Exodus

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Exodus is a post-apocalyptic role-playing game developed by Glutton Creeper Games, now a subsidy of 4 Hour Games. It exists entirely to appeal to Fallout fanboys who want to wear Power Armor but can't afford Space Marine miniatures.

Development

Exodus was formerly titled Fallout: Pen and Paper d20. GCG licensed the Fallout IP rights from Interplay in 2006 to make a pen and paper RPG. The following year, Interplay sold the IP to Bethesda, who promptly sent a Cease and Desist to GCG. In the six months that followed, GCG turned a full Fallout RPG into a thinly veiled Fallout RPG.

The Setting

The original setting is pretty generic, cashing in on the 2012 apocalypse scare when it wasn't aping off the canon series, probably because the publishers knew people were just going to homebrew it to be Fallout anyway. Playable races include humans, ghouls Ghüls and Super Trans-Genetic Mutants.

Races

Not a whole lot to choose from in the PHB, although more options came in expansion.

  • Humans: The average Joe or Jane. Work exactly as they do in any other RPG: variable stats and starting feats. Pretty much the race of choice for anyone planning on using guns (i.e. everybody).
  • Ghouls Ghüls: Slow, zombie-like pariahs that know what's up. Pitifully slow and with a penalty to Strength and Dexterity, and gain feats every fourth level instead of every other level, there is basically no reason to ever play one of these. Unusually, they also get a bonus feat at first level, since they were born human. Also immune to radiation, I guess.
  • Super Trans-Genetic Mutants: Orcs with miniguns. Awesome. Rulebook says they are always Chaotic Evil. Less awesome. For players wanting to be a Marcus-esque mutant, Rule Zero is your only hope. Things begin to suck worse when it you see that their stats are wildly imbalanced, granting a +4 to STR and +2 to CON at the cost of a -2 to all mental ability scores.
  • Bio-Genetic Mutants: The first race to be added in an expansion, Bio-Gens are the setting's half-orcs. Literally, they are the offspring between humans and super mutants. No, that has no basis in canon, just move on. They are smarter than full mutants, and can choose what mental score takes a hit, but only get a +2 STR and nothing else. Get a bonus feat (despite never having been human), but it has to relate to military training to represent some background fluff nobody actually read.
  • Symbiotic Mutants: Fucking furries Humans that have been genetically modified with animal DNA to get a variety of new powers. Can choose two racial traits ranging from pathetically underpowered to godlike, at the cost of a relatively minor drawback. Gets a bonus feat at level 1, because why not?
  • Dregs: Uglier ghouls that are slightly tougher. Still slow and taking penalties to DEX, they at least marginally more viable in melee. Surprise, surprise, they get a bonus feat.

Why Exodus Sucks

  • Piecemeal character creation. Like d20 Modern, Exodus tries to depart from the classic D&D class system by splitting the classes into class, background, and occupation. "Class" is a blatant misnomer, since it only decides if you'll be a fighter or a skill monkey. Background and occupation are where you'll get proficiencies, bonus feats and class skills, resulting in characters that either have nonsensical backstories or a very narrow set of non-overlapping skills. Character creation also takes about twice as long as it should for a non-magical setting, since no effort was made to keep these all in the same place.
  • No proofreading. The sourcebooks are full of typos and inconsistencies, and at least once references "the computer series", showing that minimal effort was put into hiding the Fallout plagiarism.
  • All the races suck. Unless you're a mindless berserker, there's no reason to play anything except for human. Ghouls are useless in combat, mutants can't shoot anything smaller than a hunting rifle, and symbiotic mutants have to trade their ability score modifiers for basic utility. And as if that weren't enough...
  • Racial experience curves. Apparently someone decided that ghouls were overpowered, so they gain levels 10% more slowly than humans. Super mutants get it worse; by the time a mutant is halfway to level 17, a human has already reached level 20. This ensures that the party never levels up all at once (oh who are we kidding, you're going to be a human anyway).
  • Feats out the yin-yang. All races start with two feats, you get a feat every three levels by default, and you get a bonus feat every even level from class. Unless you're a ghoul, of course, in which case you gain feats more slowly. Of course, this might be because of...
  • Feat requirements for simple stuff. Unless you take an exotic weapon proficiency for every new type of weapon, you'll be stuck shooting pistols and rifles the whole game. Big guns and energy weapons each require a feat, and big energy weapons require two.
  • Skeevy as shit mechanics. While it's always been possible to, for example, use a sleep spell as a magical roofie, few RPGs would actually suggest doing so. Not Exodus. It openly admits that cattleprods are effective date-rape drugs, and they're cheaply and widely available. The second that mouth-breather in your party buys one, shoot him and run away.
  • Crippling drug effects. Unlike in the CRPG series, where drugs had huge benefits with only minimal risk of addiction, drugs in Exodus cause ability damage that takes days or weeks to wear off, and have a minimum 10% addiction rate. You could reasonably smoke yourself to death from one bad save.

Why Exodus Isn't That Bad