Fallout Florida

Run Time

Day of the week: Tuesdays
Revised time of day: 10pm GMT/UTC, 11pm CET/GMT+1/UTC+1. Please translate this into your own barbaric time measurement.
Session runtime: ~4 hours
Expected start date: 12th of April


The setting is goddamn Fallout, though more in tune with Fallout 1 and 2, than 3, NV and 4. It's only about 70-ish years since the bombs fell, and you'll be in Florida(as if the page title wasn't enough of a hint).

Your characters, for whatever reason, volunteered for a groundbreaking cryonics experiment immediately prior to the war. You pick the reason you chose to be frozen. Perhaps you had an incurable disease you hoped they'd find a cure for later, maybe you needed the money, maybe you wanted to hide from someone, maybe you just really loved science, or maybe someone on the research team blackmailed you into becoming a test subject. Whatever the case, you had little idea how long you'd be stuck for, or whether or not your eyeballs were going to explode while they froze you. About 70 years after the bombs fell, the facility's power supply finally fails, and, using the last available juice, it tries to defrost the test subjects without freeze-drying any of them.


The system is Unisystem, used by such games as All Flesh Must Be Eaten, which will be used as the "core" game with regards to skill listing and most of chargen(note that there will be some house rules, but you can rely on the stats for weapons and armor, for instance).

http://speedy.sh/h3Dqt/AFMBE-Corebook.pdf This is a download link for the AFMBE corebook.
https://mega.nz/#!qpZD3abL!33qRN7UuqxfSaBdTW1Llz4z5G_A5g2ODqFMsWK8l6yw This is an alternate download link for the AFMBE corebook.

For those too lazy to download, the system functions as follows: 1d10+skill+stat+modifiers is the basic roll. If your result is 9 or better, you succeed. If it is 8 or lower, you fail. A natural 1 is an "exploding" failure, adding on further penalties, meaning you can potentially fail even if your modifiers total more than 9. A natural 10 is an "exploding" success, meaning that you make another roll and add it on top. Occasionally a roll will just be 1d10+(stat*2), when there's no appropriate skill.

"Exploding" dice are another 1d10, but this one with a -5 applied. Exploding dice resulting from 1's are ignored if their total result is positive, exploding dice resulting from 10's are ignored if their total result is negative. If not ignored, the result is added to/subtracted from the original roll as appropriate. Exploding dice can, themselves, explode further, but only in the original direction(i.e. the exploding die from a natural 10 will only explode again on another natural 10).

For instance, if you roll a natural 1, then roll a natural 2 on the exploding die, you'd have a result of -3 on the explosion. Meaning that your final result would be: 1(first roll)-3(exploding dice)+skill+stat.

Damage calculations are just 1dx+y*z. Where X and Y are defined by the weapon(usually there is no Y), and Z is a multiplier for strength(in melee) or bullet type(when ranged), then subtract armor.

Knowing that, you know most of the game already.

Combat Details

In melee combat, you get one attack and one parry/dodge(vs melee attacks) per round. You can take more actions, even more attacks and more dodges, but then you suffer multi-action penalties.

In ranged combat, you get one attack and no dodges for free. If you attempt to dodge a ranged attack, you forfeit all other actions for the round, including attacks. Your dodging(flinging yourself to the ground, scrambling for cover, etc.) is in effect against all ranged attacks for the round, however, unless they're coming from vastly different directions(if you're pinned from two sides, you may have to choose between taking cover from one side or the other).

Your multi-action penalty is equal to the number of actions taken beyond your number of free actions, and is also applied to your free actions. The exception is melee dodging/parrying done after your own turn, there are no retroactive penalties.

House Rules

Essence is a combined willpower/sanity stat. In the base game it was mostly used for tracking sanity and to power magical/psionic abilities. Since there are no magical abilities in Florida(or are there…? There may be meth wizards and PCP sorcerers. Or there may not be), Essence now has a secondary purpose: Whenever a roll involving Dexterity, Intelligence, Willpower or Perception is made, an Essence point can be spent to add +1 to the roll, up to a maximum of the Skill+Stat modifier for the roll. If no points were spent before the roll, they may instead be spent after the roll, with the same upper limit, but a cost of two Essence points per +1. Essence is recovered when a character has a chance to properly rest and recover, with sufficient food and water to keep them healthy and unstressed.

Endurance Points are basically your "stun" hit points. In the base game their main purpose is to measure when you fall over from exhaustion rather than death, but there are precious few ways to lose endurance points. So they now have a secondary purpose: They function and recover like Essence, but are used for rolls involving Strength and Constitution instead. Keep in mind that Endurance Points will still be used on the off chance that someone tries to take you down non-lethally, so running on fumes can be dangerous.

Radiation: Being exposed to radiation gains you "rads." For every 20 "rads," you temporarily lose a point of Constitution or Strength(highest first, if they're even, it's randomly decided), if radiation reduces your Str and Con to 0, you die. If you have rads equal to your permanent Constitution*20, you're at risk of mutating. Most mutations are minor and cosmetic(extra fingers, eyes or toes are common), some are minor and helpful(extra limbs) and some are extreme(long-term radiation exposure can result in turning into a Ghoul). Rads will very slowly leech away on their own, but otherwise require Rad-Away or medical treatment to purge.

Useful Links

Wasteland Critter Guide
Wasteland Chem Guide
Wasteland Guns & Armor Guide
Wasteland Mutations

Player Characters

Jane Hancock (aggy)
Terrence Hillson (Five)
Gavin Malone (Zeplin)
Talia J. Beaver(minty_cream)
Jack "Spider" Donovan (Spindly)


Your point total is 20 for attributes, 5 for perks/advantages and 35 for skills, there are no disadvantages to take. You can also take zero, one or two Traits, which have both upsides and downsides. When buying skills and stats, any point above 5 costs extra. For stats the cost is tripled, for skills the cost is doubled. Characters start with 0 in all stats until points are invested in them.

