Introduction

This is the 7th Edition of the Benoit Principle Tabletop Roleplaying Game, which emulates a somewhat wacky version of . Play at your own risk.

Official Character Sheet Traits & Perks Official Item List Starting Bonuses Critical Tables Unarmed Attacks & Weapon Arts Big Book of Psychics Big Book of Spells Mutation Tables Recipe List Customization List Bestiary Loot List Table of Contents

Table of Contents 2

Glossary of Terms 14

Character Creation: Outline 17 Race 17 Traits 17 Character Points 17 Special Skills 17 Tag Skills 18 Level 18 Starting Bonus 18 Starting Money 18 Gear 18 Finalization 18

Character Creation: Concept 19 Attributes (S.P.E.C.I.A.L) 19 Skills 19 Traits 19 Perks 19 Karma 20 Statistics 20 Immunities 20 Secondary Statistics 20

Character Creation: Race 21 Racial Differences 21 Human 22 Wastelander 23 Vault Dweller 24 25 Ghoul 26 FEV Ghoul 27 Born Ghoul 28 29 Alpha Super Mutant 31 Beta Super Mutant 32 Vault 87 Super Mutant 33 Prototype Super Mutant 34 35 Deathclaw 36 Hairy Deathclaw 37 Robot 38 Humanoid 40 Mr. Handy 41 Protectron 42 Robobrain 43 Sentry Bot 44 Assaultron 45 Eyebot 46 Dog 47 Dog 47 Ghoulish 49 Mutant Hound 50 Abomination 51 Human Abomination 52 Ghoul Abomination 53 Super Mutant Abomination 54 Deathclaw Abomination 55 Dog Abomination 56 Brahmin Abomination 57 Zetan Abomination 58 Brahmin 59 Two-Headed Brahmin 60 One-Headed Brahmin 61 Zetan 62 Synth 63 1st Generation 64 2nd Generation 65 3rd Generation 66

Character Creation: Traits 67

Character Creation: Attributes 68 Character Points 68 Strength (STR, ST) 69 Perception (PER, PE) 69 Endurance (END, EN) 69 Charisma (CHA, CH) 70 Intelligence (INT, IN) 70 Agility (AGI, AG) 70 Luck (LCK, LK) 70

Character Creation: Statistics 71 Statistics 71 Action Points (AP) 71 Carry Weight (CW) 71 Critical Chance (CC) 71 Critical Failure (CF) 71 Combat Sequence (CS) 72 Death Threshold (DT) 72 Dodge Chance (DC) 72 Healing Rate (HR) 72 Hit Points (HP) 72 Implant Endurance (IE) 73 Interruption Rate (IR) 73 Melee Damage (MD) 73 Mutation Chance (MC) 73 Regeneration Rate (RR) 74 Immunities 75 Disease Immunity 75 Gas Immunity 75 Knockdown Immunity 75 Magic Immunity 76 Poison Immunity 76 Psychic Immunity 76 Radiation Immunity 76 Secondary Statistics 77 Level 77 Experience Points 77 Perk Rate 78 Skill Points Per Level 78 Karma 78

Character Creation: Skills 79 Tag Skills 79 Skill List / Skill Families 79 Weapon Skills 80 Small Guns 80 Guns 80 Big Guns 80 Energy Weapons 80 Melee Weapons 80 Unarmed 81 Throwing 81 Stealth Skills 82 Traps 82 Sneak 82 Steal 82 Lockpicking 82 Outdoorsman Skills 83 Survival 83 Cooking 83 Wilderness Lore 83 Animalism 83 Healing Skills 84 First Aid 84 Doctor 84 Chemistry 84 Herbalism 84 Mechanical Skills 85 Computer Science 85 Repair 85 Robotics 85 Electronics 86 Weaponsmith 86 Armorsmith 86 Explosives 86 Speech Skills 87 Barter 87 Intimidation 87 Charm 87 Deception 87 Leadership 88 Gambling 88 Miscellaneous Skills 89 Athletics 89 Pilot 89 Investigation 89 Detection 89 Looting 90 Special Skill(s) 91 Psychics 91 Magics 92 Musical Talent 92 Artistic Talent 92 Esotericism 93

Character Creation: Equipment 94 Starting Caps 94 Purchasing Damaged Gear 94 Starting Bonuses 95 Additional Goodies 95 Official Item List 95

Basic Rules: Aptitude & Success 96 Attributes 96 Critical Success & Failure 96 Skills 97 Aptitude 97 Degrees of Success 97

Basic Rules: Combat 98 The Purpose of Combat 98 Sequence 98 Aggressor Bonus 98 Surprise Round 99 Action Points 99 Overloaded Action Points 99 Movement 100 Terrain Modifier 100 Sprinting 100 Inventory Management 101 Quick-Use Pouches 101 Active Dodge 101 Interruption 102 Interruption Modifiers 102 Changing Position 103 Standing 103 Crouched 103 Prone 103 Knockdown 104 Special Weapons 104 Perception Range 104 Effective Range 104 Lighting Conditions 105 Night-Time Modifier 106 Cover Modifier 106 Cover & Position 106 Optional Cover Rules 107 Normal Attack 107 Attack Roll 107 Attack Cancel 107 Burst Shot 108 Burst Shot Mechanics 108 Burst Shot Roll 108 Double Shot 109 Akimbo 109 Two-Handed Guns in Akimbo 109 Powerstance 109 Dual Wield 110 Charge Attack 110 Shoulder Bash 112 Taking Aim 113 Saving Aim Bonus 113 Other Modifiers 113 Two-Handed Weapons 113 Sneak Attack 113 Knockdown Grapple 113 Improvised Weapons 113 Inflicting Damage (Normal Attack) 114 Inflicting Damage (Burst Shot) 115 Inflicting Damage (Radius) 116 Targets in Radius 116 Miss 116 Targeted Attack 116 Targeting Body Parts 117 Regions of the Body 117 The Head 117 The Torso 118 The Legs 119 The Arms 120 Called Attack 121 Called Attacks on Weapons 122 Critical Failures 122 Speech Actions 122 Charm 123 Leadership 123 Intimidation 123 Deception 123 Animalism 123 Melee Actions 123 Grapple 124 Push 124 Trip 124 Steal 124 Knockdowns in Combat 126 Special Unarmed Attacks 126 Weapon Arts 126 Ending Combat 126 Find Cover and Hide 127 Get Some Distance 127 Speech Actions 127

Battle of Words 127 The Art of Conversation 128 Trust 128 Karma 128 Situational Modifier 128 Speech Roll 129 Charm 129 Intimidation 129 Deception 129 Leadership 130 Double Success 130 Critical Success & Failure 130 Bribery 130 Favors 131 Trading & Barter 131 Mercantile Mechanics 132 Barter 132 Barter Roll 133 Condition 133 Trade Goods 133 Trade Mechanics 134 Trade Goods 134 Exports and Imports 134 Availability 135 Barter 135

Extended Skills 135 Criticals with Skills 136 Skill Substitution 136 Attribute Substitution 136 Traps 136 Sneak 137 Lighting Conditions & Cover 139 Vision 139 Noise 139 Movement 140 Sneak Attack Critical 140 Steal 140 Weight Modifier 141 Planting Items 141 Lockpicking 141 Survival 142 Setting up a Camp 143 Scavenging Food & Water 143 Cooking 143 Recipe Cooking 144 Custom Cooking 145 Creating Meals 145 Animalism 145 First Aid 147 Doctor 147 Chemistry 147 Chemistry Recipes 149 Custom Chemistry 149 Herbalism 149 Herbalism Recipes 151 Custom Herbalism 151 Repair 151 Repairing Weapons 152 Repairing Armor 152 Repairing Vehicles 152 Repairing Robots 152

Robotics 152 Building Robots 153 Constructing the Robot 154 Robot Frame 154 Robot Electronics 154 Robot Programming 155 Weaponsmith 155 Custom Weapons 156 Weapon Modification 157 Armorsmith 157 Explosives 158 Mines 158 Gambling 159 Gambling Mechanics 159 Gambling Example 159 Athletics 160 Swimming and Wading 160 Diving 160 Drowning & Suffocation 161 Climbing, Jumping & Falling 161 Easy Obstacles 161 Medium Obstacles 162 Hard Obstacles 162 Additional Modifiers 163 Falling 164 Fall Damage 164 Breaking Limbs 166 Investigation 166 Detection 166 Psychics 166 Psychic Dominances 167 Special Dominances 167 Psychic Powers 167 Passive 168 Standard (Minor or Major) 168 Concentration (Minor or Major) 168 Ultimate 168 Awareness 168 Control 169 Mastery 169 Gaining Control 169 Extended Meditation 170 Psychic Dreams 170 Psychoactive Drugs 170 Gaining Mastery 170 Teachings 171 Using Powers 171 Failure 172 Custom Powers 172 Power Customizer 173 Taking Time 173 Gaining Powers 174 Psychics Skill 174 Psychic Training 175 Magics 175 Spells 176 Spell 176 Attack 176 Buff & Debuff 176 Ritual 176 Casting Spells 177 Spell Drain 177 Using a Medium 177 Learning New Spells 177 Spell Training 178 Trained Spells 178 Spell Memorization 178 Teachings 179 Magics Skill 179 Custom Spells 179 Taking Time 180 School of Magic 180 Generic Magic 181 Blood Magic 181 Soul Magic 181 Crystal Magic 181 Nature Magic 181 Death Magic 181 Musical Talent 181 Artistic Talent 182 Esotericism 182

Life in the Wasteland 183 Armor Statistics 184 Armor Type 184 Clothing 184 Light Armor 184 Medium Armor 184 Heavy Armor 184 185 Weight 185 Encumbrance 185 Vision Penalty 185 Coverage 185 Damage Resistance (DR) 186 Bonus Effect 186 Rarity 186 Crafting Penalty 186 Weapon Statistics 186 Weapon Type 187 Weight 187 Minimum Strength Requirement 187 Minimum Skill Requirement 187 Ammo Type 187 Ammo Capacity 187 Power Drain 188 Damage 188 Range 188 AP Cost 188 Critical Chance 188 Critical Failure 189 Critical Multiplier 189 Knockdown Rating 189 Reload Cost 189 Burst Max 189 Burst Penalty 189 Bonus Effect 190 Rarity 190 Crafting Penalty 190 Karma 190 Karmic Perks 191 Berserker 192 Champion 192 Childkiller 192 Prizefighter 192 Slavery 192 Renown 193 Wanderer 193 Camper 193 Juggernaut 193 Idiot 193 Last Man Standing 193 Reading Books 194 Fire Damage 194 Poison Damage 195 Toxins 195 Acid Damage 195 Equipment Condition 197 Item Condition 197 Breaking Down Obstacles 197 Unarmed Attacks 198 Custom Unarmed Attacks 198 Weapon Arts 198 Custom Weapon Arts 198 Energy, Petrol and Power 199 Gasoline 199 Robot Batteries 199 Random Encounters 199 Encounter Mechanics 200 Sample Encounters 200 Addiction & Overdose 200 Overdose 201 Food, Water & Rest 201 Hunger 201 Hunger & Size 202 Thirst 202 Thirst & Size 203 Rest 203 Radiation Sickness 204 Recovering from Radiation 205 Natural Dissipation 205 Temperature 205 Heat 206 Cold 206 Gas Damage 206 Smoke (Common) 207 Tear Gas (Rare) 207 Mustard Gas (Uncommon) 207 Sleep Gas (Rare) 207 Acid Gas (Epic) 207 Spore (Legendary) 208 Morale Bonus 208 Dread Penalty 209 Mutation 209 Gaining Mutations 209 Mutation Chance 210 Radiation 210 Mutagens 210 FEV 210 Horrid Abomination 210 Size Chart 211 Melee Range 212 Armor Size 212 Sizing Up Armor 212 Sizing Down Armor 212

Vehicles 212 Vehicle Size 213 Vehicle Speed 213 Targeting Vehicle Systems 213 Vehicle Systems 213 Structure 214 Engine 214 Control 214 Drive 214 Tire/Tread 214 Piloting a Vehicle 214 Acceleration & Braking 215 Vehicle Combat 215 Ramming 215 Ramming Characters 215 Nudging Vehicles 216 Ramming Vehicles 216 Crashing 217 Crash Damage 217 Breaking Limbs 217 Situational Modifiers 217 Situational Modifiers on Land 218 Situational Modifiers at Sea 218 Situational Modifiers in Air 219 Weather Modifier (Land, Sea & Air) 219 Injuries 219 Disease 219 Contracting a Disease 220 Recovering from Disease 220 Disease List 220

Bestiary 222

Advancement 223 Experience 223 Skill Points 224 Tag Skills 224 Perks 224 Perk List 225

Special Thanks 225 Version Number 226 Contact Details 226

Glossary of Terms

Abomination: A special category for a Race. Almost any member of any Race can ​ become an Abomination of their kind, which resembles what they used to be, yet horribly disfigured and mutated to resemble more of an Abomination still.

Attributes (SPECIAL): Attributes measure a character’s base abilities. These are ​ Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck.

Combat: A sequence of events that takes place on a hex-grid in rounds of ​ approximately 6 seconds each. Combat ends when all but one party has either been killed, ran away, given up, or otherwise rendered unable to fight back. The length of the round is important when determining the duration of such things as chems that are sometimes marked by minute or even hour.

Death: Death occurs when a character’s hit points drop below their Death Threshold ​ and no medical treatment is readily available. Death is usually final in the Fallout universe. Once death happens, the character must start anew.

Death Threshold: When your hit points drop below 0 it all isn’t necessarily over. ​ This just means that your character is unconscious due to their wounds and unable to fight back whatsoever! They immediately begin resting and wake back up once their hit points are above 0 once again.

Experience (XP): A numerical measure of the character’s collective experiences in ​ the game. When a character has enough Experience points, he or she goes up a level.

Fallout: A series of games from Interplay Productions (and later Bethesda Game ​ Studios and ), spiritual successors to their popular Wasteland RPG, set in a post-apocalyptic universe; the same universe in which this open-ended RPG is set. Also, the radioactive dust particles scattered after a nuclear device detonates.

Immunity: Technically also a Statistic, a Character’s Immunities denote how well ​ they can resist the effects of Gas, Disease, Poison and Radiation. In addition to this, a Character’s Knockdown Immunity denotes their ability to stay standing.

Karma: A measure of whether a character has done more good than evil, more evil ​ than good, or a healthy balance of the two. Level: A measure of the character’s rank in the Fallout universe. When a Character ​ ​ ​ gains a Level, it represents that they have gained enough experience from their actions that they have a better grasp of the world around them.

Magic: Supernatural abilities that some creatures may wield to cast Spells. ​

Non-Player Character (NPC): A character in the game that is not controlled by a ​ Player; these Characters are controlled by the Overseer.

Overseer (GM): The Overseer is a sort of a storyteller and judge rolled into one. The ​ GM relates the story to the players, telling them what their characters are experiencing, and they have a chance to control their character’s responses. The GM does the majority of the dice rolls and controls nearly all Non-Player Characters. The GM’s word in any situation is final, and overrides even this rulebook. After all, it is the Overseer’s world. Also, an overseer can refer to the leader of a Vault-Tec vault, often aware of the vault’s true purpose as an experiment and sometimes even helps coordinate it.

Perk: A Perk is a special reward a character gains every few levels. It can also mean ​ special rewards gained from acting a certain way.

Player: The Player is one of the human participants in the game, more specifically a ​ human in control of a character, called the Player Character.

Player Character (PC): A Character in the game controlled by a Player. ​

Psychics: Supernatural powers that some creatures may exhibit to use Psychics. ​

Race: Human, Ghoul, Super Mutant, Deathclaw and so forth, Race denotes which ​ category of being a Character belongs to. The Races a Player can pick from are not the only ones in the game as there exists such things as Radroaches, Rats, Radscorpions, Mirelurks and Communists.

Rank: Not a position, but rather a measure of the ‘’level’’ of some Perks. ​

Round: A round of combat is generally about 6 seconds long and lasts until all ​ participants in the combat round have taken, or skipped, their turn.

Statistics: Statistics are derived using numbers from various sources, such as a ​ Attributes, Equipment and so forth. Statistics denote certain aspects of a Character, such as their Action Points, Carry Weight and even Disease Immunity. Statistics are divided into Statistics, Immunities and Secondary Statistics. Skills: A numerical measure of how good your Character is at different skills in the ​ Fallout universe. If you have the right skill, you can do anything. The higher your skills are the better you are.

Trait: Traits are bred-in abilities that make characters more unique. Most are often ​ double-edged swords, and cannot change throughout the game. This is optional, but makes the character a LOT more interesting.

Turn: A turn in combat consists of one (N)PC performing their actions. A turn lasts ​ for 6 seconds of game time. Faster characters with higher Sequence go first, but characters with equal sequence take their turns simultaneously. Character Creation: Outline

Here are the steps necessary to create your character. In order to prevent miscalculations, and powergaming, these steps should be followed as such. Note that it is standard practice to allow one re-roll for any roll during Character Creation, but the result of the re-roll must be accepted and if the roll contains multiple die all of them must be rolled again as a part of the re-roll.

1. Race There are ten Races, and multitudes of Sub-Races, to choose between. This is, perhaps, the most important part of the Character Creation process, as your choice of Race affects nearly every part of your character. Some Races also have a Sub-Race you must choose from. Sometimes Sub-Races affect your chosen Race radically, so this is an important selection as well. Your Race and Sub-Race determine your Base Attributes as well as the Racial Minimum and Maximum of those Attributes.

2. Traits Before using your Character Points to increase your Base Attributes, you must choose your Traits. This is important due to some Traits affecting the Racial Minimum and Maximum values, as well as increasing and decreasing the Base Attribute. When choosing a Trait that decreases a Base Attribute, it is imperative to make sure that the Attribute doesn’t fall below the Racial Minimum, and increase it when needed with Character Points. Some Traits also affect the number of Character Points you have.

3. Character Points After choosing your Race and Traits, it’s time to use your Character Points. Character Points are affected by your choice of Race, the type of game you’re playing and your choice in Traits. Character Points are used to increase your Attributes to a desirable level. You usually have around 35 Character Points to spend, but this number can change drastically.

4. Special Skills There are several Skills that are Special. These Skills are rolled by the Player using the appropriate formulae found on the Character Sheet and the rules. These are subject to change based on the whim of your Overseer. The usual Special Skills that one has to roll for are Psychics, Magics, Musical Talent, Artistic Talent & Esotericism. The growth rate for these Skills, based on spent Skill Points, is much lower than normal Skills. 5. Tag Skills After Race, Traits, Character Points & Special Skills, you choose your Tag Skills. These are the areas of of expertise your Player Character has and the first few Skill Points you use to increase that Skill are more relevant, as opposed to Skills that aren’t Tag Skills. You typically have four Tag Skills, but this number can increase or decrease depending on your choice in Traits.

6. Level If you start at Level 1, you do not need to worry about Leveling Up, but for campaigns that start at a higher Level, or Characters made in the middle of a campaign, Level is important. You use your Skill Points you gain from Leveling Up normally, and you choose your Perks, until you’re matched with everyone.

7. Starting Bonus After Leveling Up the Character to the appropriate Level, it is time to generate your Starting Bonuses. Typically Characters get three Starting Bonuses, but this number may change, or be removed altogether, depending on the decisions of your Overseer and your Traits.

8. Starting Money After all is said and done, the second-to-last step is to generate your Starting Money, usually Caps, determined by your Level. A higher Level Character will usually receive more Starting Money to spend on Gear, but this may change depending on your Overseer’s decisions and the type of game you’re playing. Your amount of Starting Money can also change depending on your choice in Race and Traits.

9. Gear Finally, you spend your Starting Money on purchasing Gear for your Character. This is usually Weapons, Armor, Miscellaneous Items, Food and Water. How you spend your Starting Money is entirely up to you. The items you purchase may have a variable cost, but usually base price is followed. Depending on your type of game, and Overseer’s decisions, it may be impossible to purchase certain types of Gear during Character Creation, such as high-end weapons or armor, Legendary / Mythical items, or even mutagenic substances, even if you have the Starting Money to do so.

10. Finalization In order to make sure everything was done correctly, it’s a good idea to double check all of the previous parts. If you’re satisfied, you’re good to go. Character Creation: Concept

Think about what your character will be like. Will your character be a sneaky sniper? An unintelligent brawler? A waste of skin? The possibilities are endless. It might be a good time to familiarize yourself with the Character Sheet and a few terms. The Character Creation Outline detailed previously helps during Character Creation and shows the order in which things should be done for one’s character. The lore behind the character is excluded, one can come up with it beforehand, think it on the fly, or leave it for the last, the mechanics of a character are much more important.

Attributes (S.P.E.C.I.A.L) There are 7 Attributes that describe various abilities of a character: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. These are the character’s strengths and weaknesses, and are the limits by which other aspects of a character are determined. Players define their Attributes with a certain number of Character Points, determined by the character’s Race and Traits, distributed among the 7 Attributes. In general, Attributes are not permanently altered after the game begins, except in special circumstances, such as with some Perks and Mutations.

