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Fallout Player Guide _ Game Rules (1)

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Published by maniacmagee1336, 2022-01-23 17:49:14

Fallout Player Guide / Game Rules

Fallout Player Guide _ Game Rules (1)

Fallout

West Tex

Player Guide / Game Rules

Playing

Dice needed

All you need is two d6 for the majority of gameplay both in and out of Combat
Encounters. Your roll can determine not only the value of success but as well your
failures based on this table:

Roll Success & Failure
2 Critical Fail

3 - 5 Fail

6 - 8 Tie Break

9 - 11 Success

12 Critical Success

Rolling a Success

When rolling for an attack or success in social encounters, use your SPECIAL stats to
increase your chance on success. Regardless of added Stats, a Critical Fail/Success
will be a fail/success.

Weapon & Armor Requirements

Certain weapons and armor require specific stats or required skills to use such as a
minimum of 5 Strength for a Minigun to carry or a minimum of 5 Intelligence for
most Laser weapons when reloading and maintaining. When a minimum required
stat is not met some weaponry will either be used at disadvantage or with no added
modifiers.

Weapon & Armor Effects

Weapons and armors can often have negative or positive effects when attacking or
taking damage. Armor like military Combat Armor reduces damage from energy
weaponry but does not reduce damage from other types and only increases DT
(Damage Threshold)

S.p.e.c.i.a.l.

Strength - Perception - Endurance - Charisma - Intelligence - Agility - Luck

Stats

Each SPECIAL stat conveys a physical or mental ability that adds to your resistances

and other character aspects like Damage Threshold, Unarmed attacks, or

Marksmanship with certain weaponry. Every 2 points into any given stat give a +1 to

skills affiliated with the given stat.

(Example: 4 Strength = +2, +1 Proficiency in Strength = +3 to roll Brawl attack)

Stat Skills

S Carry Melee, Heavy Unarmed

P Energy Explosives Guns

E Survival Stamina Steady Aim

c Barter Speech Lie

i Medicine Repair Science

a Lockpick Melee, Light Sneak

l Critical Karma Loot

Character Sheet

S.P.E.C.I.A.L. Sleep
Every 2 points into each SPECIAL stats equals +1 into Everyday sleep will be deducted by one point unless
modifiers rest certain chems or food are taken to resist sleep

Level Armor
Will increase with the completion of story or combat Increase to DT or resistance to certain damage types
encounters depending on the material of the armor

Damage Threshold Proficiency
DT equals Endurance modifier plus any given armor or Every 3 level ups give an additional +1 to Proficiency
skills that can be added to skill, star rolls you have prof. in

Health Points Radiation Level
HP will increase by 1 point with every Level up and will Rad damage or by environment gives a penalty to stats
start taking limb damage after DT is 0 and health

Limb Condition Equipment
Each broken limb equals a negative modifier to certain Inventory block for immediate use for items such as
stats armor, melee weapons, or firearms

Food / Water Skills
After each day a deduction in food and drink. Eat and For tracking which skills you are proficient or have
drink to ensure no deduction to stats expertise in

Conditions & effects

Exhaustion

When you go a day without or do certain activities that cause tiredness you gain a Level into Sleep.
Every level of Sleep causes one negative effect on either Stats, Attacks, or Health.

Sleep Point Deductions

+1 = Disadv on Skills +2 = Disadv Attacks +3 = HP Halved +4 = Unconsciousness

Limb Condition

When your DT reaches zero, damage done to your health begins to have an increased chance of
damaging your limbs. Damage dealt to your limbs has 3 stages; 1-Damaged, 2-Broken, 3-Mutilated.
Use medicines like Stimpacks or a Doctor’s Bag for near-immediate recovery, However, for Mutilated
Limbs, you would need a doctor or specialized medical equipment.

