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u/ThunderMateria
u/Mike_R_Phone
V3.0
Chapter 1 Character
1.1 Race
1.2 S.P.E.C.I.A.L.
1.3 Backgrounds
1.4 Skill Scores
1.5 Stats
1.6 Perks
Chapter 2 Gear
2.1 Armor
2.2 Big Guns
2.3 Energy Weapons
2.4 Explosives
2.5 Melee Weapons
2.6 Small Guns
2.7 Unarmed
2.8 Aid
2.9 Chems
2.10 Ammo
2.11 Clothing
2.12 Skill Books
Chapter 3 Rules
3.1 Skill Checks
3.2 Combat
3.3 Conditions
3.4 Power Armor
Chapter 1
What makes YOU Special?
The wasteland can be a treacherous place. That is why it is important to
understand the defining traits that will help you survive. Making it in the
wasteland depends on making the best use of your skills, so play to your
strengths and even YOU can make it.
1
1.1 Races
Assaultron
S.P.E.C.I.A.L.: AGI +2
Speed: 40 ft.
Hit Dice: 1d8
Assaultron Head Laser: You can spend 3 AP to charge your laser. Any time after that you
can spend another 2 AP fire the laser which does 3d10 energy damage, range 40ft. You can
use this ability once per short rest. At 10th level the damage increases to 6d10
Rad Resistance: You have 50 Rad Resist.
Robot Armor: DR 16, ER 16
Subraces:
Gunner: PER +1, Tag Energy Weapons
RobCo: END +1, Tag Sneak
Ghoul
S.P.E.C.I.A.L.: END +2
Speed: 35 ft.
Hit Dice: 1d6
Rad Absorption: Instead of being hurt, you are healed 1d4 every time you take over 30
rads. Add 1d4 for every additional 30 rads. This ability can only activate once per turn.
One of Us: Feral ghouls will not attack you unless you or a person aligned with you
attacks first.
Subraces:
Regular: AGI +1, Tag Unarmed
Glowing One: LCK +1, Tag Speech
2
Human
S.P.E.C.I.A.L.: CHR +2
Speed: 30 ft.
Hit Dice: 1d8
You’re it: You choose any 3 tag skills.
You’re SPECIAL: Pick 2 different S.P.E.C.I.A.L scores to increase by 1 each.
Mr. Handy
S.P.E.C.I.A.L.: INT +2
Speed: 40 ft.
Hit Dice: 1d8
Buzzsaw: Range: 5ft, 2d4 damage, AP Cost 4
Pincer: You have an arm which can interact with objects or hold one handed weapons.
Rad Resistance: You have 50 Rad Resist.
Robot Armor: DR 16, ER 15
Thruster: You hover above the ground; difficult terrain does not affect you.
Subraces:
Mr. Handy: LCK +1, Tag Repair
Flamethrower: Creatures in a 15-foot cone must make an AGI saving throw or
take 2d6 fire (energy) on a failed save or half on a successful one. The DC
for the saving throw is 11 + your Endurance modifier. The damage increases to
3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can use this
ability once per short rest.
Mr. Gutsy: END +1, Tag Energy Weapons
You have a built-in energy weapon. At level 11 the Laser upgrades to Plasma.
Laser. Range 30ft, 1d6 Energy damage, 3 AP
Plasma. Range 40ft, 2d6 Energy damage 4 AP
Miss Nanny: CHR +1, Tag Medicine
Medical Assistant. You have an additional pincer intended to help you aid in
medical procedures, although it could be used for weapons or interacting with
objects.
3
Protectron
S.P.E.C.I.A.L.: END +2
Speed: 20 ft.
Hit Dice: 1d12
Rad Resistance: You have 50 Rad Resist
Robot Armor: DR 15, ER 15
Subraces:
Construction: STR +1, Tag Unarmed
Nail Gun: Range 30ft, 1d4 damage, AP cost: 3
Medic: INT +1, Tag Medicine
Defibrillator: Range 5ft, 1d8 energy damage, AP cost: 4
Security: PER +1, Tag Energy Weapons
Laser: Range 30ft, 1d6 Energy damage. AP cost: 3
Robobrain
S.P.E.C.I.A.L.: INT +2
Speed: 20 ft.