Skills There are quite a few skills a character knows. These represent the knowledge a character learns as he or she travels the highways of life, or knew before starting their adventures. Skills are divided between normal Skills and Special Skills. Only normal Skills can be Tag Skills. The maximum for any Skill is 250, but any Skill can exceed this value. This merely acts as a buffer against potential penalties.

Traits Traits are an optional part of a character. They are usually double-edged swords, giving a bonus as well as a penalty, making your character unique. Some Traits come with no penalty whatsoever, and only have a slight upside, or downside, or remain completely neutral.

Perks Perks are special abilities a character gains every few levels, and sometimes just for doing something extra neat in the game. Perks sometimes affect skills, or will make gameplay more interesting. Perks never, or very rarely, straight up penalize the character, they just do good things. Karma Just line in the real world, the post-nuclear world has a system of morals. Performing certain actions can raise, or lower, a person’s karma. Rather than an abstract idea of morality, punishment and reward, Karma in Fallout is a numerical value of what is the severity of the good or bad things a character has done. Karma also connotes a person’s reputation among the other inhabitants of the wastes. Do enough good things, and word gets around. Do enough bad things, and… you get the picture. If a character is really good, or really bad, or performs an action that heavily affects their Karma in one way or another, they can sometimes get a Karmic Perk. Most of the time, these just describe a usually well-known aspect of a character, but can sometimes give bonuses for being especially good or evil. Maybe there’s something to this Karma stuff after all. In addition to normal Karmic Perks, there are special Karmic Perks that a character can pick up along the way, and you can bet they will have some kind of major impact on the character’s life. A beginning player’s Karma is nearly always zero.

Statistics Statistics are determined by your Attributes, and denote aspects of your character most usually related to combat. Some of these are listed under the Statistics of your Character Sheet, and others may be sprinkled elsewhere, such as the Combat section. Your Statistics are Action Points, Carry Weight, Critical Chance, Critical Failure, Combat Sequence, Death Threshold, Dodge Chance, Healing Rate, Hit Points, Implant Endurance, Interruption Rate, Melee Damage, Mutation Chance & Regeneration Rate.

Immunities There are several elements, and combat maneuvers, that your Characters are going to be exposed to. Your Immunities denote how easy it is to avoid penalties from being exposed to such elements. Your Immunities are determined by your Attributes & Secondary Attributes, and they are Gas Immunity, Knockdown Immunity, Poison Immunity, Radiation Immunity, Psychic Immunity & Magic Immunity.

Secondary Statistics Secondary Statistics mostly affect your Character in regards to Leveling Up. There are only a few Secondary Statistics, such as Skill Points per Level and Perk Rate. These are mostly affected by your choice in Race and Traits, but there are special Perks and Mutations that can affect these. Character Creation: Race

The first step of Character Creation is choosing your Race. Most, if not all, Races have a list of Sub-Races you must also choose from. Most PC’s will be Human, but your Overseer may allow Players to use non-human Races as well. Because some Races do not work with certain regions and stories, always check with your Overseer for approval before choosing a non-Human Race.

Racial Differences Note that all Races have Racial Minimums and Maximums for their Attributes that they most follow. Their Base values are always equal to the Racial Minimum first, but this may be altered by your choice in Traits. Your Attribute values normally cannot go below the Racial Minimum, except in extraordinary circumstances. Each Race has a certain number of Character Points as well. Those points are to be distributed between your Attributes in another stage of Character Creation and can be altered by your choice in Traits. Each Race has a different Perk Rate as well, and some Races earn Skill Points at higher rates as well. In addition to all of this, Statistics and Immunities may be altered by Race. Human Your basic Human. There’s usually nothing too special about them, and they gain almost no Bonuses of Penalties to their Statistics and whatnot. Normal Humans weigh anywhere between 110-280 pounds and stand around 1.5 to 2.5 meters tall. Most people in the world can still be considered fairly Human, despite one or two minor mutations, such as extra toes, greenish skin or lack of hair. The severity of these minor mutations vary between the Sub-Races of Humans. Wastelanders, Vault Dwellers and other rarer Humans are intrinsically different with one another, usually varying only in terms of Mutation Chance & Disease Immunity. Any minor mutations a Human might possess are cosmetic and have no effect on gameplay. Wastelander The Wastelander is your basic Human, found almost everywhere in Post-Apocalyptic America, and perhaps even the world. They have no Bonuses to Statistics or Immunities and serve as the baseline for all other Races. The only advantage, besides being completely average, that the average Wastelander possesses is an increased Resistance towards Electrical Damage.

Character Points: 35 Perk Rate: 3 Size: Average

Wastelander ST PE EN CH IN AG LK

Minimum 1 1 1 1 1 1 1

Maximum 10 10 10 10 10 10 10

Wastelander Normal Laser Fire Plasma Explosive Electricity Acid

Damage 0% 0% 0% 0% 0% 30% 0% Resistance

Vault Dweller Vault Dwellers are Humans who have descended from Americans who protected themselves from the nuclear apocalypse by hiding in Vaults constructed to secure the future of America and humanity itself. All Vault Dwellers start with extra gear compared to Wastelanders and their are much more healthy, but suffer from increased Mutation Chance and decreased Disease Immunity due to their purity.

Mutation Chance: +15% Disease Immunity: -15% Maximum Hit Points: +1 Character Points: 35 Perk Rate: 3 Size: Average

Unlike other Races, even if a Vault Dweller starts with a Mutation Chance equal to, or over, 100%, they do not start with a Minor, or Major, FEV Mutation.

V. Dweller ST PE EN CH IN AG LK

Minimum 1 1 1 1 1 1 1

Maximum 10 10 10 10 10 10 10

V. Dweller Normal Laser Fire Plasma Explosive Electricity Acid

Damage 0% 0% 0% 0% 0% 30% 0% Resistance

Ghoul When the bombs hit, some people were irrevocably changed. Ghouls are Humans who were alive when the bombs went off, and the exposure to deadly amounts of radiation altered them at a cellular level. Some Ghouls were born after the war in the ​ ​ same way, exposure to high amounts of radiation. Ghouls enjoy an extremely slow cellular mitosis rate, vastly slowing down the effects of aging. The radiation also changed their outward appearance, forever marking them as outsiders. Their skin hangs off their bones, sometimes in shreds, and sunken eyes peer out from skulls twisted and burned by radiation. These ghoulish looks are what gives them their namesake. Their skin can be anywhere from pale white to dirt brown in color, with green and yellow being the most common. When they do have hair remaining, it usually does not grow. Radiation might have twisted their bodies, but for a fortunate few, it did not affect their minds, now forced to live as misshapen outcasts, fully aware of the society they were once part of and can never rejoin. The ones whose minds weren’t spared are known as Feral Ghouls. Feral Ghouls are mindless and will ​ ​ attack just about anything that moves, except for their own non-feral counterparts who they, despite their lack of intelligence, see as their own kin. Feral Ghouls, unfortunately so, give their intelligent counterparts even more prejudice, as some Humans see normal Ghouls as ticking timebombs. To escape such persecution, many Ghouls have formed settlements of their own, or live in places with Humans and or other mutants who do not mind their appearance. Unlike their mythical namesake, and their vicious counterparts, Ghouls do not eat Human flesh. It is not known whether they need radiation to survive, but they do find physical comfort from living in highly irradiated areas.

Ghoul Physiology Normal Ghouls age very slowly, but it is not known how long they can last. Despite their unnaturally long lifespan they can be killed by other means. Ghouls are just as vulnerable to disease, falls and bullets, just like everyone else. Ghouls usually weigh anywhere between 80 -160 pounds and stand anywhere from 1,5 to 2,5 meters tall.

Ghoul Armor & Rads All Ghouls can wear any kind of armor that average Humans can wear. There are also special armors that only Ghouls can wear, known simply as Ghoul Armor. Ghouls are somewhat empowered by radiation. While suffering from at least minor ​ ​ radiation poisoning, or staying in an irradiated area, ghouls enjoy a bonus of +2 Healing Rate. It should be mentioned that Ghouls cannot suffer any ill effects from radiation poisoning, except at ludicrously high levels, on which they become feral. Ghoul Normal Ghouls were either born right after the bombs fell, and generous amounts of FEV and Radiation washed over America, or after the nuclear annihilation in Post-Apocalyptic America. Ghouls are sterile and enjoy various Bonuses to their Immunities, as well as a Bonus to their Dodge due to their lithe stature. Ghouls also enjoy a small Bonus to their Acid Resistance.

Dodge Chance: +5% Mutation Chance: -30% Disease Immunity: +35% Poison Immunity: +10% Radiation Immunity: +40% Max Hit Points: -5 Character Points: 27 Perk Rate: 4 Size: Average

Ghoul ST PE EN CH IN AG LK

Minimum 1 4 1 1 2 1 5

Maximum 6 14 10 9 13 8 10

Ghoul Normal Laser Fire Plasma Explosive Electricity Acid

Damage 0% 0% 0% 0% 0% 30% 45% Resistance

FEV Ghoul Some Ghouls were not born normally through heavy exposure to Radiation and airborne mutagens. In some rare cases, Ghouls are born under different circumstances, such as direct exposure to virulent FEV and Radiation, or just FEV in general. FEV Ghouls are similar to normal Ghouls, but are much more volatile in terms of simply mutating, but are a bit more hardy and Immune the elements.

Dodge Chance: +5% Disease Immunity: +55% Poison Immunity: +30% Radiation Immunity: +50% Character Points: 27 Perk Rate: 4 Size: Average

FEV Ghoul ST PE EN CH IN AG LK

Minimum 1 4 1 1 2 1 5

Maximum 6 14 9 8 14 8 10

FEV Ghoul Normal Laser Fire Plasma Explosive Electricity Acid

Damage 0% 0% 0% 0% 0% 30% 45% Resistance

Born Ghoul These Ghouls are strange, as they fight against all conventional logic on how Ghouls are usually created. Born Ghouls are not mutated Humans, but rather a result of grotesque experiments. Born Ghouls are gestated and birthed, like normal Humans, but with an extremely low success rate, and grow rapidly to adulthood. Their lifespan is about the same as a normal Ghoul, but their coloration is more blue hue and they’re a lot more hardy.

Dodge Chance: +5% Mutation Chance: -30% Disease Immunity: +35% Poison Immunity: +10% Radiation Immunity: +40% Character Points: 28 Perk Rate: 4 Size: Average

Born Ghoul ST PE EN CH IN AG LK

Minimum 1 3 1 1 2 1 5

Maximum 8 12 10 8 13 10 10

Born Ghoul Normal Laser Fire Plasma Explosive Electricity Acid

Damage 0% 0% 0% 0% 0% 30% 45% Resistance

Super Mutant Super Mutants, or meta-humans as they like to call themselves, are not the product of natural after effects of the Great War, but rather a race created by the remnants of ​ ​ advanced pre-war genetic and germ research. American Scientists working deep in secret laboratories created a biological agent called the Forced Evolutionary Virus, or FEV. The FEV was designed to artificially accelerate the process of evolution, creating a kind of Super Soldier. Faster, smarter and stronger, better than a regular ​ ​ grunt in almost every way. Most creatures exposed to FEV suffered only mild effects, but some were twisted beyond recognition. A member of an expedition into the Mariposa Military Base fell into a vat of FEV and mutated into a super-intelligent inhuman monster, who began calling himself The Master. He began creating a ​ ​ master race by exposing humans to FEV.

Creation of Super Mutants After dipping a person into a vat containing the FEV, the victim would emerge and ​ ​ undergo an intense physiological change. They grew much stronger and more intelligent, as well as growing in height and stature, also losing most of their sexual characteristics. Armies of Super Mutants were once slaves to the Master and his dream to dip every human on the planet, but the Master was eventually killed and ​ ​ the Super Mutants freed. To hear the story from the Super Mutants, the Master was more like a messiah rather than a madman. Like Ghouls, Super Mutants age very slowly, but not as slowly as their radioactive cousins.

Super Mutant Physiology Super Mutants are huge, easily reaching 2.8 to 3 meters in height, weighing around 350 pounds, and come as either male or female, not that there’s much difference between the two. Their skin is usually a greenish yellow color, sometimes with various bunions and growths to cover their body. They have hair in all the usual places, but it usually grows slowly as a result of the slowed cellular mitosis caused by the FEV. The virus makes them completely sterile, although there are rumors of mutant scientists working on a cure for their sterility. Unfortunately, like Ghouls, mutants are largely outcast from human society. Many of them prefer it this way, looking Human society as diseased or inferior because of the prejudice and corruption that still exists. Super Mutants were once part of what they saw as an attempt to finally unite humanity and overcome those weaknesses. It’s rumored that vats of the FEV still exists somewhere in the wastes, and some mutant societies are still at work attempting to achieve this goal of unity, even after the Master’s demise. Super Mutant Armaments & Immunities Super Mutants cannot easily use small arms, as lithe weapons weren’t really designed for towering humanoids. When using Small Guns, and Guns, not specifically designed for a Super Mutant, they have Penalty of 15% to Hit. Super Mutant’s can’t wear Armor made for Humans, but there are specific Super Mutant armors found around the Wasteland that they can wear. Super Mutants cannot suffer any ill effects from Radiation Poisoning, except Mutation, unless they reach a level of Radiation Poisoning that is lethal even to most Mutants. In addition, Super Mutants cannot suffer any ill effects, but they may become carries, of normal Disease.

Alpha Super Mutant Alpha Super Mutants are the First Generation of Super Mutants created by the Master himself. They are very rare, as most of them were killed during the campaign against the Master, but they still exist around the Wasteland, having spread far and wide in an effort to survive, or continue the mission of the Master. They are usually the leaders of mutant societies, relying on their higher than average Intelligence.

Healing Rate: +3 Mutation Chance: -50% Disease Immunity: +100% Gas Immunity: +35% Poison Immunity: +20% Radiation Immunity: +10% Max Hit Points: +8 Character Points: 32 Perk Rate: 4 Size: Large

Alpha ST PE EN CH IN AG LK

Minimum 4 1 3 1 1 1 1

Maximum 12 10 12 8 11 8 10

Alpha Normal Laser Fire Plasma Explosive Electricity Acid

Damage 35% 25% 20% 10% 20% 40% 15% Resistance

Beta Super Mutant Beta Super Mutants are Second Generation Super Mutants semi-accidentally created, then mass-produced, by the Enclave, and later by themselves. Due to the impure Humans used in the dipping process, these Beta Super Mutants ended up much more aggressive, and much more dumb, when compared to Alpha Super Mutants. In more aggressive mutant societies and armies, Beta Super Mutants are used as foot soldiers, while Alpha Super Mutants are on the leading positions.

Healing Rate: +3 Mutation Chance: -50% Disease Immunity: +100% Gas Immunity: +35% Poison Immunity: +20% Radiation Immunity: +10% Max Hit Points: +8 Character Points: 30 Perk Rate: 4 Size: Large

Beta ST PE EN CH IN AG LK

Minimum 5 1 4 1 1 1 1

Maximum 13 10 12 8 8 8 10

Beta Normal Laser Fire Plasma Explosive Electricity Acid

Damage 35% 25% 20% 10% 20% 40% 15% Resistance

Vault 87 Super Mutant An unknown strain of FEV was used in inhumane experiments in Vault 87, which resulted in the creation of a new strain of Super Mutants, known as the East Coast Super Mutants, or Vault 87 Super Mutants. Nearly the entire population of Vault 87, and Wastelanders from the surrounding area, were turned into Super Mutants by these experiments. These Super Mutants are known for the genetic volatility of their strain, the ability to grow bigger and bigger as time goes on, eventually becoming Super Mutant Behemoths, and their impressive rage. Vault 87 Super Mutants have notably lesser capability for Intelligence when compared to normal Super Mutants, but it is possible that this strain does not end up violent and angry, though they will possibly feel personality disorders due to their innate aggression. Vault 87 Super Mutants are easily recognizable due to their cheese-like coloration.

Healing Rate: +4 Mutation Chance: +10% Disease Immunity: +100% Gas Immunity: +35% Poison Immunity: +20% Radiation Immunity: +30% Max Hit Points: +10 Character Points: 29 Perk Rate: 4 Size: Large

Vault 87 ST PE EN CH IN AG LK

Minimum 5 1 5 1 1 1 1

Maximum 14 8 14 6 6 8 10

Vault 87 Normal Laser Fire Plasma Explosive Electricity Acid

Damage 45% 35% 30% 20% 30% 50% 25% Resistance

Prototype Super Mutant Prototype Super Mutants are Super Mutants created from various FEV strains, ranging from the poisoned water supply in Appalachia, to the FEV used by the Institute to create their Super Mutants. These Super Mutants are awfully similar to the ones found on the East Coast, possessing incredible rage and brutality and unusually low intellect. The coloration of these Super Mutants is similar to that of Alpha and Beta Super Mutants, leaving the Vault 87 Super Mutants the only ones with a cheese-like exterior. Prototype Super Mutants are also somewhat volatile, and grow bigger when they age, and eventually become Super Mutant Behemoths.

Healing Rate: +4 Mutation Chance: +10% Disease Immunity: +100% Gas Immunity: +35% Poison Immunity: +30% Radiation Immunity: +20% Max Hit Points: +10 Character Points: 30 Perk Rate: 4 Size: Large

Prototype ST PE EN CH IN AG LK

Minimum 5 1 4 1 1 1 1

Maximum 13 9 13 7 7 8 10

Prototype Normal Laser Fire Plasma Explosive Electricity Acid

Damage 45% 35% 30% 20% 30% 50% 25% Resistance

Deathclaw The origins of the deathclaw are debated. Some say they’re a product of natural evolution after the war, others say that they’re a biological weapon created before the war to supplement common soldiers on the field of war, then refined after the war by various parties. What is agreed by all participants in this argument is that they’re giant and deadly. They live in tribes, spending most of their time protecting their eggs, egg-laying females or hunting. They walk on two legs, range anywhere between 2 to 2.5 meters in height as adults. They’ve got tough scaly skin in hues of light orange/yellow to dark brown. have five fingers on their hands and three toes on their feet. Both of these extremities have razor sharp claws on each digit, with the claws on their hands ranging from 2 inches to up to 6 inches in length. Usually the pinkie finger is the shortest, followed by the index finger, thumb and ring finger, with the middle finger being the longest. The toes range from 2.5 to 4.5 inches in length, at an ascending order starting from the little toe. Their heads have two huge, sharp, horns, which grow up to 12 inches in length at adulthood. The Enclave genetically engineered certain Deathclaws to speak English, letting them mimic human speech with a process similar to parroting. It is rare for these Deathclaws to be seen in the wasteland, on the account of most of them having been killed, so consult your Overseer to see if it would be even possible to play one.

Deathclaw Limitations Deathclaws cannot wield any weapons, nor can they wear any armor. Thankfully this inability to wear armor is supplemented by their tremendous amounts of natural armor. Deathclaws cannot use normal unarmed attacks, but must, instead, use attacks from the Deathclaw Attack list. Deathclaw Regular Deathclaws are scaly, big and deadly. They’re the basic form of Deathclaw, and cannot usually vocalize, but are highly intelligent regardless. The Deathclaws experimented on by the Enclave are capable of speech via parroting, but due to their extermination it is hard to say if any of them still exist.

Melee Damage: +5 Mutation Chance: -40% Disease Immunity: +50% Gas Immunity: +30% Knockdown Immunity: +30% Max Hit Points: +5 Skill Points: +5 Every Level Character Points: 30 Perk Rate: 4 Size: Large

Deathclaw ST PE EN CH IN AG LK

Minimum 6 5 1 1 1 1 1

Maximum 14 14 11 3 8 16 10

Deathclaw Normal Laser Fire Plasma Explosive Electricity Acid

Damage 55% 40% 20% 20% 50% 60% 20% Resistance

Hairy Deathclaw The existence of these Deathclaws supports the theory that they were, indeed, pre-war experiments. Due to some process of natural evolution, or perhaps due to the specific type of experiments they were doing, these Deathclaws are hairy all over and capable of vocalization, and speech, most of the time. As infants they act mostly like animals, displaying little Intelligence, but upon reaching early adulthood they display capability for intellect. They’re physically weaker than normal Deathclaws, but have other Bonuses to supplement that.