Note that the lists of perks/advantages and traits are very provisional. In case I suddenly realize something is OP as fuck, or just boring, I may remove it or edit it.

House Rules

Calculating Life Points, Endurance Points and Essence.

Life points are now: (Con*6)+(Str*2)+10.

Endurance is now: (Con+Str)*6

Essence is now: Int+Per+(Will*4)

Skill List

The most commonly-used stats or stats associated with a skill are listed next to it. Perception can be used with most skills as well, for judging uses of the skill(Perception+Craft, for instance, to judge how well good someone else's handiwork is). Some skills require that a subtype be picked, a specialization, and if you want to be capable with other specializations, you need to purchase the skill again for them. These skills are marked with an asterisk(*). If you're unsure of how broad or specific a skill specialization needs to be, ask.

Big Guns(Str/Dex)
Melee Weapon(Str/Dex)*
Sleight of Hand(Dex)
Smooth Talking(Int/Will)


Acute Sense(2 Points): Pick a sense, you get +3 to any perception rolls involving it.
Adrenaline Rush(1 point): If your total life points is under half your maximum, or if one of your limbs is reduced to 0 life points, gain +2 to Str, Dex and Con until the danger passes.
Animal Friend(3 Points): Animals will not attack on sight, +3 to any rolls to train or pacify animals.
Artistic Talent(2 Points): Pick an art, you get +3 to any rolls involving it, and +12 Essence.
Berserker(3 points): In any given round of combat, you may spend 10 Endurance to enter a berserker rage for the round. Rather than being able to make one unpenalized melee attack per round, you can now make two attacks without any multiple-action penalties(if wielding one single-handed or two-handed weapon), or two unpenalized attacks with the weapon in your main hand, and one with the weapon in your off hand(if dual-wielding).
Bloody Mess(1 Point): Killed enemies tend to suffer bizarrely graphic and occasionally cartoonish consequences. The penalty to hit an enemy's head or limbs is also reduced by 1.
Cannibal(1 Point): Knows how to prepare human flesh for safe consumption. Also likes the taste of human flesh.
Fast Reaction Time(2 Points): +2 to initiative rolls.
Hard to Kill(1 to 5 Points): +3 Life Points per point of Hard to Kill.
Iron Fist(3 points): For every 3 points invested, adds +1 damage to unarmed attacks, applied before the strength modifier.
Martyr(5 points): By some twist of freakish luck, fate spares you a death from your own explosive weapons. They may knock you unconscious, they may cripple your limbs, they may even blow off a few digits, but they'll never reduce you to below 0 Life Points(at which point you're unconscious, but assumed to be stabilized).
Masochist(1 points): Fully recover all spent Endurance and Essence whenever one of your limbs is crippled or severed.
Pyromaniac(5 points): +50% damage with any fire-based weapon(molotov cocktails, flamethrowers, flare guns, etc.)
Resistance(2 Points): Develop a resistance to Pain, Poison or Radiation. Pain Resistance has no penalties from being injured, Poison resistance has a +2 to resist the effects of poison, Radiation resistance halves the effects of radiation and makes you immune to radiation mutations(but not, for instance, to FEV mutations).
Sadist(2 points): Gain 3 Essence and Endurance whenever you cripple or sever an enemy's limb or head.
Sniper(3 points): Double bonus from aiming before making a ranged attack.
Situational Awareness(2 Points): +2 to any perception roll to detect sneaking enemies or danger.
Swift Hands(1 point): Reloading your weapon in combat is a free action.
Veteran(3 points): At some point you suffered a terrible accident resulting in a near-fatal head injury. You now have a metal plate in your head patching up your skull. This adds 6 points of armor(cumulative with any helmets) to any attacks that hit your head. It may also have other effects.


Bruiser: +1 Strength, -5 penalty to initiative
Built to Destroy: +1 to hit with all attacks, on a natural 1 on any attack, the used weapon breaks and will need repairs
Claustrophobia: +1 to all skills while wearing no armor, -1 to all skills while wearing armor.
Fast Shot: +3 Initiative, aimed shots suffer double the normal to-hit penalty.
Florida Man: Chems have double the positive effect, but withdrawals have twice the negative effect.
Gifted: +1 to all stats, all skills start at -2 rather than 0
Kamikaze: +5 to Initiative, -1 to Constitution
One In A Million: When rolling a natural 1 or 10, assume that the first exploding die is another 1 or 10. For every further "explosion," roll twice, and take the worst/best result as appropriate.
Primitive Champion: +2 to hit with bows, crossbows and non-powered melee weapons. -2 to hit with firearms, energy weapons and powered melee weapons.
Skilled: +5 skill points, no Perk/Quality points
Small Frame: Enemies have a -2 to all attacks against you, -1 Strength and Constitution
Unidexterous: The player has a very dominant "main" hand. When using a one-handed weapon in only that hand, gain a +2 to hit, when using a two-handed weapon, or a one-handed weapon in the "off" hand, suffer a -2 to hit.
Unstable Genetics: It takes only half as many rads as usual to make you mutate, and damage from irradiated animals may trigger sudden mutations.

Character Advancement

Skills cost as many points of XP as the rank you're increasing them to(3 XP to go from 2 to 3, 4 XP to go to from 3 to 4. Etc.). An entirely new skill is 6XP

Attributes can only be increased by 1 point from their chargen level through XP, the cost is 3 XP if the attribute is less than 5, 10XP if it's 5 or more.

Perks cost twice their perk cost in XP. Mutation advancements can only be bought with XP and will have their costs listed when they're added to this page.

Current XP Total: 21XP

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