Condition Lvl Effect Limb Stat Affected

1 - Damaged Minus 1d6 to roll Head Perception

2 - Broken Disadvantage Chest Endurance

3 - Mutilated Inability to use limb Arms Strength

Legs Agility

Addictions

Though chems like Psycho or Mentats have great additive effects like the boosting of Intelligence or
Strength, there is often the chance of not only negative effects but as well addiction and it’s lasting
effects. Addictions can be cured by either medication such as Fixer or some Doctors. The negative
effects of withdrawal are often different for each person. The longer you go without the chem the
worse the effects continue.

( - 2 Stat → Disadvantage → Negative Score)

Stat Effect

Strength Chem has caused soreness and weakness in your muscles
Perception Bright lights and loud sounds are too much to handle
Endurance You become easily winded and seem almost sickly
Charisma You look and act like shit
Intelligence Your mind is muddled making it hard to think straight
Withdraw has caused tremors making it hard to sit still
Agility As if your luck wasn't bad enough…..
Luck

Radiation Levels

Radiation, or Rads, is a lingering effect from the detonations from the Great War, Rad
producing mutants, or other nuclear waste. Levels of Radiation can be seen with the
different side effects of radiation sickness, as well the higher the Rad Level the possibility of
mutations like ghoulification can occur. Health loss can not be regained until curred of
radiation poisoning using either Radaway or Doctors with better medical equipment.

Rad Lvl Condition Effect

1 Minor Rad Poisoning Quarter Health Damage

2 Advanced Rad Poisoning -1 End, Agl, Str

3 Critical Rad Poisoning Half Health / Mutation Chance

4 Deadly Rad Poisoning -3 End, Agl, Str

5 Fatal Rad Poisoning DEATH

Mutations

Mutations come from an unknown gene in humans, though only certain individuals in the
wastes have a chance to gain mutations, the mutations themselves are a High Risk / High
Reward as you would need high amounts of Radiation to both gain and keep some
mutations while others are permanent.

Roll Mutation Effect

2 Ghoulification You become immune to Rads, Aging, and need for food

3 Calussed Skin You gain a Natural +3 Damage Threshold

4 Rad Blood You become Resistant to Rads and heal when Irradiated

5 Lead Belly You gain no penalties to eating irradiated or raw food

6 Additional Organ You get advantage to either Endurance or Agility

7 High Metabolism You heal fast and are immune to disease

8 Layered Muscles You either gain a +2 Str & -1 Agility or Vice Versa

9 Strong Bones You are resistant to Limb Damage

10 Cateye You gain Nightvision

11 Enhanced Senses You have advantage to either Sight, Hearing or Smell

12 Psionics You either gain Telepathy, Telekinetic, or Clairvoyance

Equipment

Weapons
There are 10 types of weapons with some having adjacent skills to give better
proficiency when using the weapon type in combat

Weapon Type Example Weapons

Melee, Light Unarmed, Knives, Hatchet

Melee, Heavy Axe, Chainsaw, Baseball Bat

Marksman Sniper, Hunting Rifle, Bow

Comando LMG, Sevice Rifle, Tommy Gun

Shotgun Double Barrel, Caravan, Riot

Small Arms Pistol, Revolver, SMG

Lasers Las. Rifle, Plas. Pistol, LRCW

Heavy Minigun, RPG, Flamer

Explosive Fatman, Mines, M42 Launcher

Thrown Grenade, Knives, Spear

Armor
There are 4 different armors, similarly to weapons, some require certain stats or
perks to use effectively. As well some armors give certain resistances or immunities
to damage types or environmental effects.

Type Effect
Light +1
Medium +2
Heavy
Power +3 / Melee Resistance / Stealth Disadv.
+4 / Damage Resistance / Rad
Immunity