Melee Damage: +5 Mutation Chance: -40% Disease Immunity: +40% Gas Immunity: +30% Knockdown Immunity: +20% Poison Immunity: +20% Max Hit Points: +5 Skill Points: +5 Every Level Character Points: 31 Perk Rate: 4 Size: Large

Hairy ST PE EN CH IN AG LK

Minimum 5 5 1 1 1 1 1

Maximum 13 14 10 5 9 15 10

Hairy Normal Laser Fire Plasma Explosive Electricity Acid

Damage 50% 35% 15% 15% 45% 60% 20% Resistance

Robot Robots are very rare and should only be played as a character if it fits the plot of the campaign. They almost always come from high-tech areas or installations, and are usually only part of an adventuring party associated with high technology. In other words: Tribals usually don’t keep Robots. Robots can communicate with Humans using memorized speech patterns, and even have some of their own unique Traits. Many people in the wasteland will find speaking Robots to be more of a sideshow curiosity than an actual being, and will not deal with one unless it is a part of a larger group; they simply don’t recognize robots as sentient creatures. Whether or not some robots classify as sentient beings is open to debate. Robots can vary in size from 1 meter to 3 meters and usually weigh around 300 to 600 pounds.

Robot Construction Robots, due to their bulky construction, cannot wear armor. They can, however, wield weapons as normal. They are also completely immune to all chems. Robots cannot be healed normally, but must instead be repaired. One must keep in mind that despite having a Radiation Immunity of 100%, which means they are unaffected by the effects of radiation, some, critically high, amounts of radiation can still disable a robot, as the high intensity of the radiation fries the delicate circuits within the Robot. Thankfully, however, such extreme amounts of radiation are very rare, even in an irradiated wasteland.

Power Source Robots also have a unique interaction that is shared with none of the other Races, which is the required use of batteries. The battery of a Robot does have a lifetime of about a century, but strenuous action can drain this much faster than expected. During character creation, the Robot rolls 5d10 for their remaining battery power. This battery power is drained during gameplay, and also powers any modifications that the Robot may receive, such as Eye Lasers or Internal Weapons. While the battery power may last up to two centuries, certain activities do drain a good portion of the battery quite fast, as it was only designed to support a steady workload, rather than overloading it. Robot Mulligans During gameplay, Robots, unlike other races, do not receive any natural Mulligans to use. They use their battery power instead. Robots may use a Mulligan at any time by deducting one year from their battery power. But, should they use multiple mulligans in a span of 24 hours, the drain is increased by 1 for every additional use. This means that the first use of this ability drains 1 year, the second drains 2, the third 3, and so forth. This can make Robots both deadly, and incredibly fragile, as they can suddenly be running on critically low battery power. Unless otherwise stated, Robots begin play installed with a standard Fusion Core. Humanoid Humanoid Robots are the standard variant of battle robot mostly utilized by the Calculator during the events of Fallout: Tactics. Originally designed as an all-purpose robot for wartime purposes, Humanoid Robots have the capability nearly all weapons and are not barred from using any Skills. After the war, and defeat of the Calculator, these Humanoid Robots were salvaged and repurposed for other uses, but were also used by high-tech societies as soldiers and servants after reprogramming them.

Death Threshold: +30 Healing Rate & Regen: Always 0 Mutation Chance: Always 0% Disease Immunity: +100% Gas Immunity: +100% Poison Immunity: +100% Radiation Immunity: +100% Max Hit Points: -8 Skill Points: +5 Every Level Character Points: 19 Perk Rate: 255 Size: Average

Humanoid ST PE EN CH IN AG LK

Minimum 7 7 7 1 1 1 5

Maximum 12 12 12 1 12 12 5

Humanoid Normal Laser Fire Plasma Explosive Electricity Acid

Damage 75% 90% 120% 40% 75% 0% 60% Resistance

Mr. Handy Mister Handy robots are utility robots created by General Atomics International, with further development and design by RobCo Industries. Although they were designed as general chore automatons, they are quite capable of defending themselves with their flamethrower and buzzsaw, but nowhere near as combat efficient as the military variant "Mister Gutsy." As Mr. Handies and Mr. Gutsies are almost completely identical, except in terms of combat capability, all Attributes & Bonuses are the same.

Death Threshold: +30 Healing Rate & Regen: Always 0 Mutation Chance: Always 0% Disease Immunity: +100% Gas Immunity: +100% Poison Immunity: +100% Radiation Immunity: +100% Max Hit Points: -10 Skill Points: +5 Every Level Character Points: 25 Perk Rate: 255 Size: Average

Mr. Handy variants have three arms protruding from their circular chassis and no legs. For purposes of locomotion they can use their thruster to move, being able to hover over virtually any kind of terrain. They do not suffer any penalties from terrain and cannot set off ground-based traps, but they also cannot accelerate and sprint either, as their thruster speed is constant. Their three arms are also very spindly, which leads them to being unable to manipulate two-handed weapons.

Mr. Handy ST PE EN CH IN AG LK

Minimum 5 5 5 1 1 1 5

Maximum 8 14 8 4 10 10 5

Mr. Handy Normal Laser Fire Plasma Explosive Electricity Acid

Damage 55% 70% 90% 40% 55% 0% 60% Resistance

Protectron Created by RobCo, protectron robots were designed, as their name would suggest, for protection, although they can also be seen being used in a manual labor role as well. Typically used in office, or factory, settings, their secondary programming is modular, making them useful as greeters, ticket collectors, bartenders, celebrity or historical figure impersonators, even sexual partners. A large variety of available synthetic personalities and programming options made them universally useful.

Death Threshold: +40 Healing Rate & Regen: Always 0 Mutation Chance: Always 0% Disease Immunity: +100% Gas Immunity: +100% Poison Immunity: +100% Radiation Immunity: +100% Skill Points: +5 Every Level Character Points: 23 Perk Rate: 255 Size: Average

Protectrons are dumb, slow and stupid, but they are, along with the Sentry Bot, perhaps one of the sturdiest Robots found on the market. They have even greater defensive capabilities than Humanoid Robots do, but their construction makes them unable to perform some tasks that the more agile Humanoid Robots could. Protectrons cannot sprint, and they are barred from using some Skills. Other than that they do have a humanoid shape and have two manipulator arms they can use for virtually any task. They are incapable of wielding two-handed weapons, as their poor articulation does not allow them to do so.

Protectron ST PE EN CH IN AG LK

Minimum 8 1 8 1 1 1 5

Maximum 12 12 14 1 6 8 5

Protectron Normal Laser Fire Plasma Explosive Electricity Acid

Damage 75% 90% 120% 40% 75% 30% 90% Resistance

Robobrain Robobrains are multi-purpose robots. Their memories and programs are stored inside an organic or partially organic brain, contained in a domed shell atop their chassis. They are considered intuitively superior to most robots, as Human brains allow them a wider range of responses and functions. Unfortunately, due to the fact they use Human brains, their lifespan is more limited than completely mechanical robots. The fluid they are stored in eventually degrades, which leads to the brain degrading as well. Fortunately, if one can replace the fluid and maintain the frame, Robobrains will not suffer these degenerative conditions until much later.

Healing Rate & Regen: Always 0 Mutation Chance: Always 0% Disease Immunity: +100% Gas Immunity: +100% Poison Immunity: +100% Radiation Immunity: +90% Max Hit Points: -8 Skill Points: +5 Every Level Character Points: 25 Perk Rate: 255 Size: Average

The tracks Robobrains use as locomotion are also incapable of sprinting, but they do ignore terrain penalties from nearly all but the most broken terrain. They are also incapable of climbing stairs, or steep climbs, for an obvious reason. The presence of a Human brain also makes the Robobrain the only Robot both capable of using Psychics, and also makes them somewhat vulnerable to Psychics that target living things, such as mind control. The fluid that the brain is house in can also be spiked with chems, which can lead to interesting results. Their poor articulation and tubular arms also makes them unable to wield two-handed weapons properly. The housing for their Brain only benefits from half of the natural Resistances Robobrains get.

Robobrain ST PE EN CH IN AG LK

Minimum 3 7 3 1 3 1 5

Maximum 8 14 8 6 14 8 5

Robobrain Normal Laser Fire Plasma Explosive Electricity Acid

Damage 55% 70% 90% 40% 55% 0% 60% Resistance Sentry Bot Sentry Bots are security Robots made before the Great War with the express purpose of participating in the heaviest of firefights during war. Where the Mr. Gutsy is a hovering platform with modest armor plating, and the Protectron was originally designed for protecting business premises, and the Assaultron is a fast and agile destroyer, the Sentry Bot is a powerhouse, equipped with sturdy armor plating, powerful weapons integrated into its chassis and high mobility, thanks to mecanum wheels mounted on its three legs. Some Sentry Bots are bipedal, instead of rolling on three wheels, which means there are many variants out there.

Death Threshold: +40 Melee Damage: +2 Healing Rate & Regen: Always 0 Mutation Chance: Always 0% Disease Immunity: +100% Gas Immunity: +100% Knockdown Immunity: +40% Poison Immunity: +100% Radiation Immunity: +100% Max Hit Points: +5 Character Points: 23 Perk Rate: 255 Size: Large

Sentry Bots are somewhat slow, but incredibly tough and powerful, even more than what Protectrons are designed for. Their intellectual, and learning, capabilities are somewhat lacking, and they are unable to perform most tasks, except for perforating their foes. The sheer size of the arms of the Sentry Bot makes them perfect for wielding all weapons, which means they can wield all two-handed weapons with just one hand. They are incapable of sprinting due to their size.

Sentry Bot ST PE EN CH IN AG LK

Minimum 8 1 8 1 1 1 5

Maximum 16 10 16 1 6 6 5

Sentry Bot Normal Laser Fire Plasma Explosive Electricity Acid

Damage 95% 90% 150% 60% 90% 30% 95% Resistance Assaultron The Assaultron robot was constructed by RobCo and sold to the US Military as a fast and powerful front-line wartime combatant. It is fast and deadly at close range, and employs a devastating laser at a distance. The body of the Assaultron bears some striking resemblance to a female figure, coincidental or not, with prominent hips and chest, the latter appearing to house additional servos for the Robot's arms, hinting at their strength in melee combat. Assaultrons can be seen as the Female version of the standard, more masculine, Humanoid variant.

Death Threshold: +30 Melee Damage: +3 Healing Rate & Regen: Always 0 Mutation Chance: Always 0% Disease Immunity: +100% Gas Immunity: +100% Poison Immunity: +100% Radiation Immunity: +100% Max Hit Points: -8 Skill Points: +5 every Level Character Points: 19 Perk Rate: 255 Size: Average

Assaultrons are faster and more agile than even the devastating Humanoid Robots, but sport much less overall physical capability. Despite their lacking construction, most of their bulk, and additional servos in the feminine breasts and hips of the robot, are situated in sheer burst arm power, which does provide additional Melee Damage. Assaultrons are capable of nearly all tasks, similar to Humanoid Robots, and even have the ability to wield two-handed weapons. Assaultrons only come with feminine programming, and a feminine voice-module. The RobCo Laser Dominator Upgrade for an Assaultron does not reduce Perception as it is standard issue.

Assaultron ST PE EN CH IN AG LK

Minimum 7 7 4 1 1 4 5

Maximum 12 12 10 4 12 16 5

Assaultron Normal Laser Fire Plasma Explosive Electricity Acid

Damage 55% 70% 120% 40% 55% 0% 60% Resistance Eyebot Commonly, an Eyebot is a hovering, propaganda-spewing reconnaissance and surveillance robot with radio antennas pointing out its back and loudspeakers in the front. Eyebots were originally designed by RobCo before the Great War to act as media transmitters. Several models exist, but generally, they consist of a spherical body roughly half a meter in diameter, capable of hovering a few feet above the ground through an unseen method of propulsion. Though not as sturdy as other robots, Eyebots are quite modular and can be outfitted with tools & other devices.

Death Threshold: +10 Implant Endurance: +50 Healing Rate & Regen: Always 0 Mutation Chance: Always 0% Disease Immunity: +100% Gas Immunity: +100% Poison Immunity: +100% Radiation Immunity: +100% Max Hit Points: -12 Skill Points: +7 every Level Character Points: 27 Perk Rate: 255 Size: Petite

Eyebots are incapable of proper vocalization, and can only communicate in blips and blops, which other robots and some scientists are capable of deciphering as speech. Eyebots, however, are capable of playing back recorded logs and sound, so it’s possible for them to splice together speech using multiple sources of audio. Eyebots are capable of sprinting by hovering really fast, and they ignore most terrain and can fly very high, though true flight is still an impossibility. They are incapable of most actions, but do have a single manipulator arm that can be used for multiple purposes, and can even be mounted with a weapon.

Eyebot ST PE EN CH IN AG LK

Minimum 1 8 1 1 1 4 5

Maximum 6 14 6 4 12 16 5

Eyebot Normal Laser Fire Plasma Explosive Electricity Acid

Damage 35% 50% 90% 20% 35% 0% 60% Resistance Dog Through Human kindness, or Human predation, Dogs have also survived the global cataclysm. Dogs can stand anywhere from 0.6m to 1.5m at the shoulders and always walk on all fours. Dogs usually weigh between 30 to 150 pounds. Most Dogs are covered with hair, ranging in color from white to brownish-tan and black. Usually, however, it’s a combination of anything in between. Since Dogs have no opposable thumbs, and are highly lacking in Intelligence compared to most other Races, they make for difficult characters. They can’t communicate except by barking, wagging their tail, pointing their snout… or any other gesture one could except a smart Dog to do. Dogs are very difficult to play and any respectable Overseer should think twice before accepting a Dog character.

Dog Armor & Limitations Dog cannot use armor, unless specifically made for them, nor can they carry any items, unless they’re wearing some kind of harness or a dog-sized pouch. Even then, they cannot pick up anything on their own, except with their mouth. It’s a Dog’s life. Dogs cannot use normal unarmed attacks either, but must, instead, use attacks from the Dog Attack list. Dog Your standard variant of Dog that is usually used as a farmhand, a pet or even an Attack Dog. There’s nothing special about this variant that wasn’t already explained before.

Dodge: +20% Max Hit Points: -8 Character Points: 33 Perk Rate: 2 Size: Petite

Dog ST PE EN CH IN AG LK

Minimum 1 3 1 1 1 1 1

Maximum 7 14 6 5 3 15 10

Dog Normal Laser Fire Plasma Explosive Electricity Acid

Damage 0% 0% 0% 0% 0% 40% 0% Resistance

Ghoulish Similar to Humans, some Dogs were also ghoulified when the bombs fell, or shortly thereafter. Ghoulish Dogs, however, are much more rare when compared to normal Ghouls, as it’s likely that most Dogs don’t survive the process of ghoulification, or they go feral immediately and are simply mistaken for extremely rotting Feral Dogs, that are usually put out of their misery immediately.

Dodge: +20% Mutation Chance: -30% Disease Immunity: +35% Poison Immunity: +10% Radiation Immunity: +40% Max Hit Points: -10 Character Points: 29 Perk Rate: 3 Size: Petite

Similar to normal Ghouls, Ghoulish Dogs have a longer lifespan when compared to normal Dogs and are immune to negative effects of Radiation. When they’re in an irradiated area, or are suffering from at least Minor Radiation Poisoning, they gain a ​ ​ +2 Bonus to their Healing Rate.

Ghoulish ST PE EN CH IN AG LK

Minimum 1 3 1 1 1 1 5

Maximum 6 16 6 4 4 13 10

Ghoulish Normal Laser Fire Plasma Explosive Electricity Acid

Damage 0% 0% 0% 0% 0% 40% 45% Resistance

Mutant Hound Via some process other than ghoulification, most likely being splashed with some FEV, some Super Mutants have managed to wrangle themselves pet Dogs to work with, though they’re bigger, meaner and more bloodthirsty than their cousins. It’s also likely that whoever manufactured Super Mutants also decided that they needed to experiment on Dogs as well, giving birth to these massive things. Like Super Mutants, Mutant Hounds enjoy natural Resistances and some Immunities and are generally dumber and stronger when compared to normal variants.

Dodge: +20% Healing Rate: +1 Mutation Chance: +10% Disease Immunity: +100% Gas Immunity: +35% Poison Immunity: +30% Radiation Immunity: +20% Character Points: 31 Perk Rate: 3 Size: Average

Mutant Hounds are too big to wear normal Dog Armor, and require Dog Armor that has been upsized instead.

Mutant ST PE EN CH IN AG LK

Minimum 3 3 3 1 1 1 1

Maximum 8 12 8 3 2 13 10

Mutant Normal Laser Fire Plasma Explosive Electricity Acid

Damage 35% 25% 20% 10% 20% 50% 15% Resistance

Abomination When you’re exposed to mutagenic substances, your body will likely garner some mutations. The stronger the mutagens, the worse the mutations, and eventually you can no longer be classified as part of your original, starting, Race, you are something much more different. Robots can never become Abominations. All Abominations are different, but they do share some similarities with one another. When one becomes an Abomination, they keep their original Traits and Perks, but continue living on as their new Race, unless they can somehow revert back, a very difficult prospect. All Abominations, except for Super Mutant ones, are noticeably bigger than their normal counterparts.

Abominable One can start as an Abomination, or they may simply become an Abomination during the game, most likely by getting too many Mutations. If someone becomes an Abomination during the game, their Attributes do not change, but other aspects of their Character will. In this case, any Attributes that may exceed, or exist below, Racial Minimums and Maximums are ignored, simply because of the variance related to being an Abomination.

Minor FEV Mutation All Abominations start with a random Minor FEV Mutation to signify their mutated nature. In some cases, if the Mutation causes the Character to become utterly unplayable, it is possible to re-roll it, or change the result by one or two degrees. Human Abomination Human Abominations are Abominations who started as such a regular ol’ average Human, before finding themselves near-irreversibly turned into an Abomination. Human Abominations usually resemble their old selves, and it is possible to hide one’s true nature by wearing heavy clothes, masquerading merely as a hermit, or a big man, but it’s usually very easy to tell if one’s too different from the outside.

Death Threshold: +10 Healing Rate: +1 Mutation Chance: +30% Disease Immunity: +50% Gas Immunity: +35% Poison Immunity: +20% Radiation Immunity: +10% Max Hit Points: +8 Character Points: 37 Perk Rate: 5 Size: Large

Human ST PE EN CH IN AG LK

Minimum 1 1 1 1 1 1 1

Maximum 12 12 12 5 8 8 10

Human Normal Laser Fire Plasma Explosive Electricity Acid

Damage 20% 15% 25% 10% 20% 60% 60% Resistance

Ghoul Abomination Same process as before, but Ghoul Abominations can still be easily mistaken for normal Ghouls, up until their larger size is taken into account. Ghoul Abominations still retain the ability to survive in Radiation like normal Ghouls, but are a bit more prone to turning Feral.

Death Threshold: +10 Healing Rate: +3 Disease Immunity: +85% Gas Immunity: +35% Poison Immunity: +30% Radiation Immunity: +50% Max Hit Points: +3 Character Points: 33 Perk Rate: 6 Size: Large

Like normal Ghouls, Ghoul Abominations enjoy no negative effects from radiation and gain a +2 Bonus to their Healing Rate when suffering from at least minor ​ ​ radiation poisoning, or while staying in an irradiated area. Due to their lessened mental faculties, Ghoul Abominations become feral one stage to radiation poisoning earlier than normal Ghouls.

Ghoul ST PE EN CH IN AG LK

Minimum 1 4 1 1 2 1 5

Maximum 8 16 12 5 11 6 10

Ghoul Normal Laser Fire Plasma Explosive Electricity Acid

Damage 20% 15% 25% 10% 20% 80% 105% Resistance

Super Mutant Abomination Possibly through reckless experimentation, or trying to recreate the Master’s will, some Super Mutants have managed to expose themselves to enough mutagens to create absolutely horrid creations. Super Mutant Abominations are even stronger and tougher than normal Super Mutants, but are extremely volatile and dangerous if their minds aren’t checked. The mental issues most Super Mutants face are amplified for Super Mutant Abominations, so Overseers should vet these characters extremely carefully.

Death Threshold: +10 Healing Rate: +4 Mutation Chance: +40% Disease Immunity: +150% Gas Immunity: +70% Poison Immunity: +50% Radiation Immunity: +30% Max Hit Points: +18 Character Points: 32 Perk Rate: 6 Size: Large

Super ST PE EN CH IN AG LK Mutant

Minimum 5 1 4 1 1 1 1

Maximum 15 11 15 3 5 6 10

Super Normal Laser Fire Plasma Explosive Electricity Acid Mutant

Damage 65% 50% 55% 30% 50% 80% 85% Resistance

Deathclaw Abomination A truly terrifying sight if one were to actually encounter one. Deathclaw Abominations are, most of the time, mindless beasts that eat and kill anything they come across, and usually in that order as well. Deathclaw Abominations are even more dangerous than Super Mutant Abominations, and only in extremely rare cases are they coherent enough to work as Player Characters.

Death Threshold: +10 Healing Rate: +2 Melee Damage: +8 Mutation Chance: -10% Disease Immunity: +100% Gas Immunity: +65% Knockdown Immunity: +30% Poison Immunity: +20% Radiation Immunity: +10% Max Hit Points: +13 Skill Points: +5 per Level Character Points: 32 Perk Rate: 6 Size: Large

Deathclaw ST PE EN CH IN AG LK

Minimum 6 5 1 1 1 1 1

Maximum 16 16 13 1 6 14 10

Deathclaw Normal Laser Fire Plasma Explosive Electricity Acid

Damage 75% 55% 45% 30% 70% 90% 80% Resistance

Dog Abomination Dogs exposed to mutagens are also prone to becoming Abominations. They are somewhat similar to Mutant Hounds, but look much less manufactured and more like an accident. Dogs that are suffering from such illnesses should, of course, be put down immediately, but in some cases some, extremely unlucky, Dogs survive the process and retain their intellectual capabilities despite being an Abomination.

