Livro de Regras - Inglês
Livro de Regras - Inglês
Livro de Regras - Inglês
Character creation is the single largest undertaking a played must undertake to play.
After character creation, most rules and minituae can be handled by the DM or picked
up over time. The only real duties of the player are to create and understand your
character, and to have fun. Below I will go over the steps to create your character for
this game.
The Idea
The best place to start when making a character is simply asking yourself “what would
be a fun thing to play in this setting?” If you're not big into role play, its fine to make a
version of yourself. Or you can go and create a whole backstory with complex history
and motivations. In either case, you will discuss your idea with the DM before the start
of gameplay to see if your idea fits the setting and wont overshadow other players.
Once you've got your basic idea, you can start to nail it down.
Race
Read over the playable races section and choose the one that fits best for your
character. Note the SPECIAL bonuses and race features. If you're just starting, it's
probably best to simply pick one of the humans, or ghouls, as the other races may run
into social issues in game. Your race also defines the size of your hit point dice which
determine HP and some healing.
SPECIAL
For your SPECIAL stats we will use point buy. Each stat starts with 1 point in it, which is
the minimum. You get 36 points to spend where 10 is the maximum in any given stat.
Note carefully the benefits of SPECIALs and Skills in the relevant document on the
subject. For example, endurance affects health, and intelligence affects your total
number of skills.
Background
This section will be heavily based on what your character idea is. See the document on
background for more details but simply put, you choose two skills, one tool, and one
SPECIAL saving throw to become proficient in that fits the background of your character
logically.
Starting Perk
Look over the perks available to you at level one (and beyond) to plan out your
character. After character creation perks are the major way to customize your character,
besides loot. Perks have restrictions including level, SPECIAL, proficiencies, race, and
other prior perks, make sure you qualify before choosing one.
Equipment
Your starting gear is defined by several factors. For the most part your DM will “give”
you an amount of caps to spend on gear based on your race and background. 500 caps
will be the average and is good for theorycrafting a new character. Not every player will
have the same amount, but they should be within an order of magnitude of each other.
Choose gear from the equipment document. The DM may restrict some items even if
you could afford them.
Derived Stats
There are several stats that come from things like your SPECIALs, equipment, or race.
Below I will give the formulas involved. For more information, check under Mechanics
and “Radiation, Resistances, Diseases, and Survival” documents.
Max HP: 10+Hit Point Dice roll each level+endurance modifier*level. If your endurance
increases later, add the bonus retroactively. Some perks may also affect Max HP.
Proficiencies (Skill or tool): In addition to those gained from your race, and your
background, you have a number of proficiencies equal to your Intelligence SPECIAL
divided by 2, rounded up.
Carry Weight: Carry weight = Size * 15 + Strength * 20, where size is on a scale from 1
to 6, for tiny to gargantuan.
Critical Chance: A critical hit occurs when you roll a natural 20 on your d20. This may be
modified by perks, or rare equipment. See the mechanics document for more on
criticals.
Unexposed Humans
These are humans who were not significantly exposed to the wasteland, usually vault
dwellers but also some former government or company employee’s descendants. Going
into more detail in the background section will help to flush your character out.
Traits.
SPECIAL: You may add +1 to any 2 SPECIAL stats, except luck.
Age: Mature at 18, live to approximately 75
Size: Medium. Weigh between 100 and 250lbs. Between 5 and 6 ft tall.
Speed: 30ft
Hit Point Die Size: d8
Education. You have proficiency in one non combat skill of your choice.
Exposed Humans
These are the humans who descend from the survivors of the war. The people who
were lucky enough to survive the bombs, and avoid ghoulification became the main
constituents of the wasteland. Raiders, townsfolk, and everything in between. The
stresses of the wasteland have lead to physical improvements not found before the war.
Traits.
SPECIAL: +1 to Agility, strength and endurance
Age: Mature at 18, live to approximately 60
Size: Medium. Weigh between 100 and 250lbs. Between 5 and 6 ft tall.
Speed: 30ft
Hit Point Die Size: d8
Hard Times. Almost everyone in the wasteland has had to survive in the wild at one
point or another. You have proficiency in survival and sneak.
Ghouls
What happens when a human is exposed to lethal radiation? They die! Or at least that's
what usually happens. However, rarely, and under certain not-well-understood
circumstances, they become a ghoul. Ghouls have had their skin rot off, and their
bodies ravished by radiation however, they retain much of their mind. They are immune
to radiation and most diseases but normal humans view them as monsters. They do not
seem to age, however, they eventually lose their minds and become little more than
zombies.
Traits.
SPECIAL: +2 to endurance, +1 to strength, -1 to charisma
Age: Unaging, but can become feral
Size: Medium. Weigh between 80 and 200lbs, Between 5 and 6ft tall.
Speed: 25ft
Hit Point Die Size: d8
Ghoulification. You are immune to radiation and most diseases (DMs discretion). Feral
ghouls will not attack you unless provoked by you, or your allies.
Super Mutants
The original super mutants were created somewhere in the mojave desert by exposing
humans to the FEV (forced evolutionary virus). After their creator, The Master, was
killed by a vault dweller they have spread across North America. It is not clear if they
are somehow making more or not. Generally speaking super mutants are huge,
humanoid creatures with low intelligence. They are strong, tough, immune to radiation
and disease, and effectively immortal. However, they are not welcome among most
human settlements (even when not hostile, which is rare).
Traits.
SPECIAL: +3 strength, +2 endurance, -2 charisma, -2 intelligence
Age: Unaging, lose intelligence over time
Size: Large. Weigh between 200 and 500lbs. Between 6 and 8ft tall.
Speed: 30ft
Hit Point Die Size: d10
Super Mutant Regeneration. Unaging, and immune to diseases. -25 rad per second. +1
HP every 2 hours.
War never changes. Super mutants have proficiency in big guns and intimidation.
Synths
Short for synthetic humans, are a small group of artificial lifeforms created largely by the
CIT (Commonwealth Institute of Technology). They have been at work developing
synths for decades. Gen 3 Synths are sentient and biological, virtually indistinguishable
from a human, even on the inside.
