This is a masterpost for my Fallout: Seattle mini campaign. It includes play reports of all the sessions, the rules I used, and the GM sandbox, in case you're interested in using it yourself.
Islands of Seattle By Jeffrey Lin
First, the Play Reports. I tested this with four Delta Green players, three of whom had also played in the previous Two Sun Campaign.
Next, the system itself:

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ReplyDeleteHello! First time and already a big fan of your work! I hope to run my own Fallout game similar to what you've documented here someday and I was wondering how you'd feel about me borrowing or adapting some of your creatures and post-apoc concepts to my own Fallout setting?
ReplyDeleteEspecially the Cobra-Chicken, I can already picture the farms..the horrid hissing..
Oh wonderful, thanks! I absolutely will!
DeleteHi Mellonbread, I'm back over a year later to say: I'm finally doing my campaign! I'm so excited, but it was kind of sprung on me, and I'm realizing I have few lingering questions about the system you designed, before I can actually run it.
ReplyDeleteQ1: What does AP refer to on the various weapons? I checked in the Delta Green beta document, and on your various google docs, but I can't seem to find anything about AP? How does it work, is it just a leftover of an earlier build of the system?
Q2: In a similar vein, I'm not sure where the "manual operation" or "manually operated penalty" is explained, or exactly what these snippets refer to, again I am bit stumped and hoping that you can answer.
Mostly these are mechanical questions, I'm assuming there is a specific meaning in your system for AP or manually operating a gun, I hope to hear from you soon. Thank you very much.
AP is armor penetration.
DeleteManual Operation is a 20% debuff on shots after the first one.
Both of these are explained in the Delta Green Agent's Handbook but I probably didn't copy them into the Fallout player rules.
Thanks for reading!