Hit Dice: 1d10
Rad Resistance: You have 50 Rad Resist
Body Armor: DR 16, ER 14
Voice Modulator: You can change your voice to another voice you have heard, granting you
+3 to Charisma checks to pass yourself off as someone else. This bonus can not be added if
the person you are imitating is not a Robobrain and the listener can see you.
Subraces:
Think Tank: LCK +1, Tag Science
Thruster: +5 Movement Speed, difficult terrain does not affect you.
Mariposa: STR +1, Tag
Sturdy Treads: Regular difficult terrain does not cost you extra movement, but
you cannot jump, and stairs are treated as difficult terrain for you.
Mesmetron: Once per short rest you can use your Mesmetron against an enemy.
They make an Intelligence Saving throw or become stunned until the end of
their next turn. The DC is equal to 11 + your Intelligence Modifier
4
Securitron
S.P.E.C.I.A.L.: LCK +2
Speed: 35 ft.
Hit Dice: 1d10
Rad Resistance: You have 50 Rad Resist
Robot Armor: DR 17, ER 16
Claws: You can interact with objects but cannot use standard weapons
10mm Submachine Gun: range 30ft, 1d6 damage, AP cost: 3
Gatling Laser: range 40ft, 2d4 energy damage, Spin up, AP cost: 2
Platinum Upgrade: At level 11 you gain a Missile Launcher: Range 120ft, 4d8 explosive
damage, Blast Radius 5ft, AP cost: 6
Subraces:
RobCo: END +1, Tag Science
Independent: CHR +1, Tag Barter
Super Mutant
S.P.E.C.I.A.L.: STR +2, INT -1
Speed: 30 ft.
Hit Dice: 1d12
Rad Immunity: Super Mutants are immune to radiation
Thick Skin: You gain +1 DR and +1 ER. Due to your
physique you cannot wear power armor
Subraces:
East Coast: END +1, Tag Small Guns
West Coast: Remove INT penalty (+0 total), Tag Melee Weapons
Nightkin: AGI +1, Tag Sneak
Stealth Boy: Make a DC 10 addiction save when using a Stealth Boy. Stealth
Boys last twice as long for you.
5
Synth (Gen. 2)
S.P.E.C.I.A.L.: END +1, INT +1
Speed: 30 ft.
Hit Dice: 1d6
Recall Code: You have a recall code which incapacitates you for 1d4 turns.
Rad Resistance: You have 50 Rad Resist
Cyborg Physiology: You are a mix of organic and mechanical components. Both Stimpaks and
Robot Repair Kits affect you, and you receive an additional 1d6 healing from either.
Targeting Sensors: You have advantage on Perception checks to detect a sneaking creature.
Subraces:
Strider: PER +1, Tag Energy Weapons
Overdrive Servos: Your Movement Speed is 35 ft.
Worker: CHR +1, Tag Science OR Barter
Internal Database: Once per day you can reroll any Intelligence-based check.
Synth (Gen. 3)
S.P.E.C.I.A.L.: PER +2
Speed: 30 ft.
Hit Dice: 1d8
Recall Code: You have a recall code which incapacitates you for 1d4 turns.
Memory Backup: You do not need to sleep but must shut down for 4 hours a day to backup
memories to your synth component.
Peak Condition: +1 max AP
Subraces:
Institute: INT +1, Tag Speech
Railroad: AGI +1, Tag Sneak
6
1.2 S.P.E.C.I.A.L.
The 7 stats are: Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck.
Your stats each start at 1, then add any racial bonuses.
You then have 33 points to distribute. The maximum starting score for a stat is 8.
Your stat modifiers are equal to that stat -5 (Ex: Strength 5 = +0, Strength 7 = + 2)
1.3 Backgrounds
You choose a background to give a rough description of who your character is. Your
background determines one of your tag skills, as well as your starting equipment, and two
stats. Any check or save made with these stats adds double the modifier.
Gang Member: +1 damage against enemies within 5 feet of one of your allies.
The Good Doctor: Once a day: remove an addiction, disease, or 200 rads.