Traits.
SPECIAL: +2 to Intelligence, +1 to agility
Age: Child synths can grow to adulthood, but generally they do not age
Size: Medium. Weigh between 100 and 250lbs. Between 5 and 6 ft tall.
Speed: 30ft
Hit Point Die Size: d6
Synthetic Dawn. Synths are immune to diseases and resistant to radiation. -10 rads per
second.
Slave Race. Synths were created as slaves and while a few escape, the parts of their
brain that allow them to be controlled can never be removed. As such, people or
technology in the wasteland may be able to compel you to do things against your will.
As part of their original purpose, they have skills embedded in them to carry out their
tasks. You have proficiency in one skill of your choice.
Robots
The robots of the wasteland are usually not sentient on the same level as a human, or
synth. However, there are some who are made to act and seem so. They cannot
formulate complex new plans, and generally have low intelligence. However, they are
tough and dangerous and often have built in weapons.
There are several kinds of robots in fallout. If you are interested in playing a robot, talk
with the DM about what kinds exist, your background and the limitations of being a
machine. Some perks and skills don't work for robots of different types. For example,
you can't use stimpacks to heal and you may be hackable.
Traits.
SPECIAL: Generally higher endurances and strength, and lower intelligence and
charisma. Depends on the type and background.
Age: Indefinite with parts and good repairs.
Size: Varies
Speed: Varies, usually slower than humans
Hit Point Die Size: d6-d12 depending on type
Machine Mind. Most robots cant think like humans or synths and cant make complex
new plans. Also, they can sometimes be hacked by someone who is skilled. However,
some robots are special exceptions. Robots do not require rest.
Machine Body. Being made of advanced metals means you can take more damage
than others. Your AC may be higher depending on your model and you may have
damage resistances. Medicine doesn't work on you, and you dont heal when you rest.
You, or someone else may attempt to repair you if appropriate materials are available.
Over the course of two hours they work on repairing you. The DC for the repair check is
increased by 5 for every 25% of your max HP you are missing. A robot can be repaired
even when “dead” (DC 20) assuming enough of the robot remains to be repaired. The
raw materials may need to be purchased and different models part will vary in
commonality.
Made for War. Most robots have some kind of weapon, either for defense, or for war. It
varies widely from laser eyes, to flamethrowers, to psychic blasts
SPECIAL
SPECIAL are your set of seven numbers that determine your characters natural
abilities. Each skill is governed by one or more SPECIAL stats. The DM may ask for a
skill check to be made with a different governing stat in certain circumstances.
Your SPECIAL stats generally range between 0 and 10. Each number is associated
with a modifier for dice rolls. It starts are -5 at 0, and goes up to +5 at 10. For example,
if you have 10 perception, you add +5 to rolls based on perception.
10 +5
9 +4
8 +3
7 +2
6 +1
5 +0
4 -1
3 -2
2 -3
1 -4
0 -5
Strength
○ Determines your ability to lift things, break open doors, swing a weapon
(including your fist), and even things like flexing your muscles to show off.
○ Your carry weight is based on strength. Exceeding it makes you
encumbered which causes exhaustion explained in detail in the
Mechanics document. Carry weight = Size * 15 + Strength * 20, where
size is on a scale from 1 to 6, for tiny to gargantuan.
● Perception
○ The ability to see, hear, taste and notice unusual things. A high Perception
is important for a sharpshooter.
○ Often used when your rely on your raw senses to notice something
○ Also used for noticing sneaking creatures
● Endurance
○ Determines your overall heartiness and resistances to things like poison
and radiation
○ You add your Endurance modifier to your HP dice roll each level. The size
of your HP dice roll is determined by your race.
○ Endurance also affects some resistances such as to radiation.
● Charisma
○ The ability to talk your way in, or out, of things as well as people's first
impression of you
● Intelligence
○ Knowledge, wisdom and the ability to think quickly. A high Intelligence is
important for any character.
○ More intelligent characters get a bonus to experience (Intelligence
Modifier * 3%, includes negatives)
○ Your number of proficiencies (skills or tools) is related to your race,
background, and intelligence. You choose a proficiency for every 2
intelligence you have above 0.
● Agility
○ Represents your coordination, nimbleness, and speed of movements
● Luck
○ The higher, the better.
○ The DM will sometimes have you make a luck check when they feel that
luck is the most important factor. This is up to the DMs discretion but will
often apply to things like gambling, finding loot, and encounters.
○ Your luck modifier is added to the your role on the crit table which can be
found in the Mechanics document
Skills
Almost any interaction with the world and people around you will require a skill check.
You tell the DM what you want to do, and the DM will tell you which kind of skill check to
make. For the most part combat skills are used to make attacks and contribute to your
chance to land the attack. General skills are used more widely, both in and out of
combat. If no skill fits, use the most appropriate SPECIAL.
Skill proficiency allows you to add your proficiency score (based on your level) to any
dice roll involving that skill.
● Combat Skills
○ Big Guns
■ Large weapons including miniguns, rocket launchers, fixed machine
guns and others
■ Governed by Endurance
○ Small Guns
■ Traditional hand held weapons from pistols to assault rifles,
excluding energy weapons
■ Governed by Agility
○ Energy Weapons
■ This covers weapons that use lasers or plasma to damage their
targets they tend to be rarer than small guns
■ Governed by Perception
○ Primitive Weapons
■ Bows, crossbows, spears, slings, atlatls, and other similar weapons
■ Governed by Agility
○ Explosives
■ Mines, bombs, grenades, as well as crafting and disarming traps
based on them
■ Governed by Perception
○ Melee Weapons
■ Anything from hammers to halberds
■ Governed by Strength
○ Unarmed
■ Obviously this covers your hands, but also attacks with “fist
weapons” such as brass knuckles, claws, or power fists
■ Governed by Endurance
● General Skills
○ Medicine
■ This skill covers a wide range of activities from diagnosing illnesses
and setting bones to crafting salves and performing brain surgery.