Dodge: +20% Death Threshold: +5 Healing Rate: +2 Mutation Chance: +30% Disease Immunity: +50% Gas Immunity: +35% Poison Immunity: +20% Radiation Immunity: +10% Character Points: 33 Perk Rate: 4 Size: Average

Abomination Dogs suffer the same Penalties as normal Dogs, such as being unable to use most Skills and only being able to pick up stuff using their mouths. Dog Abominations are too big to wear normal Dog Armor and need specialized gear.

Dog ST PE EN CH IN AG LK

Minimum 1 5 1 1 1 1 1

Maximum 9 16 8 1 2 13 10

Dog Normal Laser Fire Plasma Explosive Electricity Acid

Damage 20% 15% 25% 10% 20% 70% 60% Resistance

Brahmin Abomination Every mistake needs a end, and the this is the finale to the mistake which was ever taking suggestions from players. Brahmin Abominations are made by dipping well-on Brahmins to copious amounts of mutagens and seeing what comes out. Most of them are raving mad, and attempt to trample and kill everything around them, but some, in very rare cases, come out just fine, just looking a bit big, weird and are laced with meat you do not want to eat.

Carry Weight: +70 Healing Rate: +4 Mutation Chance: +50% Disease Immunity: +50% Gas Immunity: +65% Knockdown Immunity: +20% Poison Immunity: +35% Radiation Immunity: +30% Max Hit Points: +18 Character Points: 27 Perk Rate: 4 Size: Large

Brahmin ST PE EN CH IN AG LK

Minimum 8 1 6 1 1 1 1

Maximum 16 12 16 1 1 6 10

Brahmin Normal Laser Fire Plasma Explosive Electricity Acid

Damage 35% 15% 25% 10% 35% 90% 70% Resistance

Zetan Abomination Even more rare than actual Zetans, the Zetan Abominations were originally a result of alien experimentation. Zetan Abominations were made by hybridizing human test subjects with alien DNA with the intention to create biological weapons. While most of them turn almost completely feral and hostile to everything around them, it is possible that a more refined process leaves behind a subject capable of thought and reasoning. Zetan Abominations can also be a result of accidents via exposing live Zetan subjects to various types of mutagens.

Healing Rate: +3 Mutation Chance: -50% Gas Immunity: +65% Poison Immunity: +35% Radiation Immunity: +65% Skill Points: +5 every Level Character Points: 30 Perk Rate: 5 Size: Average

Zetan ST PE EN CH IN AG LK

Minimum 1 3 1 1 6 1 1

Maximum 8 16 8 1 14 8 10

Zetan Normal Laser Fire Plasma Explosive Electricity Acid

Damage 20% 15% 25% 10% 20% 70% 70% Resistance

Brahmin Brahmin are the mutated descendants of pre-War cattle. Through their mutation, they've attained a second head, abnormal growths, eight stomach compartments and two hearts; twice as many as normal cows. Brahmin bulls have four testicles, and the udders of female brahmin have increased in size. They are of a toasted brown/orange color and attack by headbutting or trying to gore someone with their horns. Brahmin meat is delicious, if only when compared to other post-apocalyptic food. Brahmin are a source of milk, similar to real-world milk, yet terrifyingly different. Brahmin grow to weight about 1,500 pounds and can be as tall as 5 feet high. Brahmin make for poor Player Characters. Brahmin are even more difficult characters than Dogs, so Overseers must think thrice before letting a Brahmin in.

Brahmin Limitations Brahmin are very poor Characters, as they have low Intelligence, negligible Charisma, no ability to talk, inability to hold items, inability to use items and can use even less skills than Dogs. Female Brahmin can be milked periodically for Brahmin Milk, and upon the death of the Character they can be harvested for Brahmin Meat. They can also be loaded with saddlebags and used as literal pack mules. Brahmin also can’t wear Armor, unless it’s Brahmin Armor, and this Armor must be put on them by another Character.

Two-Headed Brahmin Two-Headed Brahmins are the usual form of Brahmin one would encounter in the Wasteland, kind of like a super-conjoined twin of two regular Brahmin.

Carry Weight: +50 Healing Rate: +1 Mutation Chance: +10% Gas Immunity: +30% Knockdown Immunity: +30% Poison Immunity: +15% Radiation Immunity: +20% Max Hit Points: +10 Character Points: 28 Perk Rate: 2 Size: Large

Two-Headed ST PE EN CH IN AG LK

Minimum 6 1 5 1 1 1 1

Maximum 14 10 15 4 2 6 10

Two-Headed Normal Laser Fire Plasma Explosive Electricity Acid

Damage 15% 0% 0% 0% 15% 60% 10% Resistance

One-Headed Brahmin Occasionally, a Brahmin is only born with one head, and they have a normal amount of organs, or only one or two extras. These Brahmin are, paradoxically, considered the mutated ones, as the more numerous of the two variants is, of course, the one with two heads instead of one. One-Headed Brahmins have a bit more intellect than normal Brahmin and due to not having to, occasionally, fight against their own body, and since they have no extra weight, they’re a bit faster as well.

Carry Weight: +30 Healing Rate: +1 Mutation Chance: +20% Gas Immunity: +30% Knockdown Immunity: +20% Poison Immunity: +15% Radiation Immunity: +20% Max Hit Points: +8 Character Points: 29 Perk Rate: 2 Size: Large

Two-Headed ST PE EN CH IN AG LK

Minimum 6 1 4 1 1 1 1

Maximum 14 10 14 5 3 8 10

Two-Headed Normal Laser Fire Plasma Explosive Electricity Acid

Damage 15% 0% 0% 0% 15% 60% 10% Resistance

Zetan Aliens, known as Zetans by pre-War conspiracy theorists, are an extraterrestrial yellowish-green skinned humanoid race from an unknown planet. The only thing known about them is that they use their ability to travel space to probe other planets and species for information. Zetans are diminutive, hairless, yellowish-green-skinned humanoids with short, wiry limbs and green blood. Their heads are disproportionately large, with round, heavy-lidded, solid black eyeballs with no discernible iris or pupil; a thin, toothless mouth with green tongue, and two pairs of small holes where ears and nostrils would be. Aliens have no opposable thumbs, each hand instead having three long, tentacle-like fingers with large suction cups at each fingertip that allow them to manipulate objects. They breathe a similar atmosphere to Humans and subsist mainly on a diet of strange, alien worms and squid.

Mutation Chance: -80% Disease Immunity: -50% Gas Immunity: +30% Poison Immunity: +15% Radiation Immunity: +55% Max Hit Points: -5 Skill Points: +5 every Level Character Points: 30 Perk Rate: 3 Size: Petite

Zetan ST PE EN CH IN AG LK

Minimum 1 1 1 1 6 1 1

Maximum 6 14 6 1 16 10 10

Zetan Normal Laser Fire Plasma Explosive Electricity Acid

Damage 0% 0% 0% 0% 0% 40% 10% Resistance

Synth Synth is a diminutive for synthetic humanoid and is used to name synthetic intelligence units designed by the Institute to look, function and behave like humans. They are sometimes also called androids or artificial humans. There are several generations of Synths created by the Institute, each one more advanced than the other. While the first and second generation Synths are almost entirely mechanical, their pinnacle creation, the third generation Synth, is almost entirely biological, yet artificial. While lab-created from vat-grown flesh, they can still be programmed by implants in their brains.

Synth Limitations As Player Characters, first and second generation Synths are terrible, but behave similar to Robots, where they can have reprogrammed personalities, though due to their use by only the Institute, reprogrammed variants are very difficult to find outside of the Commonwealth area. Third generation Synths make for better Player Characters, as in order for them to hide effectively from the Institute their memories are often completely wiped and personalities changed. In addition to that, they’ve been smuggled out of the Commonwealth to other parts of America to live their lives among normal Humans. 1st Generation The 1st Generation Synths are completely mechanical androids, possessing all the physical capabilities of a Human, yet being no smarter than a standard Protectron. They resemble a lanky skeleton with metal joints, mechanical organs, and hydraulic muscles. They also speak in a high-pitched, robotic, tone.

Death Threshold: +10 Healing Rate & Regen: Always 0 Mutation Chance: Always 0% Disease Immunity: +100% Gas Immunity: +100% Poison Immunity: +100% Radiation Immunity: +100% Max Hit Points: -10 Skill Points: +5 Every Level Character Points: 35 Perk Rate: 255 Size: Average

Humanoid ST PE EN CH IN AG LK

Minimum 1 1 1 1 1 1 5

Maximum 11 11 11 1 6 11 5

Humanoid Normal Laser Fire Plasma Explosive Electricity Acid

Damage 35% 30% 60% 20% 35% 30% 30% Resistance

2nd Generation The 2nd Generation Synths are similar to their predecessors, but are hardier and sheathed in plastic. They are more humanoid in appearance, but this is only because of their plastic exterior surrounding the mechanical skeleton underneath, which can be exposed by delivering enough damage to the outer layer. These variants still have a robotic voice, but it is much less recognizable than that of the 1st Generation Synth. The 2nd Generation Synths have more processing capabilities than their predecessors, but are still very much robotic in nature.

Death Threshold: +10 Healing Rate & Regen: Always 0 Mutation Chance: Always 0% Disease Immunity: +100% Gas Immunity: +100% Poison Immunity: +100% Radiation Immunity: +100% Max Hit Points: -8 Skill Points: +5 Every Level Character Points: 35 Perk Rate: 255 Size: Average

Humanoid ST PE EN CH IN AG LK

Minimum 1 1 1 1 1 1 5

Maximum 11 11 12 1 9 9 5

Humanoid Normal Laser Fire Plasma Explosive Electricity Acid

Damage 40% 60% 90% 30% 40% 30% 70% Resistance

3rd Generation The 3rd Generation Synth embodies the pinnacle of Institute technology, being virtually indistinguishable from Humans on the outside. The 3rd Generation Synth is built from lab-grown bones, muscles and tissues, which are all assembled in the labs and are born with the bodies of adult humans, or anything the Institute desires. Though they are entirely artificially biological, the 3rd Generation Synth includes implants inside the Brain which can be programmed entirely, up to the point where their personality, memories and behavior are completely under the whim of whoever can access the Implant, such as via voice command. These brain implants, or implant, is the only way to truly distinguish a 3rd Generation Synth from a Human and is undetectable without the use of high-tech medical equipment normally not found in the Wasteland. The implant(s) cannot be removed without killing the host.

Healing Rate: -1 Mutation Chance: -80% Disease Immunity: +80% Gas Immunity: +80% Poison Immunity: +80% Radiation Immunity: +80% Max Hit Points: -5 Character Points: 31 Perk Rate: 3 Size: Average

Humanoid ST PE EN CH IN AG LK

Minimum 1 1 1 1 1 1 5

Maximum 10 10 10 10 10 10 5

Humanoid Normal Laser Fire Plasma Explosive Electricity Acid

Damage 0% 0% 0% 0% 0% 30% 0% Resistance

Character Creation: Traits

Traits are the details that can make your character really unique. They can add more ​ ​ colors to the character. Traits can make the difference between two completely average Humans, with the same Attributes, such as one being Built to Destroy, while the other is Chem Resistant. There are lots of combinations and each Trait can give you lots of fun, or pain. It happens. Traits are a completely optional part of the Character Creation process. They simply describe an aspect of the Character’s personality or physical description, and permanently affect things like Skills, Attributes and Statistics. Some Traits are not available to every Race, as some of them may be robot-specific or animal-specific. A character can pick two Traits, one Trait or none whatsoever. A Character can never have more than two Traits. Unless ​ ​ otherwise stated, Traits cannot increase a character’s Attributes above the Racial Maximum, or below Racial Minimum. The list of all the Traits & Perks is there. ​ ​ Character Creation: Attributes

Attributes are your characters basic abilities. They determine how strong, aware, healthy, alluring, smart, fast and lucky they are. Attributes determine the base amount for nearly all Statistics and Skills. There are also Secondary Attributes that determine the more supernatural aspects of a Character, which are optional depending on what type of game it is.

Character Points After making a Character Concept, choosing a Race, and picking a Trait or two, the player must decide on the Character’s Attributes. All Characters start with a certain number of Character Points, determined by Race, which are distributed among the seven Attributes. Attributes can’t normal go below the Racial Minimum or go above the Racial Maximum, but any Bonus or Penalty from a source such as Drugs or Armor may break the Racial Maximum, or Minimum. In cases where this doesn’t happen it should be noted on the Trait, Gear, Perk or so forth. In addition, all Character Points must be used and distributed. A character can never handicap themselves and start with fewer than the entitled amount of Character Points. If you chose a Trait that affects an Attribute, keep this in mind as you are distributing your Character Points. Strength (STR, ST) A measure of your character’s physical strength and muscle power. Characters with high Strength probably spent a lot of time in the gym in high school. Characters with low Strength probably got beat up by the characters with high Strength. This Attribute is used in such things as Carry Weight and Knockdown Immunity, and one rolls against it when determining if they can bend open the bars on a jail cell, or muscle through a locked door or obstacle. Strength also plays a vital role with the Minimum Strength Requirement of all Weapons.

Perception (PER, PE) Perception is your character’s awareness and street-smarts, sometimes called ​ ​ instinct or a sixth sense. Perceptive characters notice details better, like smells, ​ ​ sounds, and sights that don’t fit a normal picture. Perceptive characters tend to be ​ ​ able to read another person’s reactions, and can even tell when another person is lying. They can also make long-distance shots in combat that no-one else can make. Highly perceptive characters are private investigators or snipers. Characters with low Perception walk about in their own little world. The primary use of this Attribute is to determine the maximum distance your character can shoot a ranged weapon effectively. The better the score, the farther you can accurately shoot. A high Perception is imperative for a sniper. Perception is used when there is a little detail the character has a chance of noticing, such as the glisten off the scope of the sniper taking aim at their head.

Endurance (END, EN) Endurance measures the constitution of the body and overall health. Characters with a high Endurance rating have great immune systems, good cardiovascular fitness, and can outrun and outswim others. Characters with high Endurance can swim across the English Channel, while characters with low Endurance can drown in the kiddie pool. Endurance determines the effectiveness of most Immunities and also determines most of Maximum Hit Points. Rolls against Endurance are used in cases of most Poisons, and can also sometimes determine life or death situations. Charisma (CHA, CH) Charisma measures how physically attractive your character is and how adept they are at knowing exactly what to say in social situations. Beauty as well as grace and leadership ability contribute to Charisma. A charismatic character will be the leader of the pack, and everyone follows their orders. John F. Kennedy was charismatic; Dan Quayle was not. No Statistics are based on Charisma. It heavily influences most, if not all, Speech Skills. Charisma is used when a character is attempting to schmooze past some guards or trying to pick someone up in a bar.

Intelligence (INT, IN) Intelligence is a character’s higher reasoning power. Characters with high Intelligence have better memories and are better at solving problems than people with low Intelligence. Albert Einstein, Napoleon and Alexander the Great had high Intelligence. General Custer, Forrest Gump and the guy in Sling Blade did not. Few ​ ​ Statistics are based on Intelligence. Many of the non-combat skills use it for their base values. Intelligence also determines the number of Skill Points your character gains each level. Rolls against Intelligence are made when characters are attempting to guess a password or determine the pattern sequence of electric charges running through the pattern of the floor.

Agility (AGI, AG) Agility measures the speed of a character’s reactions. More or less, Agility describes how quickly an impulse is received by the brain, is encoded into the appropriate message, travels through the Central Nervous System, and reaches the character’s arm, which jerks out of the way right before a bullet hits it. Characters with high Agility are jugglers and acrobats. Characters with low Agility dance with two left feet. This Attribute is the basis for the Action Point Statistic. It modifies the greatest number of Skills as well, especially combat Skills. Rolls against Agility are made when your character dodges a poison dart trap or attempts jerk his arm out of the sewer before a mutated rat bites it off.

Luck (LCK, LK) Perhaps the most ambiguous Attribute, Luck is everything and nothing. Characters with a high amount of Luck just tend to have things go their way, and characters with a low amount of Luck always seems to be standing under the scaffolding just when someone drops a brick. Luck directly affects the Critical Chance Statistic as well as influences Gambling. Luck is used at the Overseer’s discretion; Luck rolls can determine if, when your character is out of ammo and lying half-unconscious on the ground, he happens to find that loaded shotgun lying forgotten in the dust. Character Creation: Statistics After determining Attributes, the player needs to calculate the Statistics. Fortunately automated Character Sheets exist to fill this purpose. Remember that Racial and Trait Bonuses, as well as Penalties, need to be applied to Statistics. Formulae for determining initial levels of Statistics are given on the Character Sheet and here.

Statistics Most Statistics are derived normally from Attributes, except for Mutation Chance and Regeneration Rate, and are mostly used in Combat. Some of them, however, are vital outside of Combat as well, such as Critical Failure and Healing Rate.

Action Points (AP) Action Points are the basis of the action economy during Combat. High Agility ensures a good amount of Action Points, and it can be increased by wearing specific gear and taking drugs. Making any Action during Combat usually costs Action Points. For reference, it generally takes 5 Action Points to take Attack. The base Action Points are equal to: ((5 + Agility / 2), rounded down). ​ ​

Carry Weight (CW) Carry Weight denotes how much a Character can carry in their arms, pockets and backpack. A higher Carry Weight usually means a Character is given the role of pack mule, and can also help determine if they are able to move heavy objects in excess of their Carry Weight. If the weight of equipment a Character is holding exceeds their Carry Weight, they are considered overencumbered. A Character with negative Carry Weight cannot function, but a Character with zero Carry Weight can. The base Carry Weight is equal to: (25 + Strength * 20). ​ ​

Critical Chance (CC) This Statistic determines how often a Character scores a Critical Hit with Attacks during Combat. If the die roll for their Attack is equal to, or lower, than the Critical Chance Statistic, the Character has scored a Critical Hit. This number usually be influenced by taking Targeted Shots or by your choice in Weapon. The base Critical Chance is equal to: (Luck). ​ ​

Critical Failure (CF) This Statistic is the opposite of Critical Chance, governing your frequency in suffering a Critical Failure instead. If any roll is equal to, or higher, than the Character’s Critical Failure Statistic, they suffer a Critical Failure, even if the roll had otherwise been successful. Critical Failure is often influenced by your choice in Weapon. The base Critical Failure is equal to: (90 + Luck). ​ ​ Combat Sequence (CS) Combat Sequence determines who goes first in Combat. There are, of course, certain scenarios that can cause Combat Sequence to get scrambled, such as surprise Rounds and Sneak Attacks. All Combat Rounds get broken down by Combat Sequence, highest Combat Sequence going first, and so forth. If the Combat Sequence of two Characters is the same, they take their Turn at the same time, or may choose to go after one another. The base Combat Sequence is equal to: (Perception x 2 + Agility / 2, rounded down). ​ ​

Death Threshold (DT) Death Threshold is a Statistic that represents when the character is truly dead. When their Hit Points reach zero, Death Threshold becomes important. When their negative Hit Points exceed their Death Threshold, then their character is truly dead and not merely just resting with life-threatening injuries. The base Death Threshold is equal to: (5 + Endurance * 2). ​ ​

Dodge Chance (DC) Dodge Chance increases the likelihood that Attacks will miss the Character. Dodge Chance affects nearly all Attacks in the game and is rarely subverted. Being Crouched, Prone or Knocked Down affects your Dodge Chance negatively. The base Dodge Chance is equal to: (Agility * 2 - 1). ​ ​

Healing Rate (HR) Life possesses the remarkable ability to heal itself naturally. Your Character’s Healing Rate is the number of Hit Points they heal naturally in a day, which is 24 hours, or by resting for 6 hours. This means that in the end of each day, if a Character rests for at least 6 hours, they regain Hit Points equal to their Healing Rate twice. Robots, except 3rd Generation Synths, always start with 0 Healing Rate, and therefore do not heal naturally. The base Healing Rate is equal to: ((Endurance / 3), rounded down). ​ ​

Hit Points (HP) Perhaps the most important Statistic in the game, as Hit Points determine whether your Character is alive and breathing, or unconscious, or possibly dead. Hit Points can be recovered with time, drugs, the correct Skills, or an able doctor. It should go without saying that Hit Points can’t normally exceed the maximum amount. The base Hit Points are equal to: (15 + Strength + Endurance * 2). ​ ​ Implant Endurance (IE) Implant Endurance represents the amount of cybernetic implants one can shove into their body. All implants, or upgrades, have an Implant Value, which determines how much it affects the Character’s Implant Endurance. Implant Value lowers the Character’s Implant Endurance, and makes it more difficult for them to accept more Implants. If the Implant Endurance Statistic is lowered below 0, the Character will start suffering penalties due to excessive cyberization. The base Implant Endurance is equal to ((Endurance + Intelligence) * 10). ​ ​

Interruption Rate (IR) Interruption Rate represents the quick wit and reflexes of a Character to take action as soon as they see an enemy within their line of sight, or merely catching them make a move. Interruption is used when your Character has Action Points left over, either on-purpose, or unused from a previous turn. They may then use those leftover Action Points to take an Attack, reposition, or do anything else, while it’s still technically being the opponent’s turn. If an enemy ends their turn within line of sight, Interruption does not have to be rolled against, but it automatically succeeds instead. The base Interruption Rate is equal to: (Perception * 6 + Agility * 2). ​ ​

Melee Damage (MD) The Melee Damage Statistic is included in the Damage Calculation of nearly every Melee-based Attack, Throwing Weapon and so forth. The higher the Melee Damage, the more consistent the Damage is. Melee Damage is entirely based on Strength, but it can be increased with drugs, gear, Traits and Perks. The base Melee Damage is equal to: (Strength - 5). ​ ​

Mutation Chance (MC) Some people in the wasteland are much more vulnerable to the hazards that the world throws at them. The dangers of Mutation from Radiation and FEV lurk around every corner. Mutation Chance is used when exposed to the chance of receiving a Mutation of any kind. Some Races are more prone to Mutation than others, but this Statistic is largely determined by random chance, as it is not derived from anything. The base Mutation Chance is equal to: (Roll 2d100, pick highest & sum if doubles). ​ ​ Regeneration Rate (RR) Where Healing Rate only works every 24 hours, and after resting for at least 6 hours, Regeneration Rate heals Hit Points every Round instead. Regeneration is exceedingly powerful, as it can bring a Character from the brink of death back to consciousness in a matter of seconds. Like with Healing Rate, Robots normally cannot benefit from Regeneration whatsoever. The way a Character’s Regeneration Rate is derived is also tricky, and can normally only be increased to 1, and no further. The base Regeneration Rate is equal to: (1 if Endurance is higher than 12). ​ ​ Immunities Rather than lump Immunities along with the other Statistics, Immunities are separated into their own section, as they’re mostly all similar with one another. Immunities determine your resistance towards forces outside of normal Damage Resistance, such as Poison, Gas, Psychics and Magic. One frequently has to roll against their Immunities when dealing with such hazards, when receiving Damage from such sources, or to see if one is infected with a Disease or succumbs to the effects of Poison or Gas.