7
Farmer: Tag Survival
Gear: Double Barrel Shotgun, Leather Armor, 12 Tatos, 50 caps
Stats: END and CHR
Tunnel Snakes Rule: You have +1 to hit with Melee or Unarmed attacks you
and one of your allies are within 5 feet of the target.
Secret Agent: You have advantage on Charisma checks to pass yourself off as
someone else.
Percussive Maintenance: You can use Repair instead of Science when dealing
with electronics, such as for hacking attempts.
Hired Gun: Advantage on Barter checks when negotiating for more caps.
8
Merchant: Tag Barter
Gear: 10mm Pistol, Leather Armor, 200 caps
Stats: CHR and LCK
Supply Line: Caravans will let you travel with them for free.
Pack Rat: Junk and raw materials only weigh half as much for you.
Nerd Rage: Once per day, when your HP falls under 25%, your DR and ER
increase by 2 for 3 rounds (18 seconds).
Light Footing: Moving full speed does not add a penalty to sneaking.
9
Tribal: Tag Survival
Gear: Machete, Leather Armor, 4 Mole Rat Chunks, 2 Squirrel-On-A-Stick, 2
Dirty Water
Stats: PER and END
I AM Vault-Tec: You can roll a Speech check towards any Vault Dweller with
advantage a number of times equal to your CHR mod per day. If they know of
Vault-Tec’s experiments, you have disadvantage on all speech checks.
When you level up, you have a number of points equal to 10 plus your
Intelligence score to distribute among your skills, up to a maximum of 100.
11
1.5 Stats
Action Points
Your Action Points (AP) are equal to 5 plus half your Agility score, rounded down.
Action points are used for weapon attacks, using items, or any other action besides your standard
movement in combat.
Carry Weight
Your carry weight is 100 + your Strength Score (not modifier) times 10.
If you exceed your maximum carry weight you have the over-encumbered condition. See Chapter 3.3
for details.
Hit Points
Your hit dice are based on your race.
Your hit points at level 1 are equal to the highest number on your hit dice plus your END
modifier.
Each level after 1 you roll your hit dice and add the result plus your END modifier to your
previous max HP.
Initiative
Your initiative bonus is equal to your Agility Modifier.
At the beginning of combat roll a d20 and add your initiative bonus to determine turn order.
Karma
Karma titles are Very Evil, Evil, Neutral, Good, Very Good.
Your alignment starts at Neutral. Your Overseer will inform you if your actions have changed your
alignment.
People may treat you differently based on your alignment, if it is known to them.
12
1.6 Perks
Each level after 1st you choose a perk that you meet all requirements for. The maximum
number of times you can take a perk is indicated in the ranks column.
Refractor AGI 5 6 1 +1 ER
Roughin’ It Survival 100 6 1 You become Well Rested even if sleeping outside
Storm Chaser 6 1 You regenerate 2 HP per turn during rain or rad storms
Toughness END 5 6 1 +1 DR
Fortune Finder LCK 5 6 1 Scoring a critical hit causes a number of caps to appear*
Friend of the Night 6 1 You can see in darkness to a distance of 60ft
13
Name Requirements Level Ranks Effect
If the number of HP you heal from reviving someone with a
Dry Nurse Medicine 60 8 1
stimpak is even, the stimpak is not expended
First Aid Medicine 60 8 1 You heal +1d6 from stimpaks and +2d6 from super stimpaks
Serendipity LCK 7 8 3 When below 1/4 HP you gain +1 DR and ER per rank