■ Governed by Intelligence
○ Lockpick
■ For picking mechanical locks. While a relatively narrow skill, it is
likely to be useful on a nearly daily basis
■ Governed by Perception
○ Repair
■ Another wide ranging skill that helps you keep your equipment in
working order as well as found technology and removing traps not
based on explosives
■ Governed by Intelligence
○ Science
■ Knowledge and understanding of the world including physics,
computer science, biology and other subjects. Generally used for
hacking terminals but also for understanding the world around you.
■ Governed by Intelligence
○ Sneak
■ Your ability to remain undetected by others. This is useful for
surprise attacks, avoiding conflict, or just slipping out without the
bartender noticing
■ Governed by Agility
○ Investigation
■ This skill defines your ability to search an area for clues or tracks. It
also governs your ability to notice people who are sneaking,
however, it only applies when you are actively looking for them. It
also applies to any time you actively try to discern the truth in
someone's face.
■ Governed by Perception
○ Survival
■ In the wasteland, nothing will kill you faster than ignorance. Survival
is about the general aptitude and know how to survive in the
wastes. How to build shelters. How to make fires. Knowing when
fires will attract. deathclaws and similar things. It can also be used
for harvesting materials from (formerly) living creatures like leather
or venom.
■ Governed by Endurance
○ Barter
■ This skill affects your trades with others in the world. Usually used
to haggle over prices it may also be used to start businesses and
see private inventories
■ Governed by Charisma
○ Speech
■ Interactions with the people of the wasteland don't always have to
be violent. Using speech you can try to persuade people, gain
allies, lie your way out of a fight, or whatever else with the power of
the word. However, keep in mind this isn't mind control; you can't
get someone to do something fundamentally against their beliefs,
or convince them of obviously false lies.
■ Governed by Charisma
○ Intimidation
■ When words won't cut it, sometimes a mean stare, or a flexing of
your rippling muscles will be enough to scare off raiders. But don't
count on it working on anything with no regard for its own life.
■ Governed by Endurance
PERKS
Perks are the most important part of your characters progression. At each level you will
be allowed to choose a new perk. Perks will have requirements including race, other
perks, skills, level, SPECIALs, and other things. Most perks are always available so
long as you meet the requirements, however some are gained from items or events in
the game. There is no cap on the total number of perks you can gain.
Ranks. Ranks are the number of times you can take that perk; all effects stack.
Level 1
Fortune Finder 3 LU 6 You find 3d6 extra caps when you find
caps.
Level 2
Level 4
Level 6
Feng Shui Fanatic Explosive You are a master in the art of “Speed
s Remodeling”. When you choose, your
explosives deal double damage to
structures and are much less likely to
cause a collapse.
Rad Resistance EN 7 RR 5
Level 10
ST 8 Melee
Level 12
Name Ranks Req Description
Fast Hands II AG 8, When you take the attack action you may
Fast make three attacks.
Hands
Level 14
BFG Big Guns Big guns and their ammo weigh half as
ST 8 much on your shoulders.
Level 16
Better Criticals LU 7 When you crit you may take the maximum
for one of the dice rolled.
Level 18
Fast Hands III AG 10, When you take the attack action you may
Fast make four attacks.
Hands II
Grim Reaper's Sprint LU 10 When you get a kill using a called shot you
have a 50% chance to take another turn.
Backgrounds
The Background of your character is very important to defining who they are, what they
know, and where they are going. In the wasteland people live many different lives and
know many different things. You will rarely meet two people with the same skillset or
experiences. Because of this, in this game each player should develop their background
with help from the DM. Get a general idea of what your character did up until now and
pick skills and or tools relevant to that life.
If you need help, ask the DM to make suggestions. You will gain proficiency in your
chosen skills and tools. You may also choose a trait, or work with your DM to create
one. Traits are unlike perks in that they always have a downside to balance out their
benefit. For example, you may move faster on foot, but have a phobia of open waters.
To create your background consider what life your character has lived. Try your best to
fit this past into the world the DM has made and the flavor and tone of the Fallout
universe. Have the DM review your background to see if it fits and is reasonable as they
have the final say on what can work in the game.
Informed by background, pick two skills, one saving throw SPECIAL, and one tool
to be proficient in.
Traits
A trait is meant to be a balanced way to add flavor to your starting character. As such
they are optional. All traits must be approved by the DM. When designing a trait
remember that the benefit should be mostly counterbalanced by the negative.
Tools are the catch all term for things in the world that generally require more than trivial
experience to use effectively.
This list will not be exhaustive but will try to include anything you are likely to come
across.
When using a tool in a non-trivial way the DM will ask you to make a check (roll a d20)
and add the relevant SPECIAL modifier to the roll. If you are proficient in that tool, you
may also add your proficiency to that roll.
In most cases, you can make an attempt, even if you aren't proficient. However,
sometimes you can't try to use a tool at all without proficiency. The most notable
example of this is using power armor.And a failure on a vehicle operation check could
result in a crash.
As an example, using machinist’s tools to make a zip-gun will require a roll where the
difficulty will depend on the complexity of the intended product. The DM will ask you to
make a check and add an appropriate SPECIAL modifier, such as perception or
intelligence, to the roll. If you are proficient, you would also add your proficiency score to
that roll.
Name Notes
Brewery Hardware
Leatherworking Tools
Mason's Tools
Healing. There are many ways to heal your character. The easiest is resting and letting
your wounds heal. Another way is through stimpacks and other medicines. There are
also doctors around the wasteland able to help with healing, radiation, and addiction.
Resting. Allowing your body and brain to recuperate is an important part of life and
survival, insomniacs beware.In order to heal, you may do a Short Rest or a Long Rest.
● Short Rest
○ You relax for one hour doing nothing more strenuous than meditating,
reading a book, or eating. It is assumed you spend most of the time sitting
or laying down.