Disease Immunity Disease Immunity measures the strength of one’s immune system, and helps in resisting disease. When a character may be afflicted with a disease, they roll against Disease Immunity to see if they can stave off getting infected in the first place. In addition, if a character is afflicted with a disease, they roll against Disease Immunity weekly in order to see if they gain complete immunity towards the disease, or if their body merely fights it off. If a disease inflicts Damage periodically, Disease Immunity acts to reduce the Damage from that disease. The base Disease Immunity is equal to: (Endurance * 3). ​ ​

Gas Immunity One of the more nasty, and rarer, weapons utilized in the Wasteland. Gas can cause large amounts of damage to a large group of people in a large radius. Some types of gas are not designed to deal damage, but incapacitate instead. When exposed to gas, a Character makes a roll against Gas Immunity to see if they stave off any negative effects. If afflicted by gas, natural Gas Immunity can help reduce any damage taken. Note that Gas Immunity provided by equipment, such as gas masks, does not help reduce damage from gas if already suffering from the negative effects. Effects that boost natural Gas Immunity, such as drugs, can reduce that damage. The base Gas Immunity is equal to: (Endurance). ​ ​

Knockdown Immunity Getting Knocked Down in battle may be a death sentence, especially if you’re surrounded by big angry Super Mutants. Fortunately, a Character’s Knockdown Immunity may save them from that situation. When a Character would be Knocked Down, they may roll against Knockdown Immunity and be spared that fate. The base Knockdown Immunity is equal to: (Strength * 2 + Endurance * 3). ​ ​ Magic Immunity Magic Immunity denotes a Character’s ability to resist magical damage and effects. Some innate effects may improve one’s natural Magic Immunity, but Magic Immunity is mostly gained from having a high enough Magics Skill or from protective gear. Note that Magic Immunity also helps a character resist potentially beneficial effects, except their own. By default, a Character receives no Magic Immunity towards their own spells and magical effects. The base Magic Immunity is equal to: (Magics / 5, rounded down). ​ ​

Poison Immunity There are certain chemicals that just don’t mix well with human anatomy. Poison Immunity helps Characters resist the effects and damage of Poison. When struck by a poisonous attack, or if there’s a situation where the Character may get poisoned, they roll against Poison Immunity and on a success they safely metabolize the poison and resist it. Poison Immunity also reduces damage from poison a Character may be suffering from. The base Poison Immunity is equal to: (Endurance * 5). ​ ​

Psychic Immunity Same as Magic Immunity, but for Psychics instead. Psychic Immunity helps resist psychic damage and effects, and is mostly gained through the Psychics Skill or by having innate Psychic Immunity. Some gear can also provide a Bonus to this Immunity. Like with Magic Immunity, Psychic Immunity does not affect the Character’s own Psychics, but beneficial Psychics may be weakened. The base Psychic Immunity is equal to: (Psychics / 5, rounded down). ​ ​

Radiation Immunity In the post-nuclear world, radiation is always a concern. Some places are naturally radioactive, like blast centers where nukes went off. Near the center of the blast, of course, you are guaranteed to find more rads than 5 kilometers away. Radiation Immunity can be increased with drugs and certain kinds of gear. When you suffer radiation from any source, Radiation Immunity usually lowers this amount by a percentage equal to the Radiation Immunity value. The only general exception is food and water, where Radiation Immunity does not affect the rads taken. The base Radiation Immunity is equal to: (Endurance x 2). ​ ​ Secondary Statistics Secondary Statistics are mostly related to Leveling Up, Experience Points and so forth, and are more in a category of miscellaneous stuff. Nevertheless, they are vital when it comes to the Character in a broader sense, since they determine just how effective they are once they start racking up Levels by the handful.

Level A measure of a Character’s total Experience. When they earn enough Experience Points, they Level Up. Leveling Up has benefits, such as earning Skill Points to divvy between the Character’s Skills and, when the Perk Rate allows, one may also choose a Perk for their Character to further boost their performance. A game can start with the Characters as low as Level 1, but the recommended Level to start with is 3. This is because at Level 1, most Characters are ill-equipped to handle naught but Giant Rats, and in some cases, not even those. Level 10 is considered around the middle of progression, and Level 20 is high progression. At Level 20, a well-equipped party can take down even the toughest of challenges. Level 30, and above, reaches heights yet unknown to man, and at that point the Characters may as well be living legends, with no challenge being too tough to overcome. The maximum Level of a Character is 255, but theoretically it is possible to pass this number.

Experience Points You accumulate these from defeating encounters, either by solving them peacefully, or killing everything that moves. Your Overseer may decide to reward your Characters with Experience Points from different events as well, such as discovering new locations, completing quests, giving water to beggars and so forth. Normally it is advised to reward each Player Character with a similar amount of Experience, to keep things fair, but if a Player Character defeats a group of enemies all by themselves, it is probably fair to reward them only, or give them a bit of extra.

Perk Rate The rate at which a Character may choose new Perks. The standard Perk Rate is 3, and anything above, or below, this number is considered abnormal. Some Races have a faster, or slower, Perk Rate, as a balancing factor for overwhelming strength in other areas. If a Character has a Perk Rate of 3, they gain a Perk every 3 Levels, and if they have a Perk Rate of 6, they gain a Perk every 6 Levels. If a Character modifies their Perk Rate after Character Creation, they will receive new Perks according to the Level they picked their last Perk at. For example, a Character has a Perk Rate of 3, and is currently Level 23, meaning they picked their last Perk at Level 21. They lower their Perk Rate to 2, meaning that the next time they receive a Perk should be at Level 21+2, or Level 23. As the Character is already Level 23, they instantly receive a new Perk upon modifying their Perk Rate.

Skill Points Per Level Sometimes referred to just Skill Points, this Statistic denotes how many Skill Points a Character receives after Leveling Up. The amount of Skill Points you receive is determined by your Intelligence, choice in Traits & Perks, and is sometimes tricky to keep track of. Modifying the rate at which you gain Skill Points Per Level can cause a lot of confusion, so it’s more effective to keep track of any Extra Skill Points on the side, rather than try and recalculate how many Skill Points one gains per Level Up. If the Intelligence of a Character is permanently modified, such as after receiving cybernetics, or a devastating brain injury, it does not cause them to retroactively lose Skill Points, but it will make calculating Skill Points per Level just a bit more difficult. The base Skill Points Per Level is equal to: (8 + Intelligence * 2). ​ ​

Karma Karma is a measure of how good or evil a Character is. Karma plays a role in nearly all conversations, where evil Characters will trust other evil Characters easier, and distrust good ones, and vice versa. Karma also plays a role in the requirements for some Perks, how some Karmic Perks are acquired and sometimes determines how much Damage a Character takes from Psychic or Magic phenomena. The more good you do, the more Karma a Character should get… and the more bad they do, the more Karma they should lose. Character Creation: Skills

Skills are learned abilities of your character. The Skill level shows how good your character is at that specific Skill. There are a large variety of different Skills in the system and they can be increased by gaining Skill Points from Leveling Up or reading educational material. Skills, when rolled, can critically hit, if number of the die is equal or under to the character’s Luck statistic. A dice roll will normally critically fail if the number is equal the character’s Critical Failure chance or higher. The maximum for any Skill is 250, with any excess merely acting as a buffer for any direct penalties for the Skill itself. Should a character have more than 250 in a Skill, and there are no penalties, the number they roll against for Aptitude is still only 250.

Tag Skills Every character gets four Tag Skills to start out with. These Skills could best be described as the Character’s gifted areas, or areas of study in their youth and in life. ​ ​ Every Character must take only four Tag Skills, unless they get an extra Tag Skill due to a Trait or a Perk, or even lose one. Each Tag Skill immediately gains an increase of 20 to the base value. Tag Skills also grow a bit faster for the first 25 Skill Points allocated, before the rate normalizes. Special Skills cannot be Tag Skills.

Skill List / Skill Families This is a complete description of Skills and how one finds the base value. Base value is figured before any other Skill adjustments are made. Base value is also automatically calculated on the official Character Sheet. All of the Skills in the game are separated into different categories, or families. Weapon Skills Weapon Skills cover the different categories of weapons one finds in the wasteland. Usually a Character might want to focus on one, or two, of these Skills at most. Most situations in the wasteland cannot be solved without resorting to violence as, for example, mutant roaches do not listen to reason. You don’t even necessarily need to choose a weapon Skill as one of your tag Skills, just allocate some points onto it.

● Small Guns This Skill covers the use of any pistols, revolvers and even small shotguns chambered with conventional ammo, such as 9mm, .45 ACP and 10mm. Small Guns are very easy to come by in the wastes and as such they’re very popular in the hands of raiders and other small-time bandits. The base Small Guns Skill is equal to: (5 + Perception + Agility). ​ ​

● Guns This Skill covers the use of any submachine guns, rifles and assault rifles. They too may use smaller caliber conventional ammunition, such as 9mm or 10mm, or they can go all the way up to the legendary. 50 BMG. Guns are popular in the hands of mercenaries, guards and more wealthy Raiders. The base Guns Skill is equal to: (5 + Perception * 2). ​ ​

● Big Guns This Skill covers the use of explosive weapons from the humble grenade rifle and missile launcher all the way up to the Fatman mini nuke launcher. It also includes more conventional Big Guns such as light machineguns and miniguns. The base Big Guns Skill is equal to: (Strength + Perception). ​ ​

● Energy Weapons The use of Energy Weapons is not very common in the post-nuclear world as advanced Energy Weapons were just coming into actual warfare before the world blew up. Some Energy Weapons were, however, being sold to the common man. Laser and Plasma weapons are generally covered by the Energy Weapons Skill. If your weapon uses a cell as ammunition you can bet it’s covered by this. The base Energy Weapons Skill is equal to: (Perception + Intelligence). ​ ​

● Melee Weapons Knives, bats and spears are widely used by raiders and tribals alike. Basically any weapon used to bash, bludgeon, stab and slash is a melee weapon. There are odd curiosities that use ammunition or fuel, but as they’re mainly used to bash they’re still melee, baby. Melee Weapons Skill also lets one access esoteric Weapon Arts. The base Melee Weapons Skill is equal to: (5 + Strength + Agility). ​ ​ ● Unarmed This is the Skill of beating people up with your fists and feet, from boxing to brawling to the martial arts. The better you are at this Skill, the more likely you are going to hit in combat. This Skill also covers the use of weapons that enhance unarmed combat, such as brass knuckles, spiked knuckles and even the legendary power fist. At higher Skill levels, you will learn new techniques of fighting techniques. The base Unarmed Skill is equal to: (Strength + Agility). ​ ​

● Throwing Quite simply, this covers your ability to throw things. It is a measure of your accuracy and technique while chucking things at people. This includes rocks, knives, hatchets, spears, discs and even chakrams. Throwing bombs, such as grenades, is also covered under the Throwing Skill. The base Throwing Skill is equal to: (Strength + Agility). ​ ​ Stealth Skills Stealth skills are meant for those who don’t really care for what wasteland law has to say. Picking locks, stealing and sneaking around are easy ways to make quick cash, or they can be used to pull off exuberant burglaries. Stealth Skills are not only for unlawful behavior, the heavy locked safe at the very bottom of the ruins of an apartment building may yet remain unopened if no-one knows the art of Lockpicking.

● Traps This Skill can be used to set and disarm traps. The higher your Skill is the easier it is to properly lay a tripwire, or a bear trap, successfully. The Traps Skill only works for more archaic Traps, but can occasionally be used to disarm even explosive Traps, should there be no electronic detonator to deal with. The base Traps Skill is equal to: (Intelligence + Agility). ​ ​

● Sneak This is the Skill of being able to move quietly or out of sight. When you are sneaking, other people will be less likely to notice you at a distance. If you get too close to a dangerous creature, no matter how good your sneaking is, they will probably notice you. Of course, whether someone notices you, or not, is based on what direction they’re facing, the amount of light in the area, your cover, and a helluva lotta luck. Such is the life of a thief. Successfully sneaking up to a person means you get a Bonus should you want to try and pickpocket them. The base Sneak Skill is equal to: (Agility * 2). ​ ​

● Steal If you desire something that isn’t yours, this is the Skill for you. Use it to grab that shiny thing off the counter while the cashier is occupied, or go through their pockets while they’re distracted. Be careful not to get caught. The base Steal Skill is equal to: (5 + Agility * 2). ​ ​

● Lockpicking If you need to open locks without the proper key, you’re going to need Lockpicking. Use it to get what you want from locked safes and behind locked doors. Having an actual lockpick will improve your chances, and is often mandatory. Certain locks are, of course, harder to pick than others and some absolutely do require the use of a lockpick of some sort, and cannot be cracked open empty handed. The base Lockpick Skill is equal to: (5 + Perception + Agility). ​ ​ Outdoorsman Skills Outdoorsman Skills are an odd bunch. One could call them basic Skills, or commonly learned Skills, ones that one would require to properly survive the dangers that the wasteland might impose on you. Surviving in the wasteland, learning important details about the factions present and even knowing how to handle mutated animals are all very similar in the same vein. The newly added Cooking also falls into this category, as being able to properly roast rat meat could be a difference between a good meal and just a pile of charred meat and diseases.

● Survival This is the Skill of outdoor living and survival in hostile environments. Basically, what they teach in Boy Scouts and Girl Scouts, modified for the post-nuclear world. Survival has many uses, from finding food and water in the middle of a vast wasteland to knowledge about what plants will help you or kill you. It’s always good to have someone in the party who’s an avid survival specialist. The base Survival Skill is equal to: (5 + Endurance + Intelligence). ​ ​

● Cooking The Survival Skill does cover the basics of cooking the meat of animals you can hunt, and how to mix together water with stale pre-war food to make it edible again, but the Cooking Skill goes further beyond, not only covering the basics of Cooking, but also lets Characters create their own meals from ingredients they find to satiate their hunger for more than a day. The base Cooking Skill is equal to: (5 + Endurance + Luck). ​ ​

● Wilderness Lore Wilderness Lore is similar to Survival in the way that it helps you survive, but through knowledge. Those very well-versed in the tales, customs and dangers of the wastes are adept in the Wilderness Lore Skill. Wilderness Lore is used to determine whether or not a character knows if a ruined town in the middle of the wasteland might have something important or not, or if a certain group is affiliated with something special. The base Wilderness Lore Skill is equal to: (5 + Charisma + Intelligence). ​ ​

● Animalism The Animalism Skill is used when dealing with various animals, or when trying to roll for animal-based knowledge. Someone with a high Animalism Skill could easily know how to herd Brahmin or even how to calm down a Feral Dog. They could know what animals to avoid and how certain behavior affects them. True animal friends can even walk among the most dangerous animals in the wastes with little issue. The base Animalism Skill is equal to: (Charisma + Intelligence). ​ ​ Healing Skills Healing Skills are used to fix broken limbs, heal minor damage and even to manufacture consumable drugs and medicine. There are certain limits to using Healing Skills, unlike most other Skills, and much preparation and tools are needed to properly use the manufacturing Skills.

● First Aid First Aid is the Skill of minor healing and it is mostly used to cure minor cuts, bullet wounds and whatnot, leaving the other things to the pros. First Aid can be used without any medical supplies, but with only shitty results, meaning First Aid is most properly used in conjunction with medical supplies. The base First Aid Skill is equal to: (5 + Perception + Intelligence). ​ ​

● Doctor A more advanced form of healing, where broken bones, great injuries and even life threatening conditions can be fixed in a jiffy. Unlike First Aid, which can be performed without supplies, the Doctor Skill can almost never be used without proper medical supplies, barring special exceptions. The use of the Doctor Skill is much slower than First Aid as well, which makes it usually unsuitable for Combat situations. The base Doctor Skill is equal to: (Perception + Intelligence). ​ ​

● Chemistry While First Aid and Doctor are used to heal minor and major wounds respectively, the Chemistry skill is used to craft medicine and other drugs. This is similar to the Herbalism Skill to craft medicine with herbs. This Skill, however, differs from it in the way that it is used to create manufactured drugs and toxins. Chemistry can also be used to identify unknown chemicals and drugs. The base Chemistry Skill is equal to: (5 + Intelligence * 2). ​ ​

● Herbalism Herbalism is the Skill used when creating various herb-based drugs and poisons. It is also used to determine the use and effectiveness of certain, unknown, poisons and weird plants one might find. Most tribal medicine men specialize in Herbalism, while more civilized medics would go with Chemistry. The base Herbalism Skill is equal to: (5 + Perception + Intelligence). ​ ​ Mechanical Skills Mechanical Skills are used to work on anything of made of metal, plastics or even wood. They’re also used to work on anything electrical or full of moving parts. A master of the Mechanical Skills can craft armor, hack computers and robots, fix up any kind of weapon, even energy weapons. If the party has an active robot companion it is vital to have someone proficient in Robotics and Electronics to ensure proper maintenance.