Stabilized Big Guns 60 8 1 When wearing Power Armor, you have +1 to hit with Big Guns
After resting you can choose whether you can gain and lose
Starched Genes LCK 6 8 1
mutations until you rest again
Strong Back STR 5, END 5 8 1 Carry weight +50
Mysterious Stranger LCK 6 10 1 The Mysterious Stranger may appear to help you*
INT 5,
Nerd Rage! 10 1 DR +2, ER +2, and STR +2 when your HP is under 1/4
Science 50
Night Person 10 1 INT +2 and PER +2 at night
Power User Science 70 10 1 Your Fusion Cores last twice as long in Power Armor
You have +1 DR or ER against any melee or unarmed attack. You
Stonewall STR 6, END 6 10 1
have advantage on saves against being knocked prone
Medicine 60 Stimpaks you use on yourself heal allies within 5ft of you
Team Medic 10 1
CHR 6 for half as much
Add another dice of the same type to weapons that deal fire
Pyromaniac Explosives 60 12 1
damage
Cannibal 12 1 Eating corpses restores 2d6 HP, lose karma
+1 to hit and damage for unarmed attacks when under the
Drunken Master Unarmed 70 12 1
effects of alcohol
When you are below half HP, allies within 5ft get +1 DR and
Ferocious Loyalty CHR 6 12 1
ER
You maximum HP permanently increases by 2x your level and
Life Giver END 6 12 1
another 2 every level
Luck of the Draw LCK 6 12 1 When you score a critical hit your weapon is repaired 1 level
If an enemy critically fails an attack against you, your
Lucky Break LCK 7 12 1
armor is repaired 1 level
Robotics Expert Science 50 12 1 +2 to hit robots, can shut down robots*
+1 DR and +1 melee or unarmed damage if you moved 5ft or less
Rooted 12 1
this round
Sniper PER 6, AGI 6 12 1 +2 to hit with scoped weapons
AGI 6, Sneak
Silent Running 12 1 Sneak +10, no sneak penalty for movement
50
Fast Metabolism 12 1 +1d6 healing from stimpaks used on you
14
Name Requirements Level Ranks Effect
Lawbringer 14 1 Killing any evil human raises your karma
Light Step PER 6, AGI 6 14 1 Floor traps and mines are not set off by walking over them
CHR 6, Barter
Master Trader 14 1 All items cost 25% less from traders
60
Mysterious Savior 14 1 The Mysterious Savior may appear to help you*
Better Criticals PER 6, LCK 6 16 1 Add one additional damage dice on a critical hit
Special Perks
Name Effect
Power Armor Training You are able to effectively use power armor
15
Weapon Perks
Iron Fist Unarmed 60/80/100 6/12/18 3 +1 to hit and damage per rank with unarmed weapons
Small Guns or Energy Weapons +1 to hit and damage per rank with non-automatic
Rifleman 6/12/18 3
60/80/100 rifles
Shotgunner Small Guns 60/80/100 6/12/18 3 +1 to hit and damage per rank with shotguns
+1 to hit and damage per rank with two handed melee
Slugger Melee 60/80/100 6/12/18 3
weapons
Chapter 2
Equipment and Items
Properties
Blast: Every Creature within the area must make an AGI save or be hit. DC(8 + your Bonus to Hit)
Charging: You can reload a number of times up to the maximum magazine size. The number of times you
reload is the X in the ammo per fire and damage calculations
Cone: Roll one attack against each target in the cone’s area (size determined by range stat)
Placed: Can be dropped in a space within 5 feet, activated when a creature moves into that space.
Plasma: Attacks with this weapon hit if it would hit either the targets DR or ER
Powered: Consumes Fusion Cores. See chapter 3.4 for further details on Power Armor
Scoped: You have advantage on attacks against targets that you are hidden from