○ At the end of your short rest you may roll your hit point dice. Your total
number of hit point dice is your level, and the number of sides on the dice
is determined by your race. You may roll hit point dice and add your
Endurance modifier, then add this total to your current HP. You may do
this one at a time until you run out of hit point dice.
● Night’s Rest
○ Races that require sleep must rest each night for about 8 hours. During
that time, unless stated otherwise, they must sleep for 6 hours.
○ If they fail to do so they will gain a level of exhaustion after 24 hours since
their last rest.
○ They may only rest once per 24 hours.
○ Reduces your current exhaustion by one assuming they’ve had sufficient
food and drink.
○ A character must have at least 1 hit point at the start of the rest to gain its
benefits.
● Long Rest
○ You spend three days relaxing and allowing your wounds to heal. During
this time you sleep full nights, and during the day you do not engage in
strenuous activities like combat, running, long distance travel, sports, or
prolonged physical labor.
○ One combat during a long rest will not disrupt the rest.
○ At the end of the three days you regain all HP and all your hit point dice.
First Aid. With appropriate supplies you temporarily fix a crippled limb. Make a
medicine check (DC 14+1 for total number of crippled limbs) to nullify the effects of a
crippled limb. This lasts for 24 hours after which the effects return until the limb is
healed.
Medicine. Many chems come in handy in the wasteland. From mentats to stimpaks,
chems can have helpful effects. They can also be addictive and cause negative effects
when in withdrawal. Various chems and medical equipment are detailed in the
Equipment document.
Damage Types. There are four damage types: Physical, Energy, Fire, and Radiation.
Radiation is a special case that does not affect your HP directly but causes serious
status effects.
Diseases. The wasteland has many diseases, some from before the Great War, many
from after. Just like brahmin and mutants, viruses and bacteria also mutated in the
wasteland to form new blights on the remnants of humanity. If it is known, a disease can
be identified by a successful medicine check. Common diseases require no check, and
first-of-its-kind ones may require several checks to figure out. The common cold, and
yearly flu are still the most common, however, there have come about even more exotic
diseases that can cause mutations, or even enslave their carrier.
Survival. For some, this is all that is left. The struggle to survive in the wasteland has
improved in some places, such as the NCR. But in most of the former United States
every day is still a struggle. You may be thinking of radscorpions, and yao gai, but as
ever the largest threat is the elements. Hot and cold, dry and wet, lack of food and
shelter kills more people than any deathclaws. In your travels you must remember to
eat, and drink, and to keep warm or cool. Get sleep, and avoid too much radiation. If
you fail in this you will risk serious conditions that will make survival even more difficult.
Exhaustion is the most common risk of lack of food, sleep, and water, but other effects
as defined by the DM can also befall you.
Radiation. The slow killer. Death by radiation takes time, but you will wish it hadn’t.
Taking Radiation Damage increases your rads absorbed. It does not decrease your HP
directly but will cause radiation sickness shown below. Your total rads absorbed is
cumulative and can only be reduced with rad-away, some items and perks, and well
trained doctors with the right technology. As your rads increases, you suffer the
following effects:
0-100 No effect
Removing Radiation. Luckily for those of the wasteland, the prewar USA stockpiled
huge quantities of rad-x and radaway in anticipation of the war so these can be found
across the wasteland. Some technology and perks may also remove or mitigate
radiation. Not to mention that some races have natural resistances.
Rad Absorption. Radiation is usually either dealt instantaneously (20 rads from an x-
ray), or over time (5 rads/round). In either case, resistance removes that amount of
radiation from each instance. Because rads tend to be dealt over time, the DM will often
use the combat rounds system to get the granularity of radiation even if there is no
combat. Most contaminated food gives an instant radiation dose, as does drinking.
Usually these are low, but sometimes they can be quite high, even affecting normally
resistant creatures.
Combat
Combat is the system we use to manage the small sections of time in a fight. Combat
consists of rounds where each combatant takes their turn in order, based on Initiative
roll of that combatant. Highest goes first, and so on. A round in combat can have any
number of turns (one for each combatant) but the whole round only represents 6 real
world seconds.
1. Roll initiative. Each combatant rolls a d20 and adds their agility modifier. This is
their initiative and determines the turn order.
2. Establish positions. The DM specifies where everyone, and everything is at the
start of combat. This is usually based on marching orders discussed beforehand
and where the DM knows the people and objects in an area to be at that time.
Usually this is transcribed onto a grid or hex map. However, for simple combats,
it may be played in theater of mind.
3. The DM determines who was surprised at the start of combat, this is explained
below.
4. Each player takes their turn in order by initiative.
5. When the last player finished their turn, you start the next round at the top and
repeat until the DM rules combat over.
Surprise
Surprise is simply the state that an affected combatant can't move or take actions on
their first turn of a given combat encounter. A combatant is surprised when they were
completely unaware of their enemies before the first strike. Usually this happens when
one side is sneaking, and goes unnoticed up until the first attack.
Generally this is determined by comparing the sneak roll of the sneaking combatants to
the perception roll of the group being attacked. If the defenders were actively looking for
the attackers they may do an investigation check instead. In either case, the defenders
are surprised if they fail to notice all of the attackers. Not all defenders must be
surprised.
For example, your party ambushes three raiders. You all sneak into positions on a
hillside. The sniper tells the DM he fires at the front raider in the valley. The DM calls for
initiative, then establishes positions. The DM compares the perception rolls to the
stealth rolls of your group. Two of the raiders dont notice the party but the front one has
seen the sniper as he moved into position to shoot. Now you play out combat normally
except the two surprised raiders skip their first turn.
Sneak Attack Damage. When you deal damage to a surprised combatant they take an
additional 3 damage.
Surprise Attacker. The person who initiates the surprise combat always goes first on
the first round of combat, regardless of their initiative. In the above example, this
prevents the front raider from somehow seeing the sniper, and moving to cover after the
sniper told the DM he pulled the trigger. Only one person in the entire combat encounter
can be the surprise attacker, as determined by the DM. Also, they may not change the
target for that first attack, regardless of surprise.
