Base Rulebook

SPECIAL Overview

SPECIAL Allocation:

You begin with 40 points to allocate, with a minimum of 1 in every stat. It cannot exceed 10.

Strength (STR)– Determines, what melee and unarmed weapons can be used effectively, damage dice for strength based weapons, and carry weight.

Perception (PER)– Governs, how soon you spot enemies, your speed in combat, and effectiveness in VATS rolls.

Endurance (END)– Determines hit points as well as resistance to bleed, poison, and other detrimental effects.

Charisma (CHA)– Determines NPC base dispositions and companion nerve.

Intelligence (INT)– Governs how many skill points are given per level and effectiveness with energy weapons.

Agility (AGL)– Governs, base dodge level (DL), guns skill, and action points.

Luck (LCK)– Occasionally helps with loot tables, determines amount of luck points, and aids with critical hits.

Table of Contents:

1)SPECIAL Overview

2)Table of Contents

3)SPECIAL

10)Skills

12)Survival

16)Chems and Addiction

Supplemental Materials:

Perks and Traits

Weapons and Armor 

Character Sheet 

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Strength:

Weapon Strength Requirement:

In order to wield weapons effectively  you must meet a static strength requirement then you will take a penalty equal to the difference of your strength and the requirement. If it is above the requirement, no bonus is given. Ex. Str 2, with a 10mm Pistol of STR 4, a -2 is applied.

Strength Damage (SD):

Strength based weapons have a certain damage die. Players with high strength gain points of Strength Damage every two levels of Strength rounding up. 

Chart:Unarmed Damage and Extra Strength Damage

Strength:

Unarmed Nonlethal Damage:

Strength Damage:

1-2

1d2

+1

3-4

1d3

+2

5-6

1d4

+3

7-8

1d5

+4

9-10

1d6

+5

Non-lethal Unarmed:

When attacking with no weapons or specific unarmed weapons, the attacks deal nonlethal damage. This non lethal damage once it exceeds the target’s Endurance they fall unconscious.

Perception:

Spotting Enemies:

While players may make a perception SC equal to 1d20 + their Perception as a bonus=total. The GM may ask for a perception roll or inform a player of an enemy before the rest.

Combat Speed:

Perceptive combatants go first in combat! If there is a dispute between the order because of matching scores, roll d20 to decide the combat turn order.

VATS:

In combat you may want to target an opponent in a certain area for half of your perception rounding down as a bonus to your normal roll. This requires 2 action points.

Chart: VATS

Detriment to Hit:

Body Part:

Effect:

-8

Head

END SC equal to 8+DMG, or crippled and x2 DMG received.

-6

Arm

END SC equal to 6+DMG, or crippled and x1.5 DMG received.

-4

Leg

END SC equal to 4+DMG, or crippled and x1.5 DMG received.

-2

Torso

END SC equal to 2+DMG, or crippled.

Endurance:

Hit Points:

Each player has HP, or hit points equal to END/2 (rounding up) +5.

Resistances and END SC:

There may be times when you bleed,become crippled, or a foreign substance enters your body. These are mitigated by your Endurance. Add your Endurance score to a d20 roll against the SPECIAL check.

Bleed Out:

When your character reaches zero hit points, you roll an END SC. If it beats the damage taken in the last turn then you bleed out a number of rounds equal to your Endurance. If you failed you bleed out a number of rounds equal to half your Endurance rounding up. You can never bleed out more rounds than you have Endurance points If you run out of bleed out rounds you die.

Charisma:

In order to use speech checks against an NPC you must have a prerequisite amount of charisma against their opinion of you, dependent on their faction allegiance. Ex. A character with 4 charisma can try speech checks to neutral NPC’s, but will have a 50% chance of automatic failure. This is done to give charisma more of a meaning, and let faction reputations affect more.

Chart:Charisma and Reputation

Charisma

Reputation

10

Vilified or lower

9

Vilified 50% or lower

8

Vilified 25% or lower

7

Shunned or lower

6

Shunned 50% or lower

5

Neutral or lower

4

Neutral 50% or lower

3

Shunned

2

Shunned 50% or lower

1

Idolized

Companion Nerve:

Should you fall in combat your companions will fight harder to save you! If multiple, take the highest bonus given.

Chart: Companion Nerve

CHA

Damage Resistance

Hit

Resistance

1-2

+1

+1

+2

3-4

+2

+2

+4

5-6

+3

+3

+6

7-8

+4

+4

+8

9-10

+5

+5

+10

Intelligence:

Skill Points: 

Every character begins the game with 10 skill points that they may spread to any skills. They also gain skill points equal to half Intelligence score rounding up. They also gain this secondary amount on “level ups.”

Chart:Skill Points

Intelligence Score

Skill Points Gained

1-2

+1

3-4

+2

5-6

+3

7-8

+4

9-10

+5

Agility:

Dodge Level (DL):

Everyone in combat has a dodge level of 5 to begin. They gain a dodge bonus equal to half your Agility rounded down.

Action Points (AP):

In Combat everyone gains 2 AP. By not performing actions players may use their action points or save them for a reaction.

Reaction:

If you have Action Points left after or before a turn, during an opponent's turn only, you can make a reaction. A reaction is an action in response to an enemies’ turn. You may only use one reaction per turn order. If you use a reaction your Dodge Level takes a -5. If you use a reaction to dodge an attack add your agility.

Luck:

Loot Tables:

When rolling for loot, roll as normal, but add your luck to the roll to receive better loot.

Critical Hits:

Every weapon has a critical range. If the d20 roll of the weapon roll is within this range, regardless if the attack hits or not, you may roll to confirm the critical. On that second roll you add your Luck score in addition to any other modifiers, if you hit your enemy again it is a critical hit!