Melee, Light Weapons List Thrown

Melee, Heavy

Unarmed Baseball Bat Junk
0 Dmg 3 Dmg 1 Dmg

Knife Fire Axe Throwing Knives
2 Dmg 4 Dmg 2 Dmg

Baton Chainsaw Throwing Spear
2 Dmg 5 Dmg 3 Dmg

Machete Sledge Hammer Throwing Axe
3 Dmg 6 Dmg 4 Dmg

Ripper Power Fist
4 Dmg 7 Dmg

Small Arms Comando Marksman

.22 Pistol .22 Auto Rifle Varmit Rifle
2 Dmg 3 Dmg 4 Dmg

Ammo: .22 LR Ammo: .22 LR Ammo: .22 LR

10mm Pistol Chinese Assault Rifle Hunting Rifle
3 Dmg 4 Dmg 5 Dmg

Ammo: 10mm Ammo: 5.56 Ammo: .308

Chinese Pistol Service Rifle Battle Rifle
4 Dmg 5 Dmg 6 Dmg

Ammo: 10mm Ammo: 5.56 Ammo: 5.56

10mm SMG Marksman Carbine Sniper Rifle
5 Dmg 6 Dmg 7 Dmg

Ammo: 10mm Ammo: 5.56 Ammo: .308

.44 Revolver Light Machine Gun Anti-Material Rifle
6 Dmg 7 Dmg 8 Dmg

Ammo: .44 cal Ammo: .50 Cal Ammo: .50 Cal

Shotgun Energy Heavy Explosive

Sawed-off Laser Pistol Flamer Junk Grenade
5 Dmg 4 Dmg 6 Dmg 7 Dmg
Ammo: Fuel
Ammo: 20 Guage Ammo: Energy Cell

Combat Shotgun Plasma Pistol Gatling Laser Frag Grenade
7 Dmg 5 Dmg 7 Dmg 8 Dmg

Ammo: 20 guage Ammo: Energy Cell Ammo: Fusion Cell

Riot Shotgun Laser Rifle Minigun Mines
6 Dmg 6 Dmg 8 Dmg 9 Dmg

Ammo: 12 Guage Ammo: Microfusion Cell Ammo: 5mm

Pump Action Plasma Rifle Plasma Caster C-4 Plastic Explosive
8 Dmg 7 Dmg 9 Dmg 10 Dmg

Ammo: 12 Guage Ammo: Microfusion Cell Ammo: Fusion Cell

Double Barrel Gauss Rifle Missle Launcher
9 Dmg 8 Dmg 10 Dmg

Ammo: 12 Guage Ammo: 2mm EC Ammo: Missile

ARMOR

Light +1 Medium +2 Heavy +3 Power +4

Radiation Suit Combat Armor Confederal Armor Salvaged Power Armor

Leather T-45 Power Armor

Ranger Armor Forged Armor

Tribal Scrap Armor Reinforced Scrap T-51 Power Armor

Vault Security Recon Armor Riot Gear X-01 Power Armor

Drinks Food Prepared

Preserved

Dirty Water Preserved Dinners Geko on a Stick
Water that may hold trace While preserved, dinners like Stringy and Tough, but still pretty
amounts of radiation or disease these had absorbed a bit of rads decent tast to it

(+1 Water, +1 Rad) (+1 Food, +1 Rad)

Tribal Brew Canned Food Wasteland Salad
A tonic that boosts blood Canned food may taste pretty Made from Mutfruit, Banana Yuca
pressure and cools the body gross by this point food is food and Prickly Pears

(+1 Stamina, +2 Water) (+1 food) (+2 Food)

Sodas Cram Dried Meat
Dried Meat can last a while and is
Drinks that are refreshing and A can of packed pork that has light enough to keep several
pieces
gives energy though not hydrating high sodium for the preservation
(+3 food)
(+2 Stamina, -1 Water) (+3 Food, -1 Water)

Purified Water Military MRE Wasteland Omelet
Clean water that has all radiation These rations were made to stand Made from the eggs of wasteland
and disease purified from it the test of time critters, a true delicacy! Promise!