Your Turn
On your turn you can move and/or take an action. Under special circumstances you can
also take a bonus action and/or a reaction. You can do them in any order unless
specified elsewhere.
Bonus Action. These are special actions afforded only by specific features or
equipment. They are not interchangeable with your normal action and you only get one
if a feature or equipment says so. For example, you normally take no bonus action.
However, if you are duel wielding, making an attack with your offhand weapon requires
your bonus action. Bonus actions are only during your own turn.
Reaction. These are actions you can take on any turn in combat but only when the
required trigger is satisfied. The two most common instances of this are using the
“Ready” action to define a trigger and response, detailed below, and attacks of
opportunity, also detailed below.
On your turn, you can move a distance up to your speed and take one action. You
decide whether to move first or take your action first. Your speed — sometimes called
your walking speed — is noted on your character sheet.
Other events on your turn. Besides the move, action, bonus actions, and reaction you
can do some simple activities. You can talk in short phrases and simple gestures. You
may perform a simple interaction with objects or your immediately available inventory.
For example, you could close and lock a door. You can sheathe a knife and draw your
pistol. You could grab a weapon on the ground. And anything of similar effort and
speed. Trying to perform more than one of these will require your action.
Also, the DM may decide an interaction is too complex for a simple interaction and
requires you action, something such as entering a combination into a safe lock. Also,
some equipment requires an entire action to activate.
Action. You have many choices for actions. The most common one is the attack action
which is how you deal damage most of the time. However, other actions include, dash,
dodge, ready, help and others detailed below.
Dash. Until end of turn, you gain your base movement speed as a bonus. This
represents a serious, all out sprint for your character.
Distract. You choose a target that can see and hear you within 30 feet and get their
attention during combat to make an opening for an ally to exploit. The first attack
against your target made by anyone besides you has advantage. This effect ends at the
start of your next turn.
Hide. When appropriate (detailed in mechanics) you may attempt to hide from enemy
combatants. You make a sneak check vs all enemies in the area making perception
checks. If no enemy notices you, you become hidden and benefit from that condition,
detailed in mechanics.
Ready. You define a trigger, and what your character will do when that trigger happens.
When the trigger happens, you may either do exactly what you described or do nothing.
You use your reaction to perform the action. You may move up to half your movement
as part of your action but only if you didnt move on your turn. For example, you want to
shoot the first person that comes through a door in front of you. You ready that action,
and when a person comes through the door you can either shoot, or not. You can not
change the action, only abort it. For example, if the person turns out to be an ally, you
may wish to avoid filling them with holes.
Search. You may search the area for something. You make an investigation check and
the DM determines if you find anything.
Push. You may push a creature of your size or smaller. When you do, they move 5 feet
away from you and make an agility saving throw. On a fail they are knocked prone.
Clear Jam. You may spend your action clearing a jammed gun. No check is required.
Other. If you have another idea for an action, ask the DM and they will determine if it
can be done in one action. Sometimes it will be too much for one person in one turn.
Other times it will be trivial and require no action at all.
Movement in Combat
When moving in combat you move at your movement speed. If you have more than one
movement speed your total movement cannot exceed your highest movement speed in
any one mode. For example. If you have 30 feet of ground movement (default type),
and 60 feet of swimming speed, you can move only 30 feet on the ground, but then may
swim another 30. However, you may not walk 30, then swim 60.
Difficult Terrain. When moving in difficult terrain, every foot of movement costs 2 feet
of your speed to traverse.
Jumping. There are four kinds of jumps. Running high jump, running long jump, and
standing high jump, standing long jump. In any case, your total distance cannot exceed
your movement speed. So you cannot run 30 feet then try to jump another 10 feet if
your move speed is 30 feet. Unless you have some way to fly, or hover, you always end
your turn on at the same absolute height as when you left the ground.
Prone. On the first turn aftering becoming prone, if you did not do so voluntarily, you are
unable to get up or move. After that turn you may use half your movement to get up.
You may crawl when prone, where each foot of movement requires an additional foot of
speed. While prone, from 15 feet or more against you have disadvantage and attacks
within 10 feet have advantage. You also have advantage on ranged attacks while
prone.
Ranged Attacks
Attacks made with ranged weapons, basically anything but your fists and melee
weapons, have some special features. Ranged weapons have one or two range
numbers. When there is just one number, you cannot attack beyond that range. When
there are two numbers, attacks within the first number are made normally, and attacks
between the first number and second number are made with disadvantage, attacks
beyond the second number cannot be made.
Too Close. Primitive weapons have disadvantage on attack rolls against targets within
5 feet.
Opportunity Attacks
These are attacks made when an enemy leave the range of a melee or unarmed
weapon you currently have equipped and at hand. You may make one normal attack
against them as they leave the range, before they leave it. This uses your reaction.
Clearing a Jam
On the turn that your gun jams you may use your reaction to attempt to quickly clear the
jam. Make a repair skill check against the DC = 15 - Weapon Quality
Grappling
You may replace an attack with a grapple. You attempt to immobilize an enemy of your
size+1 or smaller. You make a strength check contested by their strength, or agility
(their choice). If you win, they are grappled. Their speed is 0, however, they can still
fight at full strength.
Breaking a grapple requires an action and another contest, again using strength vs
strength or agility. The grappled creature need only make one check to break any and
all grapples on it, however, the DC to break the grapple is d20+highest strength among
grapplers+2 for each grappler beyond the first.
Damage Types
There are only 4 damage types: physical, energy, fire, and radiation. Each weapon will
deal some amount of damage in one or more of these types. Some things have
resistance to damage, which reduces each instance of damage by a set amount. See
the mechanics document for a full review.
The called shots system is used when the player wants to attack a specific part of an
enemy. Due the the smaller relative size of any sub-portion it is necessarily harder to
hit. The benefit of doing so is in trying to strategically wound or damage the enemy
using the crippled limbs system.
During an attack, you declare your target. If you do not specify a subtarget you roll
normally, your hit roll vs their AC. On a hit you heal damage normally and which body
part was hit is random. If you do specify a target, you roll your hit dice with a -2 to hit.