Silent: Does not impose a sneak penalty after attacking (See page 27)
Spin Up: Requires 1 AP to Spin up once per turn, before it can be fired
Two Handed: The weapon must be wielded with two hands when making an attack
16
Armor
Armor DR ER Effects Weight Cost
No Armor 10+AGI 10+AGI 0 0
Power Armor Frame 14 14 STR +1, Sneak -20, +10 rad resist, Powered 30 400
T-45d 17 17 STR +2, Sneak -20, +30 rad resist, Powered 70 1200
T-51b 19 17 CHR +2, Sneak -20, +30 rad resist, Powered 60 1600
T-60d 20 19 STR +2, Sneak -20, +40 rad resist, Powered 75 2000
X-01 MkII 19 21 INT +2, Sneak -20, +50 rad resist, Powered 70 2400
Big Guns
AP Ammo per Reload
Weapon Dice Properties Magazine Weight Cost
cost fire Cost
Fatman 8d8 3 180ft, Blast 10ft, Two handed 1 1 5 30 500
17
Energy Weapons
AP Ammo per Reload
Weapon Dice Properties Magazine Weight Cost
cost fire Cost
Alien Blaster
1d8 3 30ft 42 1 3 2 600
Pistol
120ft, Charging, Two Handed,
Laser Musket Xd4 4 3 X X 12 100
Scoped
Laser Pistol 1d6 3 30ft 30 1 2 4 75
Explosives
Weapon Dice AP cost Properties Weight Cost
Placed, Drops 2d10 caps on explosion,
Bottlecap Mine 4d6 3 0.5 75
Blast 5ft
Frag Grenade 3d6 2 Thrown, Blast 5ft 0.5 75
Frag Mine 2d6 3 Placed, Blast 5ft 0.5 50
Molotov 2d6 4 Thrown, Blast 5ft 0.5 30
Nuka Grenade 6d6 2 Thrown, 200 Rads, Blast 10ft 0.5 200
Nuka Mine 6d6 3 Placed, 200 Rads, Blast 10ft 0.5 200
Plasma Grenade 4d6 2 Thrown, Blast 5ft 0.5 150
Plasma Mine 4d6 3 Placed, Blast 5ft 0.5 180
Melee Weapons
Weapon Dice AP cost Properties Weight Cost
Chinese Officer Sword 1d8 3 3 200
Combat Knife 1d4 2 Holdout 1 50
Machete 1d6 3 2 120
Ripper 2d6 5 6 350
Security Baton 1d6 3 Holdout 2 75
Shishkebab 1d10 4 Energy damage (Fire) 3 400
Super Sledge 1d12 5 Two handed 20 350
Swatter 1d10 4 Two handed 5 125
18
Small Guns
AP Ammo per Reload
Weapon Dice Properties Magazine Weight Cost
cost fire Cost
10mm Pistol 1d6 3 30ft, Holdout 12 1 1 4 100
Unarmed
Weapon Dice AP cost Properties Weight Cost
Boxing Glove 1d4 3 1 20
Deathclaw Gauntlet 2d6 5 10 350
Fist 1 3 - -
Knuckles 1d6 3 Holdout 1 75
Meat Hook 1d8 4 7 100
Power Fist 1d10 4 4 250
19
Aid
Food Effects Weight Cost
Beer STR & CHR +1, INT -1, 30 minutes 1 10
Blamco Brand Mac & Cheese 6 HP, 5 rads 0.5 10
Canned Dog Food 18 HP, 5 rads 1 15
Carrot 2 HP, 5 rads 0.5 5
Cram 6 HP, 5 rads 0.5 20
Dandy Boy Apples 6 HP, 5 rads 0.5 10
Deathclaw Steak 24 HP, AGI +1, 30 minutes 1 100
Dirty Water 6 HP, 10 rads 0.5 5
Fancy Lads Snack Cakes 6 HP, 5 rads 0.5 15
Iguana on a Stick 6 HP 0.5 25
InstaMash 6 HP, 5 rads 0.5 20
Melon 2 HP, 5 rads 1 5
Mole Rat Chunks 12 HP, +1 AP, 30 minutes 0.5 10
Mutt Chops 12 HP 0.5 15
Noodle Cup 6 HP, 5 rads 0.5 20
Nuka Cola 12 HP, 5 rads 1 20
Nuka Cherry 24 HP, 10 rads 1 60
Nuka Quantum 48 HP, 30 rads 1 120
Perfectly Preserved Pie 12 HP, LCK +2 0.5 200
Pork n’ Beans 6 HP, 5 rads 0.5 10
Potato Crisps 6 HP, 5 rads 0.1 10
Purified Water 12 HP 0.5 20
Radscorpion Steak 12HP, +1 ER, 20 minutes 0.5 40
Roasted Mirelurk Meat 12 HP 0.5 30
Salisbury Steak 6 HP, 5 rads 0.5 20
Squirrel on a Stick 6 HP 0.1 15
Sugar Bombs 6 HP, 5 rads 0.5 15
Sunset Sarsaparilla 12 HP, 5 rads 1 20
Sweet Roll 6 HP, 5 rads 0.1 10
Tato 2 HP, 5 rads 0.1 5
Vim! 12 HP, 5 rads 1 20
Vodka STR & END +1, INT -1, 30 minutes 1 10
Whiskey STR +2, INT -1, 30 minutes 1 10
Wine STR & CHR +1, INT -1, 30 minutes 1 10