(+2 Water) (+3 Food) (+4 Food)

Weak Liquor Strong

Decent

Irish Coffee Wine Tequila

A bit of Coffee and a bit of For when you’re feeling a bit Made from the Mutated Agave
whiskey and you got a good more on the fancy side of wastrel plants that give a strong taste

morning! living (+2 End, -2 Int )

(-1 Sleep, -1 Int) (+1 Chr, -1 Int)

Beer Star Light Special Whiskey

The Simplest of booze for any A vodka made from distilled A choice drink for any doctor,
wastrel, what ain't broke don't fix Mesquite Beans in Terlingua both for drinking and cleaning

(+1 Str, -1 Int) (+1 Str, -1 Int) (+3 End, -2 Int)

Rum & Cola Cactus Brew Jinetes’ Swill

Mixed Cola & Rum for a fizzy Cactus Juice that naturally numbs A moonshine used for both
drink to make you feel fizzy and intoxicates the drinker getting plastered and fuel for

(+1 Str, +1 Agl, -2 Int) (+2 End, -1 Int) engines

(+3 End, +2 Str, -3 Int)

Health Chems Performance

Radiation

Med-X Rad-X Buffout

A highly potent painkiller Pills used to resist radiation A highley addictive steroid agent

(Dmg Resist) (Rad Resist) (+2 Str, +2 End, +5 HP)

Hydra Radaway Mentats

Chem to restore Limbs To flush out radiation Chem enhances memory & senses

(Limb Heal) (-1 Rad Lvl) (+2 Int, +2 Per)

Stimpak Mutagen Fixer

Quickly heals wounds increase mutation chance Aliviates withdraw and addiction

(+5 HP) (Mutation x2 chance) (Removes Addiction)

Misc

Money Tools Data Utility

Caps Tool Kit Magazines Bobby Pins

Used as currency A combination of Magazines give a Not just for hair! Many
because they are random tools and temporary boost to a locks simple enough to
difficult to counterfeit equipment for repair
singular skills lockpick with it
Legion Denarius Medical Supplies
Skill Books Binoculars

Brass coins used by the Filled with medical Perminately adds Able to see things at a
proficiency or distance from far away
Legion, often melted by equipment to stabilize
expertizes in a skill with a clearer image
others for ammo injuries
Training Walkie Talkie
NCR Dollars Sanitation Kit Holotape

Made in New California Place irradiated food Adds proficiency to Range is up to 1-3
Republic and used by or items to attempt to special equipment or miles away with a

NCR colonists remove radiation vehicles similar radios

Estimate Pricing

Weapons Cheap Moderate Expensive
Type 10+ caps 20+ caps 60+ caps
Melee 5+ caps 10+ caps 30+ caps
20+ caps 40+ caps 120+ caps
Thrown 50+ caps 100+ caps 300+ caps
Small Arms 60+ caps 120+ caps 360+ caps
Marksman 40+ caps 80+ caps 240+ caps
Comando 70+ caps 140+ caps 420+ caps
100+ caps 200+ caps 600+ caps
Shotgun 80+ caps 160+ caps 480+ caps
Laser
Heavy Cheap Moderate Expensive
10+ caps 20+ caps 40+ caps
Explosives 40+ caps 80+ caps 160+ caps
Armor 60+ caps 120+ caps 240+ caps
150+ caps 300+ caps 600+ caps
Type
Light
Medium
Heavy
Power

Aid Cheap Moderate Expensive
Type 25+ caps 50+ caps 75+ caps
Health 5+ caps 10+ caps 20+ caps
Food 10+ caps 20+ caps 40+ caps
Water 25+ caps 50+ caps 75+ caps
Chems
Cheap Moderate Expensive
Misc 5+ caps 15+ caps 45+ caps
Type 10+ caps 30+ caps 60+ caps
Utility 20+ caps 60+ caps 180+ caps
Tools 5+ caps 15+ caps 45+ caps
Trade
Cheap Moderate Expensive
Crafting 1+ caps 5+ caps 10+ caps
Ammo 5+ caps 10+ caps 15+ caps
2+ caps 6+ caps 8+ caps
Type 4+ caps 8+ caps 12+ caps
Small Arms 10+ caps 20+ caps 30+ caps
Marksman 25+ caps 50+ caps 75+ caps
Comando

Shotgun
Laser
Heavy


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