On a hit you deal damage to their HP normally. If you crit while calling shots, you
automatically cripple the “limb”. Criticals, crippling, and the medical system are covered
in “HP, healing, resting, first aid, and medicine” and “Mechanics” documents.
Dominant Arm 10% chance to drop held object. Two Handed weapon: -2 to hit.
One handed weapon: -5 to hit. -3 to melee and unarmed
damage.
Offhand Arm 10% chance to drop held object. Two Handed weapon: -2 to hit.
One handed weapon: -5 to hit. -3 to melee and unarmed
damage.
Critical Hits. A critical hit is when you landed a lucky shot that deals extra damage. It
occurs when you roll a natural 20 on your roll to hit during an attack. When you crit you
look to the critical hit table to see what effects are applied to your target. You add your
Luck modifier to the critical table roll. A critical hit is a guaranteed hit, regardless of the
targets AC. Note that criticals only occur on attack rolls, not on skill checks or saving
throws; success is not guaranteed even with a natural 20 on those rolls. When your crit
results in a crippled limb and you didnt call your shot the crippled limb is random.
Quality. All weapons have a quality rating. Everything from a metal rod to a minigun.
Quality is a rating out of 5 stars, 5 being highest quality, least likely to jam. However,
each weapon has its own minimum and maximum value on this scale. Some weapons
go from 1 to 5. Others may only go from 4 to 5. Obviously the latter is better as the
weapon will never degrade too far. Similarly, some may only go from 1 to 2.
Quality determines how often your gun will jam when you roll a critical fail,
detailed below. When your gun jams, it goes down in quality (within its range). You must
use the repair skill, and appropriate parts, tools, and time to raise the quality. Its costs
more to go from 4 to 5, then from 1 to 2.
Critical Fails and Weapon Jams. When you roll a natural 1 on your d20 roll to hit you
suffer a critical fail. Add your Luck Modifier to your fail table roll. Your hit misses no
matter what and you roll on the Critical Fail table. The DM may also rule unfavorable
repercussions such as shooting something close to your intended target, but this is not
predictable. When a weapon jams it cannot fire again until it is cleared. As a reaction
you may attempt to clear the jam, make a repair skill check, DC = 15 - Gun Quality. On
a quality 1 weapon, if you fail to clear the jam as a reaction, it breaks.
Needless to say, melee weapons do not jam, however, they do have quality and
that still reduces until it breaks. And while you energy weapons may not jam either, they
have similar malfunctions that work identical to small guns. Thrown explosives do not
have quality or jamming.
Helping Others, Out of Combat. If more than one person attempts the same task
(together, or in series) they roll the appropriate check only once with advantage, using
the highest modifier among them. It doesn't matter if its two, or twenty people helping,
you never roll more than the two d20s in advantage. The DM may decide that significant
enough changes have been made to consider it a “fresh” skill check.
Carry Weight and Encumbrance. Your carry weight is the maximum weight you can
carry before becoming encumbered. Carry weight = Size * 15 + Strength * 20, where
size is on a scale from 1 to 6, for tiny to gargantuan. When encumbered , for every hour
of movement you gain one level of exhaustion. In addition, attacks against you have
advantage while encumbered.
While carry weight is the main limiter, you must also have the physical ability to
carry what you have. You must have backpacks, pouches, and sacks to hold the things
you wish to carry. Similarly, if an object is too unwieldy to pick up alone you may not be
able to do so even if it's below your carry weight. When choosing your gear, remember
to buy a backpack, and some sacks. Your clothes are assumed to have some pockets,
but it is limited and you cant fit a rocket launcher in there.
A tip on tracking weight: When you make your character, add all their gear up.
After that you will only have to make small changes each session. You are welcome to
use a spreadsheet. Even if you dont want to bring a tablet or laptop, you can print it out
each session and make small changes in writing then update the spreadsheet before
the next session.
Hacking. Hacking uses the science skill and allows you access to a terminal’s systems
or sometimes a robot. Hacking is usually harder than picking locks and may require
several checks, the benefit is that many computers have useful information or even
controls for doors and defenses. Failing a hack will lock you out of the system.
Hacking a robot is harder still, and the only way to do it to a hostile robot is to
somehow immobilize it, or sneak up on it.
In this document we will cover common items, armor, weapons, weapon mods, chems,
tools as well as some rarer items not found in every settlement but that you may come
across.
Armor
Armor reduces the chance that your enemy can land an effective attack on you. This is
represented by adding to your Armor Class (AC). Since they must tie or beat your AC to
deal damage, a higher AC is very useful. And AC above twenty starts to become very
difficult to overcome since we roll a twenty sided die to determine if an attack hits. On
top of that, some armor has Damage Resistance, detailed in the “Radiation,
Resistances, Diseases, and Survival” document. There are no proficiencies for normal
armor. However, armor presents trade offs, more protection generally reduces speed or
accuracy. Heavy armor also weighs significantly more and costs a ton of caps. Power
armor negates the downsides (besides caps), but requires a perk to use.
In the wasteland there are no two sets of armor exactly alike. Mass production hasn’t
made much of a comeback. As such, armor is placed into categories. Armor in the
same category is generally the same weight, materials and has the same effects on the
wearer but may look very different from one another. Metal Scrap Armor, for example,
may be well craft and look like Lorica Segmentata, or it may look like some stop signs
hammered around someone. Because it is.
Below is a table of armor categories with their value , weight, AC bonus, and effects.
The value is approximate and may differ from place to place. Remember that all
humanoids have a base AC of 10. Dis-(Check) means disadvantage on the type of
check. Armor can be shared between same size-same body type. So a super mutant
cannot wear armor meant for humans, who are medium.
Wood 250 12 +1
Weapons
Weapons come in a very wide range of variety in Fallout. From steak knives to nuclear
catapults. In this section I will list all the generic weapons, including melee, unarmed,
small arms, big guns, energy weapons, grenades, mines, and more. Many weapons
have traits besides their damage that affect how they can be used or how their damage
works. For example AOE-5-AGI means the weapon has an AOE of damage in a 5 foot
radius from the point of impact, and that creatures in that area may make a agility
saving throw to take half damage. Sometimes there are custom AOE effects and saves.