● Computer Science Computer Science is the Skill of working with electronics devices, such as computers and terminals. It also covers how intuitive a character is based on those things. The Computer Science Skill is used when trying to use, or break into, computers or even to determine what part of a computerized device needs to be fixed in order to get it working again. It’s also used when reprogramming computerized devices. The base Computer Science Skill is equal to: (Perception + Intelligence). ​ ​

● Repair Repair is the practical application of being a handyman. As things are constantly breaking in the wastes, and there aren’t customer service hotlines anymore, a person with a high Repair skill is always good to have around. Repair covers fixing all manner of mechanical things, from guns to vehicles, and can also be used to intentionally sabotage or disable mechanical things. The base Repair skill is equal to: (Intelligence * 2). ​ ​

● Robotics The Robotics Skill is the knowledge and aptitude when it comes to all things robotic. Computer Science can be used on anything static, like terminals, while Robotics applies to killer bots on the loose. Robotics can be used to determine what quality certain robots are, what their capabilities are and if the character is successful at turning them off, reprogramming their targeting parameters or even initiating self-destruct. Robotics can also be used to repair damaged robots, like the Repair Skill, but much more specialized. The base Robotics Skill is equal to: (Intelligence * 2). ​ ​ ● Electronics While Computer Science deals with computer terminals and programming, and Robotics deals with all things of the robotic nature, Electronics deals with everything else that doesn’t fall into those categories. A character well-versed in Computer Science might not know how to maintain circuits and someone who is an expert at Robotics might still have difficulty re-calibrating a laser rifle. Electronics is your savvy knowledge on the insides of computers, not just servos and binary. The base Electronics Skill is equal to: (Perception + Intelligence). ​ ​

● Weaponsmith Weaponsmith is a Skill used when constructing homemade weapons or putting together weapon schematics and fitting together different parts. Weaponsmith can also be used in some cases to maintain weapons instead of using the Repair Skill. Someone well-versed in Weaponsmith might also be able to construct modifications to weapons and even craft completely Custom Weapon.s The base Weaponsmith Skill is equal to: (Perception + Agility). ​ ​

● Armorsmith The Weaponsmith Skill deals in weaponry. The Armorsmith skill deals in armor. Same basic deal, but with armor instead. Someone very knowledgeable could craft all kinds of armor from different parts one might find in the wastes or even upgrade existing armor. It wouldn’t take much to upgrade Metal Armor into Reinforced Metal Armor. One just needs proficiency, a few hours, suitable blueprints and a buttload of parts. Armorsmith can also, sometimes, be used to maintain armor. The base Armorsmith Skill is equal to: (Perception + Agility). ​ ​

● Explosives This Skill can be used to set mines and other explosives. The higher your Skill is the easier it is to properly lay a Fragmentation Mine successfully, or use placed explosives utilizing a timed, or remote control detonator, such as C4 explosives. Explosives also determines how good you are at dismantling explosives or disarming them, should you find an explosive booby-trap somewhere. The base Explosives skill is equal to: (Intelligence + Luck). ​ ​ Speech Skills Speech Skills are imperative to succeeding in the post-apocalyptic world without making too many enemies, or lots of enemies if you screw everyone over. They can also be used to alter prices of merchants, successfully talking them down on prices, and even up to influencing the decisions of robots and other types of AI one might find in the world.

● Barter The Skill of trading. In the post-nuclear world, currency is not always commonly used, but for the most part some kind of replacement for pre-war money is used. Barter will allow you to get more for less when trading for equipment, weapons and other types of items. A high Barter Skill can lower the prices you pay for items you purchase and increase the money you got for selling excess loot. A good Barter Skill isn’t important for killing people, but it is certainly an imperative Skill for merchants. The base Barter Skill is equal to: (Charisma * 2). ​ ​

● Intimidation Intimidation is used to scare the calories out of people. The Intimidation Skill is used to extract information or force someone into giving up their position. Intimidation can be made much easier by acting tough, killing a bunch of people and generally being insane. The right clothes always do the trick as well. Intimidation is rarely used to win the trust of someone over, unless we’re talking about raiders, thus this isn’t the Skill for the goodie-two-shoes out there. The base Intimidation Skill is equal to: (Strength + Charisma). ​ ​

● Charm This is the Skill of dialogue, the silver tongue. The better your Charm Skill, the more likely you are to win the trust of whoever you’re talking to, making them open up to you much easier. Charm is mostly used for good natured conversation about friendlier topics, gathering information or making friends. The base Charm Skill is equal to: (5 + Charisma * 2). ​ ​

● Deception The Deception skill is using your words, or gestures even, to trick someone, or something, in many different ways. Someone adept in the art of Deception could convince someone that there aren’t the droids they’re looking for, or have whoever they’re talking to get the completely wrong idea of the situation at hand. A good liar could get the whole town to try and lynch Old Jenkins for letting the prisoners go, when it actually was you all along. The base Deception Skill is equal to: (Charisma + Agility). ​ ​ ● Leadership Leadership is the Skill primarily used for commanding NPC’s. A good leader will win the trust of everyone and make sure they properly follow your command. Leadership can also be used with a sprinkle of deception, convincing a Pre-War robot that you’re his commanding officer, or making a BoS or Enclave soldier think you’re their commanding officer. This, however, is difficult if they can see you in a good light and you’re not dressed in the appropriate clothes or armor. It is, however, quite effective through a radio. The base Leadership Skill is equal to: (Charisma + Intelligence). ​ ​

● Gambling While not exactly a Speech Skill, the Gambling Skill covers the knowledge and adeptness of games of chance. Someone with a high Gambling Skill tends to win at these games more often, or might notice the game is dirty or rigged. They may also use their Gambling Skill to try and rig games themselves. The base Gambling Skill is equal to: (5 + Luck * 2). ​ ​ Miscellaneous Skills Miscellaneous Skills cover the aspects of bodily physique, knowing how to drive cars, how sharp your eyes are and if you know how to properly check behind every rock, nook and cranny for precious loot. Miscellaneous Skills have a lot of similarity with Outdoorsman Skills and these two could easily be combined to cover the spectrum of Wasteland Skills.

● Athletics Athletics covers all aspects of athleticism, such as Jumping, Climbing, Swimming and even Running. There’s more about this subject later, but you can bet all of these are important tools in the wasteland. Sometimes one might have to scale a high cliff, or some rubble, or even jump across a bridge with a massive hole in it. The base Athletics Skill is equal to (Strength + Endurance + Agility). ​ ​

● Pilot This Skill represents the character’s ability to drive all kinds of vehicles, from the humble brahmin-driven carriage to an armored vehicle. It also covers sea-based vehicles, like canoes and oil tankers, and flying vehicles, like hang-gliders and vertibirds. A better Pilot can also execute more dangerous driving maneuvers. The base Pilot Skill is equal to: (Perception + Agility). ​ ​

● Investigation Investigation goes along with Detection, but is much more subtle in its use. Someone with a good Investigation Skill might find, or understand, clues someone else in the same area might not have seen before. A good investigator usually catches the idea, or purpose, behind a place or a crime scene even. They put together evidence and pieces of the puzzle that could have been easily missed. Investigation is also used, in some cases, to try and understand how a device, or a machine, works. The base Investigation Skill is equal to: (Perception + Intelligence). ​ ​

● Detection Detection is a Skill which is used to determine whether or not your character can spot something hidden, how well they can spot traps and explosives. This Skill is important for scouts, as someone who is in front should easily be able to spot all of the mines and traps the other Characters might then come across. The base Detection Skill is equal to: (Perception * 2). ​ ​ ● Looting Pretty self-explanatory this one. Those with a high Looting Skill will find way more stuff than those utilizing straight-up Luck or even Investigation. Looting has its own special knacks to it, such as being able to quickly, and accurately, evaluate the worth of what you find, instead of wasting valuable time on something potentially very worthless. Those adept at Looting can also more easily find hidden loot. The base Looting Skill is equal to: (5 + Perception + Luck). ​ ​ Special Skill(s) There are currently five Special Skills, which do not fit in to any other category. An argument could be made for Musical Talent & Artistic Talent, but, for now, they exist in the Special Skills. All Special Skills have a special way of determining their base value, some shared with other Special Skills. One also cannot choose a Special Skill as a Tag Skill and they grow at a slower rate as a result. In addition, one needs to spend a lot more Skill Points to increase certain Special Skills higher, with Esotericism being the worst offender in terms of slowness of growth.

For special rolling rules, Psychics and Magics both follow the same rule, where a Player rolls a 3d100 and picks the lowest result for their Base Skill. But, should they roll triples, meaning all three die had the same result, they sum those numbers instead. For Musical Talent & Artistic Talent, one rolls only a 1d100, but a Player may freely exchange the results of the two if they wish. They can only exchange the results during Character Creation, after which their choice is locked in and cannot be changed any more. For Esotericism one rolls a 2d17 and picks the highest result, unless they roll doubles, meaning both results are the same, in which case they sum those numbers instead. Someone who is extremely lucky might start with 300 Psychics or Magics, or with 34 Esotericism.

● Psychics Psychics are the world of the paranormal and this Skill determines how accustomed one is to the world of Psychic power. Users of Psychic powers are generally referred to as either Psykers or Psychics, but some communities might have their own name for them, if they even know of their existence. Psychic power is very rare across the wastes and is only achieved from either exposure to FEV, Mutation due to Radiation or Natural Evolution. On the former two cases it usually drives the recipient insane. When unlocking paranormal potential, one usually becomes dominant in one aspect of Psychic powers, often having little control over it. Electrokinetic, Photokinetic, Pyrokinetic, Telepathic and Telekinetic powers are the most common psychic phenomena one might come across. The Psychics Skill determines the Immunity toward Psychic phenomena as well. Someone with a high Psychics Skill more easily resists Telepathic, or even Telekinetic, powers, while someone less accustomed to it easily falls prey to these powers. It is normally impossible to allocate points into Psychics, unless one has unlocked their true potential. The base Psychics Skill is equal to: (Roll 3d100, pick lowest & sum if triples). ​ ​ ● Magics Magics is a part of the paranormal and supernatural world as well, but instead of controlling the world through thought, like with Psychics, those accustomed to the Magics Skill command arcane forces known a Magic instead. Users of Magics are often called Wizards, Magicians or Spellcasters instead, but they may also go by different names and terms. Those using Magics don’t unlock more talent as they grow in Skill, like practitioners of Psychics do, but they must, instead, learn Spells as they go on. A higher Skill in Magics lets one learn and cast Spells more easily. Those with low Magics can usually only learn and conjure the most basic of Spells, while those with high Magics Skill can blast foes with great arcane forces. It is normally impossible to allocate points into Magics, unless someone has the existence of Magics and has learned at least one Spell. The base Magics Skill is equal to: (Roll 3d100, pick lowest & sum if triples). ​ ​

● Musical Talent To have a perfect pitch, to hear the soul of the music! You have an ear for the beat, you learn instruments fast and most of all, you can actually read musical notes. Some people find it difficult to learn how music works and the wasteland rarely cares for such talents. This is why Musical Talent is special. The Musical Talent Skill can be used to perform with a musical tone and play instruments properly to hopefully get a positive effect, such as boosting morale or convincing a bouncer that you’re supposed to play on stage. During Character Creation, you may exchange the value you roll for Musical Talent with Artistic Talent. The base Musical Talent Skill is equal to: (Roll 1d100). ​ ​

● Artistic Talent Artistic Talent is much similar to Musical Talent and can be used for purposes that deal with anything artistic. It can be used to value a work of art that one finds in the ruins of a museum, create notable artworks of your own and even apply it for functional camouflage. Not all people have Artistic Talent, and the wasteland rarely cares for this, which is why Artistic Talent is a Special Skill. During Character Creation, you may exchange the value you roll for Artistic Talent with Musical Talent. The starting Artistic Talent Skill is equal to: (Roll 1d100). ​ ​ ● Esotericism Esotericism is a strange Skill that can be, in most circumstances, used to replace any other Skill on the list. Simply by the virtue of being esoteric, and using things in ways none-other have ever thought, you can come up to the solution, the same one, that others could reach, only your methods are very strange. The penalty of using Esotericism is that you always incur a Substitution Penalty and you cannot receive any boosts to it, other than effects that directly boost your Esotericism Skill. The real downside of Esotericism is that it is incredibly slow to raise with Skill Points. The base Esotericism Skill is equal to: (Roll 2d17, pick highest & sum if doubles). ​ ​ Character Creation: Equipment

Starting Caps Once you’re done with all other aspects of your Character, it is time to equip them. Every Character starts with a little bit of money in the beginning, to purchase some starting gear with. As equipment tends to be more expensive in the wasteland it’s probably more efficient to spend as much as you can in Character Creation. This, however, would leave the Character with little to no money to spend in the game, which could also be a problem. Starting Level Amount of Money

n 100 * n + (10 + n)d100

1 100 + 11d100

2 200 + 12d100

3 300 + 13d100

4 400 + 14d100

5 500 + 15d100 A lucky roller might have close to 1100 to spend at level 1, but luck can go both ways. They will, however, always have at least 100+ to spend, so they aren’t always completely shafted. For campaigns that emphasize the importance of liquid cash, smart Overseers know that these numbers can easily be skewed with. Super Mutants, Deathclaws, Robots, Abominations & Synths, except 3rd Generation Synths, start with halved money. Dogs, Brahmin and Zetans don’t get any starting money at all.

Purchasing Damaged Gear Players may opt to purchase damaged gear in Character Creation, but they must first roll against Barter to see what sort of a discount they get. The best possible discount a Player can receive during Character Creation, when purchasing damaged gear, is 50%, unless they get a Critical Success on their Barter roll. With a Critical Success, their discount is increased to 60%, which means they can purchase damaged gear at 40% the base price. Damaged gear starts at 1d50+50 Condition%, and can be fixed during the game outside Character Creation. A Player may also opt to purchase damaged miscellaneous items, in which case they start damaged or broken, meaning they don’t work at all, or only contribute half of their Bonus Effects. Starting Bonuses Firstly, a Player chooses three defining factors of their Character. These factors can be any of their SPECIAL scores or any of their Skills. You may normally choose only up to three combined from either category, but this is up to the whim of the Overseer. Your chosen factors determine what kind of extra gear, or extra bonuses, you start on Character Creation. In each case you roll your chosen SPECIAL or Skill and check the results of your roll based on Aptitude. Temporary Bonuses, such as wearing certain armor, taking drugs, or certain non-permanent Traits or Perks, are not counted towards these rolls. Dogs and Brahmin are not eligible Starting Bonuses.

All Starting Bonuses can be found by following the link. ​ ​

Additional Goodies Joining a higher-level campaign can lead to a rather underpowered Character joining in on the fun. This can lead to differences in power until said Character can catch-up. To alleviate this, Overseers can decide to give one, or more, additional free items to joining players. These items can also be substituted with Psychic Powers, Mutations, Cybernetics and alike. Generally the Overseer should compare the joining Character to the party and make a decision based on that, or they can give items to all Characters based on their past. Perhaps a Vault Dweller should have a free Pip-Boy.

Official Item List The link to the item list can be found here: Official Item List. ​ ​ Basic Rules: Aptitude & Success

Most Actions in the game requires a Character to use their Skills or Attributes to accomplish something, but there are moments when you do not have to roll for anything, and it’s mostly left up to the Overseer and Players to decide what happens. Attributes and Skills are different from one another and use different methods when one is asked to roll against them. The rules for both are simple, but there are certain quirks that go into finding out what happens on a success or a failure.

Attributes The Attributes follow a basic rule when rolled against. A Character rolls a 1d10 against their chosen Attribute and the result of the die must be equal or lower than their Attribute in order for them to succeed. Modifiers are added depending on if the task is more, or less, difficult. If there is no chance for the Character to fail, they automatically succeed and they do not have to roll anything.

Optional Rule: Optionally, an Overseer may decide to divide tasks based on ​ difficulty with difference dice. Something routine or trivial is rolled with a 1d4 instead of a 1d10, meaning someone with 4 or more in that Attribute automatically succeeds. The difficulty of a task can go all the way up to 1d20, or even higher, drastically lowering the chances of succeeding, unless the chosen Attribute is ludicrously high.

Critical Success & Failure Critical Success and Failures with Attributes require an additional roll. Rolling a 1 or a 10 (or just the highest result if using the optional rule), prompts the Player to roll against 1d100 to confirm their Critical Success or Failure. If a Played rolled a 1 on an Attribute roll, then a 1d100 with a result equal to, or under, their Luck, it’s a confirmed Critical Success. If, however, the Character rolled a 10 and then got a result equal to, or higher, than their Critical Failure Statistic on the subsequent 1d100 roll, it’s a confirmed Critical Failure. The chances of getting a Critical Success or a Critical Failure are much lower than compared to Skills, but still have a chance of happening. Skills For Skills a Character rolls a 1d100 against their chosen Skill, and they must get a result on the die equal to, or lower, than their level of Skill. Modifiers can be applied depending on the situation at hand. Task difficulty, Lighting Conditions, Encumbrance and Vision Penalty are the usual suspects when it comes to modifiers, either positive, or negative. If the result is equal to, or under, the Character’s Luck, then the roll is considered a Critical Success. If the result is equal to, or higher, than the Character’s Critical Failure Statistic, then the roll is considered a Critical Failure. If there is no chance of failure, the Overseer can make a decision for an automatic success, without having to roll. If modifiers push a Skill roll toward impossibility, meaning there’s a 0% chance for Success, a Player cannot roll for that Skill and they automatically fail if they attempt it.

Aptitude Aptitude, also known as Rate of Success, often determines the successful use of a Skill. The Aptitude of a roll is the final number after deducting the result of the die roll from the Character’s Total Skill. For example, if a Character has 125 Repair and they rolled a 50, their Aptitude would be 125-50=75. In this case, if they were, for example, maintaining a Weapon, they restore 75% Condition to the Weapon.

Degrees of Success Sometimes a roll against a Skill does not require the Aptitude, but for a Degree of Success instead. If the Aptitude of the roll is between 0 and 99, it is considered a regular Success. Between 100 and 199, it is considered a Double Success. Between 200 and 299, it is a Triple Success. In short, for every 100 Aptitude reached, another Success is gained. Multiple Degrees of Success can double or triple the result, such as amount of healing, amount of loot and so forth. In some cases, getting multiple Successes does not matter. There are no multiple Degrees of Failure. Basic Rules: Combat

To make an Attack, a Player must roll the associated Weapon Skill using a 1d100. Following the standard rules, Aptitude is important and, of course, rolling closer to 1 is always better. If the roll is equal to, or under, the Character’s Critical Chance Statistic, the roll is considered a Critical Success. If the roll is equal to, or higher, than the Character’s Critical Failure Statistic, the roll is considered a Critical Failure.

Example: A Character is attempting to fill his target with lead. His Small Guns Skill is ​ 80 and he rolls a 60. Since this result is under his Skill, which was 80, he scores a successful hit. His Aptitude for this roll is also 80-60=20.

The Purpose of Combat Combat officially begins when one Character decides that enough is enough and they attack someone or something. Sometimes attacks can be made on inanimate objects, such as doors, and in this case combat procedure may not be necessary, unless combat is going on around the character trying to break the door, or attacking the door causes someone to go hostile. Combat is a tool that can get you out of trouble, or into more trouble, based on the choices the players make, and, against some, it is the only option you can take, as animals rarely listen to reason.

Sequence Regardless of who begins combat, all participants must state their Sequence Statistic. This determines the turn order for the duration of the combat. Each combatant receives one turn in the Sequence, which cycles from highest to lowest until combat ends. Combat ends when all aggressive targets surrender, are killed, have fled or are unconscious.

Optional Rule: If the Sequence of a character is at least double that of another ​ character, the character can have two turns ahead of the other. This rule is dangerous, as it often allows high Agility characters, such as Deathclaws, to act twice before most others. As their name suggests, this is often with deadly consequences.

Aggressor Bonus When Combat begins, most often one Character, or one group, is the Aggressor, taking the initiative, or the first shot. Being the Aggressor in a Combat situation yields a small Aggressor Bonus to Sequence. Not all members of the party may receive an Aggressor Bonus, just the ones jumping the gun. Anyone with an Aggressor Bonus increases their Sequence by 5 for the first round of combat, after which it normalizes. Surprise Round If a Character, or even an entire party, attacks from an unseen location, taking their targets completely by surprise, they may receive a Surprise Round. Every single Character that successfully ambushes their enemy gets a free Combat Round worth of Actions to perform. Surprise Rounds are often deadly, since they’re more likely paired with deadly Sneak Attacks, which can completely devastate even a giant group of enemies. An Aggressor Bonus does not matter during a Surprise Round, and it is not counted when the Combat officially begins and everyone who survived is added to the turn order based on their Sequence.

Action Points During Combat, each Character’s turn is broken down using Action Points. Each Character has a limited amount of Action Points determined by their Action Point Statistic, which is completely dependent on the Character’s Agility Attribute. Nearly all Actions cost Action Points to perform, except for certain Free Actions, such as idle chatter. Some Perks or Traits may lower, or increase, Action Points costs.

Overloaded Action Points It is possible to take one Action that uses more Action Points than a Character has available, but any Action Points that are used over the Character’s total Action Points spill over to the next turn. There is a limit to the amount of Action Points that a Character can use over their total, which is equal to half of their Action Points Statistic, rounded down. This means that a Character with 7 Action Points can only go over their total Action Points by 3. A Character who Overloaded their Action Points cannot Overload their Action Points again, but must wait until they’re no longer Overloaded.

Example 1: A Character has completely dumped Agility and their Action Points ​ Statistic is only 6. They have a slow weapon that requires 8 AP to attack with, meaning they’ll have to use 6 Action Points this turn, and 2 from their next turn, in order to properly attack. Using a weapon this way does not delay the attack until the next turn, it only means that the Character has 4 AP to use on their next turn, having to recover from the recoil, or mighty swing, of their weapon.

Example 2: A Character has 8 Action Points and desperately wants to escape as far ​ as possible. They’ve taken an Action to attack previously, leaving them at 3 Action Points, and they decide they want to take a Sprint Action to escape 12 Hexes away. A Sprint Action to move 12 Hexes away uses 6 AP, which means that the Character Overloads 3 AP. On their next turn, they may only use 5 Action Points, having to recover from their Sprint. Movement Movement includes moving closer to a target, moving behind a tree or other cover, or bravely fleeing. Moving one Hex in Combat costs 1 Action Point. Characters cannot occupy the same Hex as another living Character, or large inanimate objects. Characters or animals who are very small, such as Bees, do not have to follow this rule, and may occupy the same Hex as another Character. Any object larger than an Average size shrub gets a Hex all to itself. Dead bodies usually do not get their own personal space, as they are dead and don’t care if you trample over them. Anything larger than a normal Human will occupy a Hex, or multiple Hexes, even if they’re dead, just because of the sheer bulk of their body.