Yao Guai Ribs 24 HP, DR and ER +1, 30 minutes 1 90
20
Chems
Chems Effects Addiction Weight Cost
When you use an addictive chem (has an addiction level), you must make an
addiction saving throw. See Section 3.3 for information on addiction and
withdrawal. Robotic races are immune to all effects of chems, except Robot
Repair Kits, Rad-Away, and Stealth Boys
21
Ammo
Ammo Type Compatible Weapons Cost
.308 round Hunting Rifle 3
.38 round Pipe Pistol 1
.44 round .44 Pistol 3
.45 round Combat Rifle, Pipe Revolver, Lever Action Rifle 2
.50 Ball Black Powder Rifle 12
2mm EC Gauss Rifle 10
5mm Minigun 1
5.56mm Assault Rifle, Handmade Rifle 2
10mm 10mm Pistol 2
Alien Blaster Round Alien Blaster Pistol 6
Fusion Cell Laser Pistol, Laser Rifle, Laser Musket 2
Fusion Core Gatling Laser, Power Armor 100
Flamer Fuel Flamer 1
Mini Nuke Fatman 100
Missile Missile Launcher 25
Plasma Cartridge Plasma Pistol, Plasma Rifle 5
Shotgun Shell Combat Shotgun, Double Barrel Shotgun 3
Clothing
Clothing Effect Weight Cost
Baseball Uniform Melee Weapons +5 2 50
Black Suit Barter +5 3 75
Enclave Uniform Energy Weapons +5 1 40
Greaser Jacket Small Guns +5 2 60
Hazmat Suit Rad Resist +80, Not compatible with any armor 10 300
Lab Coat Science +5 1 75
Mechanic Jumpsuit Repair +5 2 30
Medic Jumpsuit Medicine +5 1 75
Mercenary Outfit Explosives +5 3 40
Raider Leathers Unarmed +5 2 15
Recon Armor Sneak +5 2 60
Road Leathers Lockpick +5 4 40
Soldier Uniform Big Guns +5 2 50
Vault Suit Speech +5, 10 rad resist 2 100
22
Skill Books
Skill books provide a permanent bonus to the reader. Each book can only be used once.
Clothing Effect
Big Book of Science Science +1
Chinese Army: Special Ops Training Manual Sneak +1
D.C. Journal of Internal Medicine Medicine +1
Dean’s Electronics Repair +1
Duck and Cover! Explosives +1
Grognak the Barbarian Melee Weapons +1
Guns and Bullets Small Guns +1
Lying, Congressional Style Speech +1
Nikola Tesla and You Energy Weapons +1
Pugilism Illustrated Unarmed +1
Tales of a Junktown Jerky Vendor Barter +1
Tumblers Today Lockpick +1
U.S. Army: 30 Handy Flamethrower Recipes Big Guns +1
Wasteland Survival Guide Survival +1
Chapter 3
Rules
3.1 Skill Checks
Barter and Speech
Barter and speech checks are contested rolls.
You and the person you are talking to both roll a d100 and add your related skill. If your
result is higher
If another skill is clearly relevant such as when discussing medical treatment with a
doctor, you can add 20% of that skill rounded down.
Ex: Medicine 30 = +6, 47 = +9, 72 = +14
23
Harvesting Food
You can use your survival skill to harvest food from a planted or vegetated area. You can
spend an hour to collect 1d6 + (Survival/10) pounds of food, or double for a farmed area.
Item Condition
• When a critical hit is scored on a target their armor (if any) moves one level down
in condition.
• When a creature critically fails an attack their weapon (if any) moves one level
down in condition.
Type Repair DC
Unarmed 40
Melee Weapons 50
Small Guns 75
Energy Weapons 100
Big Guns 125
Regular Armor 60
Heavy Armor 90
Power Armor 120
24
Lockpick and Science
For lock picking and hacking (science skill) you roll a d100 and add your skill. You must
succeed three times before failing twice. Each success grants a cumulative +10 bonus which
lasts until your next failure as you home in on the sweet spot or the correct answer.