Also covered in this section is the ammo system and a brief review of jamming. Keep in
mind that prices are their retail value and you can generally expect to get half that when
selling, depending on the local market.
Ammunition. There are many different ammo types in the wasteland. Luckily, due to
pre-war standardization efforts, there is only one type of ammo used for different
classes of ammo. In other words, all pistol ammo is the same. The same goes for
assault rifle ammo, full rifle ammo, and energy gun ammo. There are also special ammo
types for certain weapons, like rockets, mini nukes, and Flame fuel.
When a weapon fires, it uses some of its ammo (or charge for things like energy
cells). When it runs out of ammo you must reload to continue firing. You must use your
bonus action to reload. You must have a free hand to reload. Each applicable weapon
will have a magazine size; this is the number of shots you can make before needing to
reload. For the sake of simplicity we will assume all ammo is in magazines, that
magazines are weightless, and that you always repack your magazines after a fight.
You don't have time to repack during combat.
Ammunition is rare in the wasteland. While everyone would rather shoot you,
sometimes people simply have to conserve and use melee or primitive weapons.
Generally speaking, if you are not conservative with ammo you may end up lugging
around a ten pound paper weight.
Here is a table of ammunition:
Assault 5 30 150 -
Buckshot 6.66 12 80 -
Rocket 150 - - 5
40mm 55 - - 1
Grenade
Arrow 1 - - 10 in
1lb
Tip: Buy a small (fit in your lap) chalkboard/whiteboard to keep up with ammo and HP
during combat.
Jamming. When you roll a critical fail on an attack roll (roll to hit) you roll on the critical
fail table. Your gun will jam depending on its current quality and the roll table result. At
the moment when you jam, you may use your reaction to make a repair check, DC = 15
- Gun Quality. On a success the gun is unjammed and you may continue to use it
normally. If you fail the repair check the gun is jammed until you or someone else uses
their action to unjam it, this does not require a repair check.
Traits. Many weapons have traits such as being light, or two handed. Below is a table
for defining these terms.
Trait Meaning
Light When you attack with a light weapon, you may use your bonus
action to make an attack with a different light weapon in your
offhand
Two Handed Requires the unhindered use of both arms at the time of firing.
Slow Reload You may not fire this weapon again on the same turn after
reloading.
Suppressive Fire On a hit you may deal the damage done to the target to one
additional target within 5 feet.
Thrown Meant specially for being thrown. Usually longer range. When
thrown, you add your agility modifier to damage instead of any
other modifier.
Select Fire A weapon with automatic fire settings. You may choose to make
an attack where you fire in a burst. -5 to hit. +10 to damage. -10
Ammo. If your magazine has less than 10 ammo, subtract 1
from the damage bonus for each missing ammo.
Versatile May use one, or two hands. Two handed damage will be
displayed in parentheses.
Scatter Attacks against targets within half the minimum distance have
advantage. E.g. (30/100), attacks within 15 feet have
advantage.
Bloody Mess When this weapon cripples a limb, roll a d20. On a 20, the limb
explodes in gore rendering it useless. If its the head, or torso
the target is reduced to 0HP if they had less than 100HP.
Unique Has special effects, look for more details below its respective
table or talk to the DM. May also denote unique AOE type.
Keep in mind anything small enough to be thrown, can be. But only deals 1d4 with no
bonus.
Unarmed. A normal punch, with intent to seriously harm or kill, deals 1 damage. With
these weapons you can increase that damage while still being considered unarmed.
This doesn't mean people in the game world will ignore a power fist, just that certain
perks and situations will qualify.
Melee. These are the hand held weapons of war. They range from a tire iron to a ripper.
They include replicas of classical weapons like the longsword and modern things just
lying around like machetes or wrenches. Unless noted by the reach trait, melee
weapons have a 5 foot range. Similar to armors above many melee weapons fall into
categories of similar use and damage. For example, a machete acts much the same
was as a gladius in combat and so are both categorized as a short sword.
Ripper - This one handed chainsaw rips and tears its victim. The wound is ghastly and
difficult to heal. Automatically cripples on a crit.
Primitive Weapons. The bow was one of the first true weapons of war. If it aint broke,
dont fix it. Bows and Crossbows use arrows, slings use rocks, atlatls use atlatl arrows.
Blow dart guns use darts that may be dipped in various substances for effects. Only
crossbows require a bonus action to reload.
Laser Musket - Reloading requires you to charge the weapon by turning the dynamo
handle 3 times. Requires no energy cells, effectively infinite ammo.
Big Guns. Big guns come in many different types and sizes. Unlike small guns or
energy weapons these have no standard of damage type or ammo and may use
projectiles, lasers, or explosives. Their common theme is in the strength required to
wield them effectively. Energy based big guns also retain the ability to goo-ify targets
below 50 HP. Speed is reduced by 5 while using big guns. If ammo is not specified, use
common sense.
Minigun - Each “firing” takes 30 assault ammo. Follows the same rules as energy
weapons with regard to ash piles.
Flamer - May fire as a cone or a line. In either case no attack roll is required. Targets hit
by the flamer caught fire and take 2d4 fire damage each round for 1d6 rounds. New hits
do not cause more stacks, but add 2 rounds to the duration. Things in the area may
catch fire.
Fat Man - After detonation a 30 foot radius circle has 5 rad/s for the next 24 hours.
Things in the area may catch fire.
Rocket Launcher - When fired this weapon produces a back blast, an area of dangerous
gases which deals 3d6 physical damage to anything in a 20 ft cone in the opposite
direction of the target.
Tesla Cannon - This extremely powerful experimental weapon must be charged over
two turns. On the first turn you use your action to charge it. On the second turn, it fires
immediately, before you have time to move for turn. You use your action to direct the
weapon on the second turn. If for some reason it is dropped, or you are unable to use
your action to control it, it still fires, and the DM decides on the results. Follows the
same rules as energy weapons with regard to ash piles.