Luck Points:

To use a Luck point declare that you are using a luck point then add your luck score to your roll, or succeed immediately in spectacular fashion if the check doesn’t require a roll. If after the roll you may only add half your luck score rounding down. You may have a number of Luck Points equal to half your luck score rounding up. Luck points are handed out by the GM at their discretion for heroic/awesome deeds.

Skills:

Skills work on a d20 system, by rolling the d20 and adding your skill level to the total rolled (d20+Skill=Total). This is often rolled in opposition to a predetermined Skill/SPECIAL Check (SC). Attempting a skill at an insufficient threshold will result in a detriment equal to the difference.

Chart:Skill Checks (SC)

0

Very Easy

5

Easy

10

Intermediate

15

Expert

20

Master

Beginning Skill Values:

Your beginning skill value is equal to half of the SPECIAL stat that governs it, rounding down. Ex. If 9 in Intelligence, the skill level for Medicine is 4.

Tag Skills:

All players begin with three tag skills. These are an extra 3 points to whatever skills.

All Skills: 

Chart:Skills

Skill:

Governing Skill:

Description:

Barter

CHA

The ability to gain better prices.

Cook

END

Remember recipes and make more beneficial food.

Energy Weapons

INT

The effectiveness of Energy Weapons.

Explosives

PER

The effectiveness of Explosives.

Guns

AGL

The effectiveness of conventional arms.

Lockpick

PER

Open locks without keys.

Medicine

INT

Used to treat wounds of all kinds.

Melee

STR

The effectiveness of Melee Weapons.

Repair

INT

Used to repair weapons and machines.

Science

INT

Understanding of scientific topics.

Sneak

AGL

Ability to move unseen.

Speech

CHA

Governs the ability to persuade and intimidate. 

Steal

PER

Ability to take unseen and pickpocket.

Survival

END

Governs how well you can forage.

Unarmed

STR

The effectiveness of Unarmed Combat.

Survival:

Radiation:

Out in the wastes there may be irradiated areas. Everyone has their own threshold of when radiation starts to take its toll. Radiation starts to affect them at END x100. The effects stack and are all gained once you hit the threshold. Rads are gained either on a timer or at the discretion of the GM.

Chart:Radiation Threshold

Rad Level:

Effect:

100

-1 INT.

200

-1 AGL,-1 PER. 

300

-2 INT,-2 AGL,-2 PER,-1 STR.

400

Roll END SC 20, if fail, random limb is crippled, -2 END (does not change Radiation Threshold).

500

-5 LCK.

600

-2 CHA.

700

-2 AGL,-2 PER,-2 STR.

800

-3 CHA,-2 INT.

900

Roll END SC 25, if fail, fall unconscious.

1000

Death.

Hydration and Hunger:

Hydration:

Staying hydrated is important, you must drink at least 3 times a day or face consequences. These effects stack.

Chart:Hydration

Hydration Level:

Effect:

How Many in a Row

Parched

-1 INT.

Two waters.

Thirsty

-1 INT,-1 PER.

Three waters.

Mildly Dehydrated

-2 INT,-1 LCK,-2 PER.

Four waters 

Dehydrated

-4 INT,-2 LCK,-4 PER. Roll END SC 20 or faint.

Five waters.

Severely Dehydrated

END SC 25 or death, every hour.

Six waters.

Hunger:

Similar to water you must eat twice a day or face consequences. These stack.

Chart:Hunger

Level of Hunger:

Effect:

How many in a Row:

Peckish

-1 END.

1 Meal

Hungry

-2 CHA.

2 Meals

Famished

-1 CHA,-4 END,-1 LCK.

4 Meals

Ravenous

-2 CHA,-4 END,-1 LCK.

6 Meals

Starving

END SC 25 or faint.

10 Meals

Sleep:

Sleep: 

Much like hunger you need to sleep, effects stack.

Chart:Sleep

Level of Insomnia:

Effect:

Length:

Tired

-1 STR.

18 hours

Overtired

-1 AGL,-1 LCK,-1 STR.

30 hours

Weary

-1 AGL,-1 LCK,-2 STR.

44 hours

Exhausted

-1 AGL,-1 STR,lose an AP.

60 hours

Incapacitated

END SC 20 or die, every hour.

74 hours

Chems and Addiction:

Chems and Addiction:

Chems bring addiction which is resisted by an END roll everytime you participate in the drugs. Happy tripping.

Chart:Chems and Addiction

Item:

Effect:

END SC

Addicted Detriment:

Length of Benefit

Buffout

+2 STR,+2 AGL,+3 HP.

5

-1 END,-1 STR.

2 hrs

Hydra

Heal limbs over 10 mins.

2

-3 END.

2 hrs

Jet

+2 AP,+1 PER,+1 STR.

20

-1 STR,-1 PER,-1 AP.

1 hr

Med-X

+5 DR,+1 PER.

15

-1 AGL,-1 INT.

2 hrs

Mentats

+2 INT,+2 PER,+1 CHA.

13

-1 INT,-1 PER.

2 hrs

Psycho

+4 DMG,+5 Weapon Skill.

17

-1 END,-1 PER.

2 hrs

Beer

+1 CHA,+1 STR,-2 INT.

10

-1 AGL,-1 CHA.

4 hrs

Liquor

+1 STR,+1 CHA,-1 INT.

14

-1 AGL,-1 CHA.

4 hrs

Cigars

+1 PER, +1 AGL, -1 CHA

16

-1 CHA, -1 PER

1 hr

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