Basics and Ability Scores per Pathfinder rules. All attributes to be generated via point build + 1d6 bonus points to apply to one stat. Superhuman values are allowed and attributed to mutation.RacesHumansGhoul
Ghouls are a mutation that affects around 5% of all wastlander births. Treated as Undead
Size: Medium Undead Humanoids
Lifespan: The brain starts to rot after 80 years, and loses 1 INT point every ten year until the creature is a mindless undead.
Attribute Modifiers: No Constitution Score, -4 CHA (1 point minimum).
Base Speed: 20ft
Special Qualities: A ghoul possesses all undead traits, ghouls are immune to radiation.Mutants
Subject to discussion. Starting community is very humanocentric, but there may be options for mutants to be used. Mutations can replicate spell-like powers and the like,
though obvious physics-benders would likely be rejected. Ideally mutants would be a re-skinning of an existing race and must have no level adjustments - at least during the early days of teh campaign. Once average party level is high enough, mutants with non-zero level adjustments could be considered.Classes
Ranger (Spells are replaced with bonus feat every 3rd level)Skills
Disable Device Dex*
Escape Artist Dex*
Handle Animal Cha
Knowledge (engineering) Int
Knowledge (geography) Int
Knowledge (history) Int
Knowledge (local) Int
Knowledge (nature) Int
Knowledge (tribal culture) Int
Knowledge (religion) Int
Other Blackpowder era professions available.
Electrical (rudimentary - basic wiring and understanding of chemical batteries.)
Mechanic (basic - simple 4-stroke engines. Modern computer-dependant machines are a no-go)
There are some, but again extremely rare, operating land vehicles. Those PCs would have encountered are dreadfully old beaters converted over to Alcohol.
Boats with functional outboard motors (again converted to alcohol) are more common.
Sense Motive Wis
Sleight of Hand Dex*
Core non-magic feats available as well as ...Fallout Perks
Some will require adaptation to D20 - a lot can be used directly with 5% = 1 on D20 scale.
Emplaced Weapons Proficency in large implaced weapons, not available at campaign start
Energy Weapons Traits
Characters start with 2 traits per standard Pathfinder rules.
Starting off, PCs may select a reasonable number of Blackpowder tech items or lower. Armor will be limited to makeshift types only - the local village does not have a blacksmith skilled enough to produce proper armour.
Makeshift armour is 2 points lower in protection, but 'free'.
Weight carried, while not meticulously tracked, will be considered, and so selection of equipment should reflect this.
Firearms are limited to either those purpose-built for blackpowder (muskets, older bolt-action rifles) or more modern weapons retooled for blackpowder. These conversions are somewhat unreliable but ammunition is far less scarce for such weapons. Automatic weapons are not available at this point.
Functioning Electronic devices are very rare.
Better items exist, but very rare in the starting area.Local Knowledge
The starting village is a place known as Kenebac, a sparsely inhabited region heavily forested.
The Long Road extends east to Raider lands and south west is the ruined city of Stonehammer,
populated mainly by Neo-royalists. Northwards are the Deathlands, where mechanical monsters make life difficult.
Southward is Grey Fields, another somewhat neutral community that lies between Kenebac and the Sea.History
Very few remember a time before the Fall. Most people are young and their parents do not live very long. Life is hard, brutal and everyone is fenced in by fear and by hostile neighbours. Maybe someday this could change, but today, today is a challenge.http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/weapons.html#rangedweapons
Characters get 2 background pics from a list I am currently working on, which will include such things as special equipment, companions, skills , etc.
Mutations also are on the docket.
A little disorganized, but something to get the thoughts on characters going. Starting region is a lot greener than the typical Fallout setting, as nuclear weapons played a smaller than 'normal' role in the apocalypse.