Grenades. These explosives rely on the strength of your arm for launching. You must
use your bonus action to throw a grenade. Grenades fall under the explosives. You add
your explosives modifier to your roll to hit, but you do not add anything to the damage
modifier. The range is (X/Y) where X = 5*strength+10 and Y = 2*X.
Dynamite - Dynamite can be placed into a bundle. Each additional stick increases
damage by 1d10. Every 3 sticks bundled increases the AOE by 5 feet, e.g. 3, 6, 9 sticks
-> 5,10,15 feet.
Molotov Cocktail – Objects and creatures in the area take 2d4 fire damage each round
for 1d6 rounds.
Gas Canister - Releases poison gas in an area. Creatures within the area have their
vision heavily obscured and gain the poisoned condition until 5 rounds after exiting the
gas. The area dissipates in 1 minute in steady air or 1 round in a strong wind.
Nuka Grenade - Leaves behind an area 20 feet wide of 2 rads/s for 3 hours.
Mines. Mines are explosives placed on the ground. Once armed they detonate when
triggered. Usually by being stepped on or getting too close. Mines usually go unnoticed,
but they can be spotted with a successful perception or investigation check. Mines can
be disarmed with a successful explosives check. After disarming they can be picked up.
Placing and arming a mine takes an action, at minimum. Taking the time to cover it
makes it harder to spot.
Nuke Mine - Leaves behind an area 20 feet wide of 2 rads/s for 3 hours.
Weapon Modifications
Weapon modifications are components that you can add or swap out in various guns to
alter their characteristics like range, magazine size, or even help with accuracy or
damage. Not all weapons can be modified, and generally speaking the more advanced
weapons have more mods available to them. Having a modification added will cost
money. Doing it yourself will require a repair check, the DC will depend on the difficulty
of adding the mod. On a failure, the quality of the gun decreases by one. The list below
will not list every weapon the mod can be added to. For example, you cannot add a
suppressor to a rocket launcher. Use common sense and when you are unsure ask the
DM.
Suppressor 125 Reduces firing sound. The first shot fired from sneak
does not give away your position to enemies, though
they will still probably know a shot was fired.
Short Range Optic 275 Extends minimum range by 50 and maximum range by
100
Long Range Optic 575 Extends minimum range by 200 and maximum range by
400
Night Vision Scope 850 Extends minimum range by 100 and maximum range by
200. Can see targets through scope.
Targeting RCS 950 +1 to hit. When you pull the trigger the RCS (reaction
control system) shoots compressed air to finely adjust
your aim to the center of mass of your target.
Beam Splitter 325 Attached energy weapon gains Scatter trait and has min
and max range reduced to half.
Targeting computer 1250 +2 to hit. A small ball turret on the front of the weapon
and barrel gimbal redirects your shots on to target
Shoulder Strap 60 When you drop the weapon it remains attached to you.
Full Auto Mod 1100 The weapon gains the Select Fire trait. This mod may
only be applied to semi-automatic weapons for which it
makes sense. No full auto revolvers.
Bayonet 75 Adds a spike to the end of your weapon. Attacks using it
deal 1d6 on one handed weapons, deals 1d8 on two
handed weapons.
Chems
Medicine, drugs, chemicals and everything you can ingest or inject to affect you.
Collectively called chems these can have profound, temporary affects on a person.
Each chem has a different effect, and some have negative effects. Many chems have
addictive properties as well. Each time you take them you chance becoming addicted.
Once addicted you must take them once per 24 hours or suffer withdraw. Some chems
cure withdraw, also doctors in towns can help.
Below is a table of chems, including their effects and withdrawal symptoms. Chems are
usually negligible in weight. Assuming the chems are readily reachable you may use
your action or bonus action to use them. Addictivity-DC is the DC to avoid becoming
addicted, endurance check.
Supplies
This is a list of general items that may be useful in all sorts of situations. Many do not
have descriptions but have obvious uses such as rope or a padlock. Some items have
negligible weight.
Name Caps Lbs Description
Ball bearings (Bag of 55 1 As an action, you can spill these tiny metal balls
1,000) from their pouch to cover a level, square area
that is 10 feet on a side. A creature moving
across the covered area must succeed on a DC
10 Agility saving throw or fall prone. A creature
moving through the area at half speed doesn't
need to make the save.
Bell 15 -
Bucket 10 1
15ft of Iron Chain 85 10 A chain has 15 hit points and 16 AC. It can be
burst with a successful DC 21 Strength check.
Wooden Chest with 125 15
Metal Lock and Key
Cheap Clothes 10 1
Moderate Clothes 25 1
Fine Clothes 75 2
Liquid Flask 15 -
Vacuum Flask 60 1 Keeps cold things cold, and warm things warm.
Grappling Hook 25 5
Snap Trap 50 5 When you use your action to set it, this trap forms
a saw-toothed steel ring that snaps shut when a
creature steps on a pressure plate in the center.
The trap is affixed by a heavy chain to an
immobile object, such as a tree or a spike driven
into the ground. A creature that steps on the plate
must succeed on a DC 14 Dexterity saving throw
or take 1d4 physical damage and stop moving.
Thereafter, until the creature breaks free of the
trap, its movement is limited by the length of the
chain (typically 3 feet long). A creature with two
free hands can use its action to make a DC 15
Strength check, freeing itself or another creature
within its reach on a success. Each failed check
deals 1 physical damage to the trapped creature.
Pencil 1 - For writing
Brahmin hide 20 -
notebook
Jug 25 1
10 ft Ladder 35 8
Oil Lamp 25 1 casts bright light in a 15-foot radius and dim light
for an additional 30 feet. Once lit, it burns for 12
hours on a flask (1 quart) of oil.
Pick axe 35 5 Used for digging in rocky dirt, and breaking rocks.
Metal pot 35 3
Cloth Sack 15 -
Whistle 4 -
Waterskin (2qt) 40 1