Terrain Modifier Terrain can have an effect on how many Action Points it costs to move through it. Most Terrain is fine to move over, with no additional costs, but the more rough, torn and muddy the ground gets, the harder a time one will have to move through it. Terrain Modifier does not stack with the Modifier from Position, but you pick the highest Action Point Cost instead.

Type of Terrain Action Point Cost

Open or Flat Ground 1 AP per Hex

Rough or Wet Ground 2 AP per Hex

Torn or Muddy Ground 3 AP per Hex

Sprinting Sprinting in Combat is entirely possible, but only when a Character is Standing, granting Extra Movement up to 2 Hexes per 1 Action Point, but doing so gives the Character one or two Penalties. It is difficult to attack while Sprinting, or immediately after, which means after taking a Sprinting Movement Action the next ranged attack ​ ​ ​ ​ gets a Penalty a of 25%. Sprinting also leaves you a bit exposed, as you’re not actively paying attention to what your opponents are doing. Taking a Sprinting Movement Action reduces base Dodge Chance to just 1 for the rest of that Combat Round. Bonuses to Dodge still Apply. If a Character moves an odd number of Hexes, such as 7, via Sprinting, it still costs 4 Action Points, meaning the cost is rounded up. Inventory Management Inventory Management you need to do for the Turn involves opening up the inventory, or basically rummaging through your pouch or backpack, which takes a total of 4 AP. You can use two sets of gear as you please, drop items or utilize fast disposables like Stimpacks or Jet. Inventory Management does not just apply to your own, personal, inventory. While it does take 4 AP to open your inventory, you may use more than two items by spending an additional 2 action points per item. Pickpocketing, planting grenades, looting bodies, opening lockers, and pretty much any form of item swapping, costs 4 AP. Picking up dropped items from the floor, however, only costs 1 AP.

Quick-Use Pouches Most normal Characters have two hands, which means they’re usually carrying one two-handed weapon or a one-handed weapon and a consumable item, or possibly a one-handed weapon and a shield. It is possible to purchase or craft Holsters and Quick-Use Pockets to strap onto yourself, which reduces the cost of Inventory Management. Utilizing an item stored in a Quick-Use Pouch, Holster, Carrier or a Scabbard costs 2 Action Points, and this may include swapping an item held for another. The normal amount of Quick-Use Pouches one can have on their Character is two, but this can be increased with certain Perks and Effects.

Active Dodge Dodge Chance can be improved by 3% for each Action Point spent for that intent. A Character may use this to use up excess Action Points for the Round, or possibly all of it, if a big attack is expected. The Dodge Chance Bonus only lasts until that Character’s next Turn, after which it must be refreshed. Action Points spent on increasing Dodge Chance cannot be used for purposes of Interruption. Interruption If you have Action Points leftover from your previous Turn, you can possibly set up for an Interruption. If an enemy appears within the Effective Range of a Character wielding a ranged weapon, or within the Perception Range of a Character wielding a melee weapon, they may roll against their Interruption Rate Statistic to see if they successfully Interrupt the enemy. When Interrupting an enemy they get to spend any leftover Action Points from their previous turn to potentially reposition, make an attack to harm the enemy, or anything else they could use their Action Points for. A Character does not have to immediately roll for Interruption when an enemy appears on their Range, but they may wait until they approach more before the Interruption. If, however, an enemy simply moves through the Range and the Character chooses not to Interrupt, they cannot go back on their word if the enemy decides not to approach and moves away instead. If the Interruption Rate is ever equal to, or over, 100%, there is no need for a roll, as the Interruption is an automatic success. One cannot critically succeed, or fail, an Interruption.

Optional Rule: An Interruption may be attempted beyond one’s Effective Range, or ​ one’s Perception Range, but each Hex beyond that Range poses a Penalty of 3% for each. This rule can be somewhat dangerous as it makes Character’s with high Perception, or just high Interruption, almost impossible to beat in certain situations, and makes it so a single gunman can cover the entire battle map in an optional situation without much effort, other than positioning.

Interruption Modifiers Various things have an effect on whether or not an Interruption is successful, but it is mostly dependent on the Interruption Statistic. Such things as a Character’s stance, visibility and position have an effect on the chance for a successful Interruption. Some Perks, or Traits, may also affect the Interruption Rate Statistic. Even acting aloof may catch a foe off guard, and thus make a Character harder nail with a successful Interruption. Changing Position Crouching and going Prone are great ways to improve your chance to hit with certain ranged weapons, as well as making you a smaller target, but the downside is that it reduces your Dodge Chance and it increases a Character’s movement costs. Changing positions in Combat usually costs 2 AP, but there are cases where it may cost up to 4 AP, or as little as 0 AP. It is also possible to go completely limp and feign being Knocked Down, or Knocked Unconscious, in which case a Character’s position is regarded as Knocked Down. Usually the Knockdown Position is achieved in less than stellar conditions, such as being hit with a shockwave from an explosion, a massive burst fire or getting hit with a giant melee attack.

Position Change Action Point Cost

Standing > Any Position 2 AP

Crouched > Any Position 2 AP

Prone > Standing 4 AP

Prone > Crouched 2 AP

Prone > Knockdown 0 AP

Knockdown > Standing 4 AP

Knockdown > Crouched 2 AP

Knockdown > Prone 0 AP

Standing The normal position, with no particular Bonuses or Penalties. It is normally impossible to Sneak in this Position and it is the only Position in which one can perform the Sprint Move Action.

Crouched When Crouched, a Character gains a Bonus of 10% to hit with any ranged weapons, excluding Throwing weapons. Being Crouched also increases the Action Point Cost to Move to 2 AP per Hex, instead of 1 AP. The Character’s Dodge Chance Statistic is halved when Crouched, but every enemy at least 10 Hexes away from a Crouched Character has a Penalty of 10% to hit with any attacks. As a Crouched Character is a smaller target, any Cover Bonus is increased slightly. Prone When Prone, a Character gains a Bonus of 25% to hit with any ranged weapons, excluding Throwing weapons, as long as they’re targeting an enemy that is at least 10 hexes away. Being Prone also increases the Action Point Cost to Move to 3 AP per Hex, instead of 1 AP. The Character’s Dodge Chance Statistic is reduced to just 1, no matter what it normally was, but every enemy at least 10 Hexes away from a Prone Character has a Penalty of 25% to hit with any attacks. As a Prone Character is a very small target, any Cover Bonus is increased greatly.

Knockdown When a Character is Knocked Down, or in a Position of Knockdown, they cannot perform any Actions, other than switching their Position to something more suitable first, and their Dodge Chance is reduced to zero. They still benefit from any Bonuses for being a smaller target, such as every enemy having a Penalty of 25% to hit with attacks, as long as they’re at least 10 hexes away, and Cover Bonus increasing greatly. Characters who are using melee attacks have a fun time, as they have a Bonus of 25% to hit any Character is is Knocked Down.

Special Weapons Some ranged weapons do not receive the usual Bonus to hit, even if a Character’s Position is Crouched or Prone. These cases are up to the Overseer and Players to decide, but is usually restricted some unusual Weapons with unconventional ammunition, such as the Fatman, Junk Launcher and Spear Gun.

Perception Range A Character’s Perception Range is equal to their Perception Attribute and any Modifiers that increase Perception Range. Perception Range determines the distance on which you can detect Traps, Characters who are attempting to Sneak and so forth. A Character who is actively searching an area with relative safety can use their Perception Range in a Radius. Characters who are in a potentially hostile situation, such as in a Combat situation, or another Character is attempting to Sneak, they can only use their Perception Range in a cone in front of them, visualizing the inability to see 360 degrees around themselves. For attempting to spot anything beyond the Perception Range there is a 3% Penalty for each Hex.

Effective Range The Effective Range of your weapon is determined by adding the weapon’s Range value with half of the character’s Perception Range. Any Modifiers to Perception Range or Effective Range apply normally, and are not halved. Characters attempting to fire beyond their Effective Range incur a Penalty of 3% to hit for every Hex beyond their Effective Range. Effective Range is almost always used in a cone in front of the Character, rather than around them. For the Effective Range of Throwing weapons, a Character uses half of their Strength Attribute instead of half of their Perception Attribute.

Lighting Conditions Not all areas of the wasteland are sunny and bright. When areas get darker it gets harder to hit attacks and it’s going to be harder to see each other as well. Here is a handy listing on how Lighting Condition affects the battlefield. Lighting Condition acts as a Penalty to chance to hit with attacks, halved for melee, and as a Penalty for the Interruption Rate Statistic. It also acts as a Penalty for Detection, and pretty much anything else that requires vision. It’s pretty hard to perform surgery without proper lights, or fix up a piece of broken machinery, without any lights.

Lighting Condition Modifier

Floodlights 10%

Sunny, cloudless, day or a well-lit building 0%

Light clouds -10%

Medium clouds -20%

A medium-lit building, like a basement or a smoky bar -30%

Light rain or dust -40%

Medium rain or dust -50%

Bad light indoors, like a cave entrance or broken lights -60%

Heavy rain or dust -70%

Downpour, dust storm or a pitch-black cave -80%

A Blizzard, a hurricane or a tornado -150%

Total Darkness -200% Night-Time Modifier During the night, the Lighting Conditions get a further Modifier, stacking with the normal Lighting Conditions. When indoors, the conditions outside do not matter.

Night-Time Lighting Condition Modifier

Full Moon -10%

Crescent Moon -20%

New Moon -40%

Cover Modifier Generally the Cover Modifier is based on how much of the Character is concealed behind Cover, and therefore has a lot to do with the size of the Cover and the Character. If there’s a crate between a Character and their target, we could say that it conceals the target’s legs up to his knees, which is about 15% of his body. Therefore the target has a Cover Modifier of 15%, giving a Penalty of 15% to hit for any ranged attacks. Additionally it is impossible to make targeted attack on body parts behind Cover.

Cover & Position Changing Position improves the Cover Modifier, as more of the Character is concealed behind the Cover. It also depends on what the Character is doing and how they’re using their Cover. Some cases, such as going Prone, might even expose a Character further, considering their legs may be exposed from a different angle. Cover Modifier stacks with the Penalty to hit receive from Position.

Position Cover Modifier

Standing -

Crouched 10%

Prone 25%

Knockdown 25%

Optional Cover Rules If making a Character harder to hit is not one’s cup of tea, one can simply derive additional Damage Resistance from the material the Cover is made of for a character, for any body part that the Cover protects. The specific amount of Resistance, which can be modified by the thickness of the Cover, can be found in the Item List where the most common Materials can be found. Hiding behind Cover will still make a Character harder to hit, when targeting Body Parts behind Cover, as you don’t know the exact position, so a Penalty of 15% should still affect each shot taken. If a Character is fully Covered, but the relative position is known, this Penalty increases to 30% instead. If a character is hiding completely behind Cover, and the exact position is unknown, the Penalty increases to 60%.

Normal Attack A standard Attack Action can be taken by virtually anybody, and it involves making a standard attack with their equipped weapon, usually a melee weapon or a gun, at an enemy. Normal Attacks usually cost around 4 or 5 Action Points, meaning an average Character can make one, or two, Normal Attacks per turn.

Attack Roll With a Normal Attack, the Character must take their associated Weapon Skill and subtract the Dodge Chance of their target from that number. After that, any other Modifiers apply, such as Range, Lighting & Cover. To hit their target, a Character must roll at or below the number derived from their Skill. The Effective Range of the ​ ​ Attack is either derived from the Range of the Weapon and the Perception / Strength of the Character who is attacking, or it’s 1 Hex with a melee weapon or attack. The subtraction of the result of the Attack Roll from the Skill is called the Attack Aptitude.

Example: A Character has a ranged weapon with a base range of 7. Combined with ​ their 8 Perception that makes a total Effective Range of 11. There are light clouds in the sky and their target is behind 10% cover, which, in total, reduces the chance to hit by an additional 6+10 percentile. We haven’t figured out the Dodge Chance of the target yet, but let’s say that it is 6. The Character firing his weapon has a 100% Small Guns Skill, which is lowered to 78% due to Cover Modifier, Lighting Conditions and the Dodge Chance of the enemy. That means that in order for the Character to hit, they must roll a 78 or under. In other words, there is a 78% chance to hit. Attack Cancel After any kind of attack is declared, it is always an option of back out from the Action, or just Attack Cancel. This may be a good option if it’s revealed that the chance to hit is 0%, meaning that it’s impossible to hit. Should the attacker decide to Attack Cancel the AP used for the attack is not refunded. They do not, however, lose ammo ​ ​ firing in the dark or risk jamming their gun, or destroying their sword, on a bad roll. A Critical Success at this state would not cause a hit, as it is impossible to hit. A Critical Failure would, however, still be considered a Critical Failure as normal. An attack that has no chance to hit might still have another effect, such as frightening the target or it can be possibly used to divert attention.

Burst Shot Some weapons have the capability to fire a slew of bullets, fire or missiles at once. Certain weapons, like the minigun, can only fire burst shots. When firing a Burst Shot ​ ​ a Character may decide how many bullets they want to fire, a minimum of three, up to the Burst Max of the weapon. For each round of ammunition fired in Burst Shot the Burst Penalty is applied, which reduces the Weapon Skill for the Burst Shot. The Burst Aptitude of the Burst Shot determines the percentage of the shots that hit the target. Every shot that misses is then rolled against other targets in the firing cone, until all shots have hit, or they’re way beyond the Effective Range of the weapon.

Burst Shot Mechanics When firing a Burst Shot, the vision cone of the Effective Range of the weapon, or the firing cone, determines the targets that are on the line of fire. The Effective Range of a Burst Shot is half the total normal Effective Range of a weapon. The Burst Shot is rolled for the first target in the Effective Range. Any allies in the firing cone have an equal chance to get hit by the Burst Shot. If a target gets hit with at least half of the shots fired in the Burst Shot, they must roll against Knockdown Immunity, or get Knocked Down. Having high Strength is the easiest way to reduce the Burst Penalty. For every point a Character’s Strength exceeds the Minimum Strength requirement of a weapon, the Burst Penalty is reduced by 1%. It is not possible to lower the Burst Penalty under 0%. Burst Shot Roll Initially, the same mechanics apply as with a Normal Attack, except, with a Burst Shot, a Character must first roll for the percentage of shots that hit their target. Afterwards, they roll again, with the same Skill as before, to determine if the effectiveness of shots that hit, or the Attack Aptitude. The initial Burst Aptitude to check for the percentage of shots that hit cannot result in a Critical Success or Critical Failure. If the secondary roll for the Attack Aptitude results in a Critical Success, only one of the shots is regarded a Critical Success and the rest do not receive any effects or increase in Damage. If the result is a Critical Failure, the Burst Shot fails completely, and the expended shots may not hit their intended target.

Double Shot Some weapons, usually shotguns, are double-barreled and can be fired either one barrel at a time or simultaneously. In this case only roll to attack needs to be made, since both shots are going to the same place. Any damage this attack deals is doubled, not by multiplier, but simply adding together the two damage rolls for the weapon. When attempting to unload both barrels at the same time the sheer force of the blast will cause the weapon to become just a bit more unwieldy than usual. Making a Double Shot gives a penalty of 30% to the Attack. It is not possible to make Targeted Attacks with a Double Shot.

Akimbo Most Characters have two hands, and on both hands they may have one gun. If the guns they are wielding are similar enough, and carry the exact same Action Point cost to attack with, they can fire both of the weapons at once, much like taking a Double Shot. When firing both weapons at once you only deduct Action Points as if you were making a single attack. Unlike with a Double Shot, damage is calculated separately. Both of the shots when wielding guns Akimbo can be a Critical Success or a Critical Failure. The Penalty for firing Akimbo is 30% for each shot. It is not possible to make Targeted Attacks when wielding guns Akimbo.

Optional Rule: You may also Burst Fire and Double Shot when you’re wielding guns ​ Akimbo, in which case the Penalties for all of these Actions stack together.

Two-Handed Guns in Akimbo Guns, Big Guns and certain Energy Weapons can also be wielded in one hand, and therefore theoretically used Akimbo. In order to properly wield two-handed guns Akimbo, a Character needs a Strength Attribute equal to, or higher, than 2x the Minimum Strength requirement of the wielded weapons. A weapon with a Minimum Strength requirement of 6 therefore requires 12 Strength to wield Akimbo. Powerstance It is possible to wield two melee weapons at once, one in both hands, if a Character has a high enough Strength Attribute, and the two weapons they are attempting to wield are nearly identical. When Powerstancing, they are attacking with both weapons at once, which incurs a total penalty of 30% to hit. The damage of a successful hit is calculated by adding the two damage numbers together. In order to properly Powerstance weapons, a Character needs to have a Strength Attribute equal to 1.5x the Minimum Strength requirement of the weapon(s), rounded up. It is impossible to perform Targeted Attacks while Powerstancing.

Dual Wield Instead of Powerstancing with two weapons, it is also possible to Dual Wield the. This is much like using guns Akimbo, but only for melee. The weapons that a Character is Dual Wielding can be radically different, but the Action Point costs must be the same. They also cannot perform Targeted Attacks when Dual Wielding weapons and the Penalty for Dual Wielding is 30% for each attack. Each individual attack when Dual Wielding can also independently be a Critical Success or a Failure. It is possible to Dual Wield big weapons, but only if a Character has Strength equal to 1.5x the Minimum Strength requirement of the weapons, similar to Powerstancing. It is normally impossible to perform Targeted Attacks while Dual Wielding. It is also possible to Dual Wield Throwing weapons. Charge Attack Sprinting at the enemy and delivering a mighty blow is a great way of getting some extra damage in. To deliver a Charge Attack, a Character must first take a Sprint action towards the opponent for a distance of at least 4 Hexes and roll against Athletics. On a success they Knockdown of the attack is increased by the Aptitude of the Athletics roll. On a failure the Damage of the attack is decreased equal to the amount of failure. Scoring a Critical Success in the Athletics roll also makes the melee attack an automatic Critical Success, provided the attack hits and deals damage. Delivering a Charge Attack at your opponent is fairly obvious, and makes the attack easier to dodge, which means every Charge Attack incurs a Penalty of 30% to hit with the attack right after. This does not affect the Athletics roll. The Terrain Modifier does incur a Penalty for the Athletics roll. It is possible to combine Charge Attacks with Powerstancing or Dual Wielding, but it is normally not possible to do Targeted Attacks still.

Type of Terrain Charge Attack Penalty

Open or Flat Ground 10%

Rough or Wet Ground 20%

Torn or Muddy Ground 30%

Shoulder Bash The Shoulder Bash Attack is similar to the normal Charge Attack, but instead of using one’s Weapon a Character will, instead, use the heft of their Armor and Body to impact the enemy. Same as the Charge Attack, a Character must Sprint a distance of at least 4 Hexes and roll against Athletics. On a Success the Knockdown of the Attack is increased equal to the Aptitude, while on a Failure the Damage of the Shoulder Bash is decreased equal to Aptitude. After the Athletics roll, the Character must roll against Unarmed for their proper Attack. Scoring a Critical Success has the same effects as a normal Attack, provided it’s a hit which deals Damage. A Shoulder Bash is fairly obvious, so to there’s a Penalty of 30% to hit the Target. This does not affect the Athletics roll, only the Unarmed roll. The Terrain Modifiers, same as with the Charge Attack, are a Penalty for the Shoulder Bash Attack. The Damage and Knockdown of the Shoulder Bash Attack is increased, or decreased, based on the Character’s Size Category. 1/3 of the Weight of Armor on the Body is added to the Damage, as well as the Character’s Melee Damage Statistic. The Knockdown & Armor Pierce of the Attack are also increased equal to the Armor’s Weight. The Type of worn Armor also provides either a Bonus or Penalty for the Damage. ● Clothing / -30% ● Light Armor / -10% ● Medium Armor / 0% ● Heavy Armor / 10% ● Power Armor / 30%

Size Base Damage Knockdown Chance

Atom 1d4-1 + MD 0%

Miniscule 1d4 + MD 5%

Tiny 1d6 + MD 10%

Small 1d8 + MD 15%

Petite 1d10 + MD 20%

Average 1d12 + MD 25%

Large 1d20 + MD 45%

Huge 2d10 + MD 65%

Giant 2d12 + MD 85%

Massive 3d8 + MD 105%

Titan 4d6 + MD 125% Taking Aim A Character may spend Action Points to take aim with ranged weapons and Throwing weapons before they attack, increasing their chance to hit. Taking Aim is only possible with standard weapon loadouts, and not when one is going to Burst Shot, Double Shot, Akimbo or Dual Wield with Throwing weapons. For every Action Point a Character spends Taking Aim, they increase their chance to hit by 3%. This Bonus to hit is capped at 30% and is lost if the Character takes any other Action, or their concentration is broken, except for if the Character takes any form of attack right after. They will likely lose concentration if they are hit by an attack, even if they don’t take damage, or they are sufficiently distracted.

