Fallout: The Roleplaying Game Core Rulebook


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Description


In 2077, the storm of nuclear war reduced most of the planet to cinders. From the ashes of nuclear devastation, a new civilization will struggle to arise. A civilization you will shape.

How will you re-shape the world? Will you join with a plucky band of survivors to fight off all-comers and carve out your own settlement? Will you team up with pre-existing factions like the Brotherhood of Steel or Super Mutants to enforce your own ideals on the Wasteland? Ghoul or robot, paladin or raider, it’s your choice - and the consequences are yours. Welcome to the Wasteland. Welcome to the world of Fallout.

This 438-page hardbound rulebook features a gorgeous cover design evoking the iconic Vault-Tec jumpsuit.  Inside, you will find rules and lore for roleplaying in the Fallout world, as well as concept art from the Fallout videogames. Utilizing Modiphius’ celebrated 2d20 cinematic role-playing system, the Fallout RPG will take players on an exciting journey into the post-apocalypse!

Create your own survivors, super mutants, ghouls, and even Mister Handy robots. Immerse yourselves in the iconic post-nuclear apocalyptic world of Fallout, while gamemasters guide their group through unique stories and encounters. The 2d20 edition of Fallout is as close to the bottlecap bartering, wasteland wandering, Brotherhood battling excitement as you can get.

  • Immerse yourself in this genre-defining setting with the official Fallout™ tabletop roleplaying game.
  • Create your group of original characters including vault dwellers, ghouls, super mutants, and even robots. Tell your own stories of survival in post-nuclear America using a host of non-playable characters and horrific mutated creatures.
  • Use iconic weapons, armor, chems, and items transferred straight from the video game. Scavenge the ruins of the old world and make your mark on the Wasteland.
  • Utilize the 2d20 System - a roleplaying rules set that supports both story-led adventures and detailed gameplay. Use Action Points to power your incredible wasteland wanderers, and augment their actions with your fantastic Perks.
  • Use an extensive catalogue of creatures and characters from the world of Fallout.
  • Gamemasters can kick things off with story hooks immersed in the Fallout universe, roll and build random encounters from tables inside the book, and even randomly generate locations and loot for their players.
  • 'With a Bang or a Whimper' 18 page introductory adventure

You will also automatically receive a 48% discount code to use for the Fallout: The Roleplaying Game Ruleset on Fantasy Grounds.

When you purchase this physical product, you will immediately have access to a digital copy for you to view as you await your shipment to arrive! 

If you're interested in finding out more about this line in other languages, click on the following links: French, German, ItalianPolish, and Ukrainian. Czech and Portuguese are coming soon!

 

© 1997-2021 Bethesda Softworks LLC, a ZeniMax Media company. Bethesda Softworks, ZeniMax and related logos are registered trademarks or trademarks of ZeniMax Media Inc. in the U.S. and/or other countries. Fallout and related logos are trademarks or registered trademarks of Bethesda Softworks LLC in the U.S. and/or other countries. All Rights Reserved.

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Customer Reviews

Based on 8 reviews
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H
H.

Great game but shipping cost sucks!

C
Cristian

I dislike everything, but don't let that stop you from buying this if you're into Fallout and want more Fallout

R
Raymond

The book is beautiful and well laid-out. The art is fantastic, and the custom dice make the game even easier to run.

M
Maxwell Ammerman
A Solid Product that Desperately Needs More Support

While not the easiest system to get into, the potential here is vast; however, the game is hurt by the lack of pre-written narrative campaigns, as those seem glaringly needed due to the only adventure offered up being very short.

J
John
Good but Bulky System

There are always two methods of play in any TTRPG. There are the players that really only need to worry about a handful of details rules-wise, and there are the GMs that need to understand far more to run an efficient and fun game. On the player side, it's pretty easy once you take on a few Skill Tests and participate in some combat, but for the GM the core rule book is a bit cumbersome to get through. For example, Modding & Crafting is a crucial part of the effectiveness of a player's Character but the book makes physically going through mods, complexity, materials required, and effects as difficult as possible. What I mean is that the benefits of the mods a character is looking at crafting is in a whole different section of the book than the act of crafting the mod itself. This makes for a lot of time wasted flipping back and forth to find what mod you want, how to do it, and what it actually does for you while your other players are just waiting there. I did take it upon myself to condense those sections together on Excel and it did greatly improve the efficiency of doing this crucial part of play. My only real complaint is that a published book should make play as efficient as possible and having related material set up in such a confusing manner is counterproductive. Minor gripes are actual plain errors like Boiled being listed twice (p.212) or Tuned being a reciever mod for the Hunting Rifle but not actually describing what it does (p.97, p.100).

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