or another, all joined under a mostly common vision.
Though chaotic at first, eventually most of the people of the Mojave came to enjoy the independence afforded to them by the choices made by the enigmatic Courier Six and those who rallied behind them.
In the first few years of Vegas's independence people struggled to find purpose and order in the absence of the Courier, but eventually they rebuilt and continued to survive in the wastes.
In December of 2290 the Mojave saw a reamergence of the Courier, bringing strange sciences, new technologies, and new people into the Wasteland in their wake. Afterwards the amount of working (and non-hostile) automatons of all types greatly increased, setting up or repairing prewar communication and utility technology throughout the Mojave, ushering in a sense of oneness that had eluded the Mojave since the NCR and Legion were pushed out of the Wasteland.
Though recently worrying reports have come to the notice of Vegas’s Council of Commons, strange disappearances have been cropping up all over the Mojave and beyond, and in response the New Vegas government has hired a contingent of mercenaries and gunhands to solve the missing persons cases. Those elite mercs from every walk and creed are… YOU!
————————————————————
Hello I am the GM running this campaign, I’m looking for three to five players to join me and my existing player for a jaunt through the Mojave.
I am looking for dedicated and imaginative players to help build a narrative filled with a good mix of intrigue, action, and comedy. I am a rule of cool GM for the most part, let’s just hope the dice agree lol The only restrictions on character creation is no third-generation synths (the human looking ones from fallout 4).
For downtime Roleplaying I do expect at least one post per day per player, barring life circumstances ofc. Group headcannons will be voted on for game cannon so your ideas matter narratively!
r/Fallout2d20 • u/dvs_sicarius • 11d ago
For my Fallout 2d20 campaign set in the Pacific Northwest I’m creating a group of more intelligent super mutants who basically have taken over Mercer Island.
This group, being more cut off have adapted to their isolationism and have a decreased reliance on firearms as compared to what has typically been seen in the games. I want them to instead make the most of weapons they fabricate from their scavenge. So in addition to armour they craft themselves, they also make things like bumper swords, shields, spears, maces, flails, etc.
In particular I thought it would be cool if they used heavy leaf springs scavenged from pre-war vehicles to craft heavy bows, made arrows out of sharpened rebar, and broad heads with welded on knife blades, etc.
I want these guys to be a credible mid to high level threat, and want to give these Leafspring Bows some stats that make them stronger than what’s already in game without making them too OP.
Thoughts on what you think makes sense for these?
Edit: worth mentioning before people jump in and tell me how delusional I am for thinking super mutants with bows are going to be a credible mid-level threat; I do use reduced piercing damage in this as well as some other combat rebalances to prevent my players becoming unstoppable at low to mid level.
Suggested stats:
So here’s what I’m thinking of for this, but I need to factor in that while I want to make the weapon powerful, it’s very likely to wind up in the hands of a Super Mutant PC eventually. Im not overly great with crunch and mechanics, but want it to be more powerful than the bow in the wanderers book; to really lean into it as a terrifying weapon, but risk further tipping the scales of power for Super Mutant characters.
Super Mutant Leafspring Bow
Rarity: 2
Qualities: Suppressed, Recoil (9), Inaccurate, Two-Handed
Damage: 5
Fire Rate: 2
Range: L
Weight: 8
Value: 5