Level DC
Very Easy 40
Easy 60
Average 80
Hard 100
Very Hard 120
Sneak
When sneaking, roll a d100 and add your Sneak skill. Hostile creatures in the area make a
Perception check (d100 + 10x Per). If any enemy rolls higher than you, you are detected by
them. Otherwise you remain hidden. Your roll has disadvantage if you move more than half
your speed per turn.
The same contested rolls can be made to conceal a weapon with the Holdout property but
instead of being hidden, you keep the weapon unnoticed. You can’t attempt to conceal a
weapon without the Holdout property.
Weapon Skills
All skills related to weapons (Big Guns, Energy Weapons, Explosives, Melee Weapons, Small
Guns, Unarmed) give a +1 bonus to hit per 10 points in the skill and damage per 20 points.
Ex: 45 Big Guns gives +4 to hit and +2 damage when using a Big Gun.
25
3.2 Combat
Your Turn
Each turn you can use your action points which can be used to make attacks or perform
other actions. You can move up to your max movement distance which doesn’t cost any action
points.
Attacks have a set cost based on the weapon, other object interactions such as opening a
door usually cost 2 AP unless the Overseer decides otherwise.
You may spend 3 AP to take the sprint action and move up to your movement speed again.
Your turn ends when you can not or do not want to spend your remaining AP on any available
actions.
Making an Attack
To make an attack you roll a 20-sided dice and add your modifier for that weapon type (as
shown in section 3.1) then compare that number to the DR or ER of the target depending on
the damage type of the weapon. If your attack roll is equal or higher than the target’s
armor value, you roll the damage dice for that weapon and add the weapon skill damage
bonus.
You can make as many attacks as you have sufficient AP for. If the AP cost or Reload cost
of a weapon is higher than your maximum AP, you can expend your maximum AP to do so once.
Armor
DR and ER are based on the armor type you are wearing. You can wear 1 piece of clothing
and 1 type of armor at the same time, although clothing does not provide a bonus if you
are wearing Power Armor.
Some types of armor add your agility modifier to DR and ER. Light armor and Ballistic
Weave add your full AGI mod, heavy armor adds the score up to a maximum, and power armor
does not add any AGI. Using power armor without the Power Armor Training perk has
drawbacks listed in chapter 3.4.
26
Critical Hits
If you score a critical hit (20 on a d20 unless critical range is changed in some way) it
automatically hits the target regardless of DR or ER. You then add extra damage dice for
that weapon based on your luck. Each type of damage dice receives their own extra dice
separately. (such as extra types from legendary effects)
Radiation Damage
A creature’s radiation level may increase when they take rads. Check the appropriate rad
table for your race to determine if you have any radiation effects. Rads are removed with
RadAway. Radiation resistance reduces rads taken by that percentage. (40 Resist removes
40%, max 100%, round down) Once a character reaches 1000 rads they roll a d100 on the
corresponding 1000 rad table.
Humanoid Rad Table
Roll Effect
1-60 Death by radiation poisoning
61-80 Become a Feral Ghoul (Player loses control of character)
81-95 Race changes to Ghoul, Regular
96-100 Race changes to Ghoul, Glowing One
27
Robotic Rad Table
Roll Effect
1-60 Total Hardware Failure (Dead)
Combat Inhibitor Malfunction (Player loses control of
61-100
character, Character attacks nearest creature)
Sneak Attacks
If you are currently hidden any attacks you successfully make are critical hits.
If you make an attack with a weapon that does not have the Silent property you must
immediately make another sneak check to remain hidden with a -30 penalty.
Fortune Finder
The number of caps enemies drop because of this perk are based on your level and your Luck
Modifier. The caps are scattered on the ground and take 4 AP to pick up.
28
Mysterious Stranger
If a player has the Mysterious Stranger perk, there is a chance the stranger will appear
when they score a critical hit.
After scoring a critical hit, roll another d20 and add your Luck score (not modifier), if
the combined result is higher than 20 the stranger appears and attacks the target you most
recently attacked if possible.
The Stranger does damage based on the player’s level.
3.3 Conditions
Addicted
Any time you use an addictive chem (has an addiction level), you must make an Endurance
saving throw. You use only your base score for this save, you apply no bonuses from chems,
food, or worn items unless they specifically affect addiction saves. The addiction DC is
shown on the chem table. On a failed save you are addicted and suffer withdrawal effects
when not under the effects of that chem until cured. An addiction can be cured by
Addictol.