Saving Aim Bonus Unlike most other effects, the Aim Bonus can be saved from a previous round, but not any longer than that. The Character may only make an attack with the Aim Bonus at something on their line of sight and it is lost if they would need to turn to attack their target. The Aim Bonus is also lost if the Character switches their Position from Standing to Crouched, but it is lost if they go Prone or switch from being Prone.

Other Modifiers There are a few special cases that come up periodically in Combat, in which some Modifiers will apply. There are not many of these and if any more pop up, they will be added here to clarify rules in odd situations.

Two-Handed Weapons Two-handed weapons are notoriously difficult to use if an enemy is on an adjacent Hex. Not only is the Effective Range of the weapon halved, due to the distraction of having an enemy right there, but there is also a 30% Penalty to hit with any attacks. These Penalties can be mitigated by simply stepping away from the enemy. These penalties do not affect two-handed melee weapons, only ranged weapons.

Sneak Attack If any Character manages to attack an unaware opponent, the Critical Chance for that attack increased to 100%. This makes a successful attack an automatic Critical Success, but the attack must still hit the target to begin with and deal damage. There is, of course, still the chance to suffer a Critical Failure instead.

Knockdown Grapple There is a 30% Bonus to using melee attacks on targets that are Knocked Down. In addition, there is a 30% Bonus to attempting to Grapple them as well. Improvised Weapons For Melee Weapons, Unarmed Weapons and Throwing Weapons it is possible to use Improvised Weapons, which can be darn near anything in the environment and what you can wield. All Attacks with Improvised Weapons gain a Penalty of 30% to attack with, since they’re very unwieldy.

Inflicting Damage (Normal Attack) Based on how low the adjusted Weapon Skill is, after all modifiers, the weapon in question will likely deal less damage. A higher target number is always better, when aiming to roll as low as possible. Good marksmen have a higher chance for more reliable damage with their weapon, while poor marksmen will hit for less damage most of the time. The final damage of the shot is calculated as such: Attack Damage Roll * (Attack Aptitude - Damage Resistance)

Example: From the example of making an Attack Roll we’ll pull the chance to hit ​ value of 78%. We’ll say that the Character rolls an impressive 18, which makes the Attack Aptitude 60%. Now the Character must perform an Attack Damage roll, which is the base damage the weapon deals, which, in this example, is 20. The Damage Resistance of the enemy of 30%, which leaves the total calculation as such: 15 * (60% - 30%) = 20 * 30% = 6 All damage is rounded up as normal, which means the attack has dealt an impressive 14 damage through armor. If the Damage Resistance of the enemy had been much higher, for example: 90%, the calculation would have been as such: 15 * (60% - 90%) = 20 * -30% = -6 This means that the attack has done less than 0 damage. Against impressive armor it’s better to try and use Targeted Shots or switch to ammunition that pierces armor. As the result was -30%, it means that armor successfully soaked 30% of the incoming damage. The rest of the damage, 70% of it, reduces the condition of the armor by 14 points, as the armor was unable to completely soak the attack. Should the final result ever reach -100%, it means that the attack didn’t even damage armor. Inflicting Damage (Burst Shot) The rules for how to calculate how many shots hit when firing a Burst Shot, follow the rules explained in the Burst Shot rules. The number of shots that hit the target in the firing cone is equal to the Burst Aptitude. The easiest to explain the number of shots hitting their target and damage calculation is with an example. Burst Aptitude * Number of Shots = Shots Hit

Example: We’ll say that a Character is using a minigun and fires a slew of 10 shots ​ with it. Calculating in all the Modifiers, such as Range, Cover, Lighting, Position and Burst Penalty, we find that the Character’s effective Weapon Skill is 82 for the roll. The difference between their roll and their Weapon Skill is the Burst Aptitude, which is the percentage of shots that hit the initial target. We’ll say that the roll is 56, which means the Burst Aptitude of the shot is 26%. 26% * 10 = 2.6 ~ 3

Now for a streamlined damage calculation. In the previous example, 3 of the shots hit the target. Now to make a single Attack Aptitude roll for the effectiveness of those shots, with the same parameters. As the damage calculation is nearly the same, the formula looks something like this: (Attack Damage Roll + Attack Damage Roll + Attack Damage Roll) ​ * (Attack Aptitude - Damage Resistance) We’ll say that the Attack Aptitude roll for those shots is 67. Now the Attack Damage rolls for those shots are 7, 8 and 10. The Damage Resistance of the enemy being 10% the calculation would look something like this: (7 + 8 + 10) * (67% - 30%) = 25 * 37% = 9,25 ~ 9

If the attack Attack Aptitude roll for damage calculation is a Critical Success, then you calculate the damage for the first shot separately from the rest, which you then add to the final damage calculation. Inflicting Damage (Radius) Damage with a Radius is its own unique beast, caring little about how well a hit is placed, barring some situations. If a weapon, or type of ammo, has any Radius, such as some missiles having a Radius of 1, the Damage Calculation is slightly altered. If the weapon or ammo has a Radius of 0, the normal Damage Calculation is used. To put it simply, the Aptitude of an attack with a Radius is always boosted by 50%, unless the attack completely misses. If an attack with a Radius misses, it is important to check where the attack lands, and check if any targets are hit from that spot. The easiest way to explain this is through an example, as with all Damage Calculations. Attack Damage Roll * (50% + Attack Aptitude - Damage Resistance)

Example: Let’s say a Character is armed with a regular Missile Launcher and they ​ aim to fire a Rocket at their target. The Aptitude of their Big Guns Skill roll is 76, which would normally mean that 76% of the Damage is effective, not counting in Damage Resistance. Since, however, a type of ammo with a Radius is used, a regular Missile, the Aptitude is boosted by 50%. Well say the Attack Damage Roll for the Missile was 30 and the Damage Resistance of the target is 30%, meaning the total damage the attack deals is: 30 * (50% + 76% - 30%) = 30 * 96% = 28.8 ~ 29 While the Missile wasn’t completely perfectly placed, it would not matter, as an explosion is an explosion, should it hit meticulously or not. There are, however, cases where the Attack might hit very poorly, in which case the Aptitude can be as low as 1% + 50%.

Targets in Radius While the Aptitude for the initial target in the Radius might be boosted by 50%, all other targets in the Radius only receive Damage equal to the original Aptitude of the attack. In some cases, all targets will receive the boosted Aptitude, if they are huddled together close enough. Targets at the very edge of the Radius should not received the booster Aptitude. If the attack with a Radius misses, meaning the original Aptitude was at or below 0%, all targets in the Radius of the missed Attack will take Damage with 50% Aptitude and no more.

Miss In some cases, if an attack misses, it might wildly land somewhere near the original target. This is usually the case with Grenades and Missiles that completely miss the intended target. For every 3% Aptitude the Attack misses it lands 1 hex in a random direction away from the target. If the Attack were to hit a wall, another target, or an obstacle, it can bounce and continue until the desired distance is reached in the case of a grenade. In the worst case scenario, the Grenade can bounce all the way to your own allies and detonate there, with 50% Aptitude on all targets in the Radius. Targeted Attack Instead of simply pointing a gun and shooting, a Character can opt to perform a Targeted Attack. Targeting different parts of the body increases Critical Chance and usually costs more AP, due to the delay of lining up the attack. If a Targeted Attack becomes a Critical success, one must roll on the Hit Location Critical Table, instead of the regular Critical Table. Note that the Attack, even as a Critical Success, must do Damage in order to have an effect. If an attack that is not a Targeted Attack becomes a Critical Success, one must roll on the Generic Critical Table instead, which has a wide variety of effects. Critical Tables can be found by following the link. ​ ​ Target Area Critical Chance Bonus

Torso 0%

Ribs +5%

Gut +5%

Arms +10%

Legs +10%

Chest +10%

Groin +10%

Head +15%

Eyes +20%

Targeting Body Parts When targeting a particular body part, the damage inflicted may be increased and the chance to hit may be decreased. For melee-based attacks this Penalty to hit is halved, meaning targeting either of the Eyes only carries a 30% Penalty to hit, instead of a 60% Penalty to hit.

Regions of the Body There are six Regions to a regular body. The Head, the Torso, two Arms and two Legs. Each of these Regions has five parts to target, called Body Parts, which have different Effects when shot at or when they’re crippled. Each of them also carries a different Penalty to hit, due to their size or location. For a simplified system one can simply use the Head, Torso, Upper Arms and Thighs as Body Parts, but they may keep or exclude as many as they wish. The Head The Head is the most sensitive of all the Regions so trashing a part of someone’s Head usually makes sure that they’re dead. Parts of the Head carry some of the highest Penalties to hit, but are also paired with a high Critical Chance Bonus as well as strong negative Effects when hit. The Parts of the Head are the Skull, the Right Eye, the Left Eye, the Jaw and the Neck.

Body Part Hit Effect Crippling Penalty Penalty

Skull 50% A Targeted Attack deals Intelligence -3 2 points Extra Damage Social Skills -15%

Right Eye 60% A Critical Success Perception -1 bypasses Base DR, but Vision Penalty +15% DR from Armor is If both Eyes are Crippled, unaffected the Vision Penalty is Doubled.

Left Eye 60% A Critical Success Perception -1 bypasses Base DR, but Vision Penalty +15% DR from Armor is If both Eyes are Crippled, unaffected the Vision Penalty is Tripled

Jaw 40% - Cannot Eat or Talk Cannot use Bite Attacks

Neck 50% - 1 HP lost every Round

The Torso The Torso is the part that gets shot / struck when receiving a blow from a non-targeted attack. It is, of course, completely possible to target the Torso deliberately, but this is usually unwise. The Torso does contain nearly all of the major organs in the body, so blows to the Torso can prove quite deadly.

Body Part Hit Crippling Penalty Penalty

Torso 0% Carry Weight halved All Skills -5%

Chest 40% 1 HP lost every Round

Ribs 30% Critical Chance Bonus for Chest / Ribs +10%

Gut 30% Disease, Poison & Radiation Immunity -10% Healing Rate -1 1 Week till Death

Groin 40% Movement Costs Doubled Knocked Out for 1d3 Rounds

The Legs Most humanoid targets have two of these, but some Legs are different than others. For the sake of simplicity, the Legs focused on here are standard humanoid ambulatory limbs. Legs are vital for moving about and sneaking around. If you want to stop someone, shoot them in the Legs.

Body Part Hit Crippling Penalty Penalty

Hip 40% All Skills -5% for the Round if forced to turn direction or change Position (this Effect stacks)

Thigh 30% Agility -1 & Athletics -10%

Knee 50% Can no longer Crouch or Sprint

Calf 40% Sneak & Athletics -15%

Foot 50% Movement Costs Doubled & Can no longer Sprint If both Feet are Crippled, Can no longer Stand

The Arms The Arms are used to perform most Actions. While having one usable Arm is a lifestyle that many Characters can get used to, having two useless Arms is usually a death sentence. Some wastelanders have trained their Feet to work as Hands, but most people don’t have time for that shit.

Body Part Hit Crippling Penalty Penalty

Shoulder 40% Penalty of 10% to all Actions using that Arm

Upper Arm 30% Strength -1 & Athletics -10%

Elbow 50% Penalty of 15% to all Actions using both Arms

Lower Arm 40% Penalty of 5% to all Actions using that Arm Burst Penalty +3%

Hand 50% Penalty of 10% to all Actions using that Hand Any wielded One-Handed Item is dropped

Called Attack A Called Attack is much like Targeted Attack. Called Attacks share all of the Bonuses Targeted Attacks get, but they are different in one way. Targeted Attacks are taken at the Body Parts of people, or animals, while Called Attacks can be taken at darn near anything. The Penalty usually ranges between 30% and 80%, but it can go as low as 0%, or even as high as 200%, depending on the Called Attack. Called Attacks can be taken, for example, on the exposed weak spots of armor, such as Tesla Coils and Power Cells. They can also be taken to disable, or trigger, mines, or traps, damage terrain, or cause some other effect, such as intimidation or distraction. Called Attacks can also Ricochet, but the Penalty is ultimately high at that point.

Called Attacks on Weapons When performing a Called Attack on a weapon in Hands or someone else, one gets a Penalty based on the Weight of the weapon. Bigger, and heavier, weapons are easier to hit, while smaller weapons are notoriously difficult to target. The calculation for targeting weapon is: 60% - Weapon Weight Heavy weapons are still somewhat difficult to target, but not completely impossible. Knives, or other light weapons, are smaller and way more difficult to hit. Successfully hitting the weapon wielded by an enemy can potentially destroy it. A weapon that is destroyed is, of course, completely unusable.

Critical Failures The scale of success always has two ends. One end has the Critical Success, which are very beneficial, while the other has the Critical Failure, which can just easily fuck a Character up. Rolling within the Critical Failure Statistic on a Skill, or attack roll, a number which can be modified with certain Traits, means you’ve rolled a Critical Failure. Some Overseers might want to come up with their own interpretations on exactly how bad the fuck up is. When using Skills they may want to just say that they fucked up and destroyed whatever they were working with, be it a robot or a person. During Combat, rolls one may also use this Critical Failure table to ease the pain. The list with Critical Tables can be found by following the link. The Aptitude with ​ ​ Critical Failures is usually any Aptitude of success, or rate of failure, if any, converted to a rate of success, with an Aptitude Bonus of 50%. Speech Actions Occasionally, attacking in Combat might not be the wisest choice. Perhaps it’s inconvenient to use a weapon or it’s completely out of ammunition. Maybe a Character has found themselves crippled from the neck down. Speech Actions aren’t always the last resort, they can also be used to turn the tides of Battle or influence enemies in all sorts of ways. All Speech Actions cost 2 AP.

Charm Charm can be used to temporarily stop the opponent from attacking, or cause them to give up fighting altogether. Usually this is done by sweet-talking them or convincing them to give up the fight, but not surrender.

Leadership Leadership can be used for efficient tactics, giving orders, and influencing allied NPC’s to do a certain thing over another. Good orders can give temporary bonuses in Combat. Be careful that the enemy doesn’t hear the battle plan.

Intimidation Intimidation can be used in very obvious ways. Scare the enemy to make them flee, or force them to surrender. Appearing as an insane ooga-booga man can be effective against lesser foes, but less so against Raiders.

Deception Deception can be used to momentarily confuse the enemy or mislead them. It can be used in some cases to play dead, and make the enemy ignore a Character completely, or focus their attention on something not important.

Animalism Animalism is usually used to try and manipulate the Actions of animals in Combat. Hostile radscorpions can be culled, or lured away, with the right call and even angry doggos can be calmed with the right behaviour. Imagine Animalism combines all the aspects of the previous 4 Speech Actions into one, just for animals. Melee Actions With a high enough Unarmed, or Melee Weapons score, it’s possible to execute certain moves during Combat to subdue or incapacitate enemies. These Melee Actions, excluding Grapple, can be executed while wielding any weapon. Grapple ​ ​ ​ can only be used while wielding no weapon at all, or just an unarmed weapon, such ​ ​ as Brass Knuckles. All Melee Actions cost 4 AP.

Grapple The Grapple Action attempts to incapacitate a foe by locking them into a wrestling match. Against a similar-sized opponent, an Unarmed Roll is made with a 30% Penalty. Positive Aptitude, or merely getting a 0 as Aptitude, is a success, while negative Aptitude is a failure. When Grappling, both Characters have their Dodge Chance reduced to 1%. The dominant Grappler can perform attacks normally, Push or Trip. They may also execute Grappling Unarmed Attacks, but no other Special Unarmed Attacks. The one being Grappled can only attempt to break free or gain dominance over the Grapple by rolling against their Unarmed Skill. They may also attempt to use their Strength Attribute, but there is a Penalty of 3 when using it. The Size Bonus or Penalty, from Size Category, affects all Grapple rolls. A target who is Knocked Down is easier to Grapple. Anyone attempting to Grapple a Target who is Knocked Down receives a 30% Bonus.

Push To relocate an opponent, such as down a conveniently placed hole or over the ledge, requires a successful Unarmed or Melee Weapons roll with a penalty of 30%. The opponent can resist this displacement with a successful Knockdown Immunity roll. This can be executed against larger-sized opponents, taking into account their Size Bonus. It is easier to push around smaller-sized opponents, due to their Size Penalty. If the Unarmed or Melee Weapons roll has an Aptitude over 100%, any excess Aptitude over 100% works as a Penalty for the Knockdown Immunity roll.

Trip A specific maneuver, such as a well-placed leg sweep, or a sweeping swipe with a Sledgehammer, can easily knock an opponent over. An Unarmed or Melee Weapons roll with a 30% Penalty must succeed in order to trip an opponent, thus forcing them into the Knocked Down Position. A successful Knockdown Immunity roll by the opponent negates this move. Much like with Push, Aptitude over 100% works as a Penalty for the Knockdown Immunity Roll. Size Bonus from Size Category works as a Penalty for the initial roll with the Unarmed or Melee Weapons Skill. Steal Not pickpocketing, but openly grabbing the weapon the opponent is holding in an attempt to disarm them. A Steal Melee Action requires at least one free hand and an Unarmed roll with a penalty of 60%. If both hands are used for the Steal Action, the Penalty is only 30%. If successful, the Character has stolen the opponent’s weapon. The difference in the Strength of the Characters, multiplied by 10, determines if Strength acts as a Bonus or a Penalty. The Steal Action can also be attempted with the Steal Skill, rather than the Unarmed Skill.

Knockdowns in Combat Getting hit with melee attacks, with a barrage of bullets, or being in the blast radius of an explosion, not only hurts, but it also has a chance to Knock Down the target flat on their back. In the case of melee-based attacks the chance for a Knockdown is equal to the Knockdown Chance of the weapon. All Special Unarmed Attacks have their own Knockdown value as well. This means that whenever a roll is equal, or under, the Knockdown Chance when attacking an enemy they must roll against Knockdown Immunity to remain on their feet. In the case of a Burst Shot, if more than half of the shots in the Burst actually hit the target, then the target must roll against Knockdown Immunity to remain on their feet. If a Character is Knocked Down they must spend Action Points to switch Position. In addition, any Dodge Chance they had is now zero. Some attacks don’t cause Knockdowns at all. Getting bit, or stung, by a small critter wouldn’t cause anyone to get Knocked Down. Getting hit by a Super Sledge does. Perks, special armor, high Endurance, as well as other conditions, can easily prevent one from getting Knocked Down. If the Knockdown of a weapon exceeds 100%, not only does it always proc a Knockdown opportunity, any percentage over 100% reduces the Knockdown Immunity of the target. Increased Size Category helps in staying on your feet, since attacks need to be much stronger to knock a heavy target off their feet. The bonus to Knockdown Immunity is equal to the Size Bonus of the appropriate size. In addition, Size Penalty reduces Knockdown Immunity further, making it so gnome-sized opponents are used as footballs.

Special Unarmed Attacks A Character can use Special Unarmed Attacks found on the Special Unarmed Attacks list, during Combat our outside of it. Keep in mind that Race, and other factors, such as mutations, determine which Special Unarmed Attacks a Character can use during Combat. Punches and Kicks can be used as long as a Character has access to their Arms and Legs, while Grapple Attacks can only be used on targets that are currently Grappled.

Weapon Arts Weapon Arts are special Attacks, or Maneuvers, used with certain weapons or shields. To use a Weapon Art, one must possess a Weapon with the correct Type and the required amount of Skill. Weapon Arts are divided into two different types, which are Attacks and Maneuvers. Maneuvers only cost a small amount of AP for an effect that usually lasts for a single Combat Round and cannot be stacked, though you can stack multiple different Maneuvers. Some Maneuvers do not have this sort of effect and are more like pseudo-attacks. Attacks increase the potential of the Weapon, but also usually have higher a AP Cost or other downsides. The letter X for AP Cost denotes an amount the wielded of the Weapon Art can, themselves, decide.

Ending Combat When things get rough, Combat may need to end quickly. Combat ends when all aggressive parties have been incapacitated, killed, or they’ve lost interest in fighting. The first two conditions are self-explanatory, but to flee the battle, a Character needs to run far enough away to make the Enemy lose interest. This can be difficult, but there are three ways to achieve it.

Find Cover and Hide Getting a bit of distance from the enemies that are aware of the Character, basically out of their Effective Range, and then attempting to Sneak is a surefire way to hide like a weakling. If they are successful, the enemy will be suspicious and will continue to search for them for another few rounds before giving up. The better the hidey-hole, and the result of the Sneak, the less chance there is for the enemies to find ‘em. Sometimes the enemy might be vigilant, such as in the case of a Character having killed a bunch of th