Crippled
When you take damage, part of your body may become crippled.
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Dead
You have succumbed to the effects of the Wasteland and are no longer alive.
Diseased
When you consume contaminated food or are attacked by certain creatures, you may be
instructed to make an Endurance saving throw, usually DC 8 unless the Overseer decides
that the chance of disease should be higher. You use only your base score for this save,
you apply no bonuses from chems, food, or worn items. On a failed save you have a random
disease that lasts until it is cured, or you are Well Rested for 3 consecutive days.
D6 Disease Effects
1 Fatigue -1 AGI if you do not sleep for at least 10 hours.
Downed
When you reach 0 hit points you receive the downed condition. While downed you cannot take
any actions and you have the Prone condition. You remain downed for a number of turns
equal to your END modifier + 2 (minimum 1). If you are still downed at the end of this
number of turns you are Dead. This condition ends if you regain any hit points. An ally
can spend 4 AP to stabilize the downed target with a DC 60 Medicine Check. If stabilized
the target is unconscious but alive.
Grappled
A person or creature may attempt to stop their enemies from getting away by holding onto
them. You can spend 3 AP to attempt a grapple. The attacker makes a Strength Check
(d20+STR mod) and the target makes an Agility or Strength Check (d20+STR or AGI mod). If
the attacker wins the target is grappled. The target can spend 3 AP to attempt to escape,
causing both sides to roll again. The target’s speed is reduced to 0 until they escape.
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Invisible
An invisible creature cannot be seen but might be detectable in other ways.
An invisible creature has +100 on sneak rolls.
Attacks against an invisible creature have disadvantage and that creature’s attacks have
advantage.
Night Vision
Usually darkness imposes disadvantage on all attack rolls and PER checks. However, if a
creature has night vision they can see as normal.
Over-encumbered
When you try to carry too much you are over-encumbered. Your movement speed is halved, you
can not jump, and you have disadvantage on melee and unarmed attacks. This condition lasts
until your current carry weight is equal to or below your maximum carry weight.
Paralyzed
A paralyzed creature is entirely unable to move, take actions, or speak. The creature
fails all STR and AGI saves and has the Prone condition.
Prone
While prone a creature’s only movement is to spend half their movement speed to stand up.
A prone creature has disadvantage on Melee and Unarmed attacks. Attacks within 5ft of a
prone creature have advantage against them, and otherwise have disadvantage.
Staggered
Sometimes a powerful attack can knock you off balance weakening your stance in melee or
throwing off your aim with ranged weapons.
You have -2 damage with Melee weapons and Unarmed attacks
You have -2 to hit with Small Guns, Big Guns, and Energy Weapons
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Well Rested
If you sleep for 8 or more hours in a sheltered bed you gain +5 movement speed and a
number of temporary hit points equal to your level. The movement speed increase lasts as
long as you have any of these temporary hit points.
Well Tuned
If you play a musical instrument for at least 5 minutes you gain +1 max AP for 1 hour.
Withdrawal
The effects of withdrawal are different for each chem. Effects last until they are cured
but are temporarily suppressed while you are under the effects of that item.
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3.4 Power Armor
Power Armor is the peak of armored infantry technology developed by West-Tek.
General Properties
You can not use any weapons from the Unarmed category except for the Fist. You are immune
to fall damage, however if you fall 10 or more feet you deal 2d6 damage to all creatures
within 5 feet of you.
Helmet Properties
If your Power Armor has a helmet you gain several benefits. You can breathe underwater for
up to 3 minutes at a time. Your headlamp can light a 25ft cone in front of you. You have
advantage on saves against airborne diseases. (All Power Armor types except Power Armor
Frame have a helmet)
Powered
If the Power Armor has a charged Fusion Core, it becomes Powered. While Powered, it
consumes Fusion Cores at a rate of 1 core/12 hours of active use.
Unpowered
If your Power Armor is not Powered your movement speed is reduced by 15 and you cannot
sprint or jump.
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Special thanks to /u/ThomasTheSheep for the
improved name
=
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