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FALLOUT Tabletop Rulebook

Version 1.0
Created by Dylan McClure

Table of Contents:
1. Title Page
2. Table of Contents
3. Creating a character
6. Primary SPECIAL stats
9. Action Rules
10. Skills
12. Level up rules
13. Perks
21. General Rules
1. Beginning Combat
2. Eating, Drinking, and Sleeping
3. Darkness
4. Radiation
5. Crouching and Prone
6. Gambling
7. How to roll a SPECIAL attribute check and a skill check
8. Critical Fumbles
9. Excessive Strength and/or Endurance modifiers to Damage Reduction

10. Skill and Attribute Caps


11. Trip
12. Healing while sleeping
13: CTBH and DR Minimum
14. Armor
15. Dying
16. Point Blank, close distance fighting, and distance combat
17. Crippled Limbs
18. Critically low SPECIAL scores
19. Swimming
20. Character Sheet, your skills, and your SPECIAL
21. Intimidate Checks
22. Critical hits, Sneak Attacks, and Sneak Attack Criticals
23. Silent combat
24. Morals in the wasteland and you!
25. Guns with different reload times
26. Dual Wielding
27. Addiction
28. Tied in initiative
31. Traits
34. Racial Traits and Racial Modifiers

Creating a character
1. Choose a Name, Sex, Race, Age, and the Month & day of your birthday.
(Note, your minimum age is 18 and your race refers to either your human ethnicity, or what type of
mutant or other creature you are. Human ethnicities to choose from are: African, Asian, Caucasian,
and Hispanic. Racial traits are on page 34 )
2. Generate your SPECIAL!
You get 40 points to spend on your primary SPECIAL attributes, your most important stats. You
must have a minimum of 1 and a maximum of 10 in each SPECIAL stat- the average is 5. These
attributes on their own will be very important to you, but they also affect your skills.
See Primary SPECIAL stats on page 6 for more information regarding your choices. Choose
carefully, your SPECIAL governs how well you character will survive and adapt in the wasteland!
3. Choose your TAG! Skills.
These are 3 skills which you wish to shape your character and the class and role they will playthese skills will be what your character will start out good at. You may only tag a skill twice. See
Skills on page 10 for more information. Tagging a skill adds an automatic +15 to it.
4. Generate starting health.
Your starting health is: 12 x Base Endurance + Base Strength + Base Luck. Your current health will
start as your max. You will also start at 0 radiation.
5. Generate your starting currency.
Nuka-Cola Bottlecaps are the primary currency in post-apocalyptic United States, and you will
invariably start with a small amount of them to spend on your starting goods.
Your starting cap supply is 350.
As well, if you are from a certain faction that uses a separate currency, you may be given a small
amount of that currency in addition.

6. Generate your Karma and carry weight.

Certain wastelanders let their actions speak for themselves. You may start with -250 (Bad) karma,
+250 (Good) karma, or anywhere in between, depending on how you expect to roleplay your
character. (NOTE that 250 is just 1 karma beyond the threshold for good/evil, and doing actions
opposite your current alignment will bring you back to neutral.) Your carry weight is your Strength x
25 . If your strength ever increases, modify your carry weight accordingly.
7. Generate your starting base Skills
You should generate your skills using the formula below:
Relevant SPECIAL base stat x 1.5 rounded down + TAG! + Base Luck
8. Generate your natural Damage Reduction and chance to be hit.
Certain characters are extremely strong or tough. They get natural bonuses to damage reduction
due to this hardiness. See Excessive Strength and/or Endurance modifiers to Damage Reduction
for more information on this subject.
As well, certain characters are easier or harder to hit. See the Agility and Luck sections under
Youre Special to find out what penalties or bonuses you should add to your Chance to be hit.
9. Generate your Critical Hit chance
Your Luck attribute will dictate your chance to make a critical hit. The formula below will say what
your chance is.
Critical hit chance:
1 : You never critical hit
2-3 : 20
4-5 : 19
6-7 : 18
8-9 : 17
10 : 16

10. Generate your starting items

(Bear in mind, some players may opt for a backstory that makes this step irrelevant or drastically
different. This is for average wastelanders who have lived in the wastes for most of their lives.)
You may start with, for free:
1 Totally badass item, be it weapon, clothing, etc. as long as it is backstory related somehow or
another. Be absolutely sure to discuss this with your dungeonmaster.
Stimpacks equal to your starting Intelligence
5 Extra Stimpacks and a Doctors Bag if Medicine is a tag skill
5 Bobby pins if Sneak or Lockpick are tag skills
1 Stealth Boy if Sneak is a tag skill
1 Vehicle if Pilot is one of your tag skills. Needless to say, this is your badass item.
1 Toolbox if Repair is a tag skill (Allows you to use the repair skill away from a workbench at a -1
penalty)
1 Rope if Climb is a tag skill
1 Pip boy 3000 if Repair or Science is a tag skill. This is considered your badass item.
1 Radiation Suit if your Intelligence is 7 or greater
1 Portable Chemistry set, which can be used to create various chems- Stimpacks or Drugs if
Science is a tag skill
Otherwise, you must buy your starting items with the caps you are given. Be sure to buy food,
clothing, and appropriate weapons for yourself before buying things that are not necessarily
necessities.
11. Start with 1 high level perk and anywhere from 0-2 traits
At level 1, you may start with any perk level 20 or under. You must qualify for the SPECIAL
requirements the perk has, but not the skill requirements, as long as that skill is tagged. Pick
carefully! As well, you can pick up to 2 traits from the trait list. You dont have to pick any.
12. Review with your Dungeonmaster, and enjoy your adventure and/or hideous death in the
wasteland!
Youre SPECIAL!
The primary attributes in FALLOUT, called SPECIAL for Strength, Perception, Endurance,

Charisma, Intelligence, Agility, and Luck, are the most important stats in the game- they
dictate what your character can accomplish, and how.
Strength regards your physical prowess. Are you a string bean or do you have muscles on your
muscles? Strength affects your carry weight, bonus starting health, physical capabilities, unarmed
damage, and bonus melee weapon damage. Strength is the roll you make for Intimidate + Speech.
As well, Strength adds bonuses/penalties to the usage of Melee weapons.
Strength Melee Accuracy Chart:
1 | -4
2 | -3
3 | -2
4 | -1
5 | 0
6 |+1
7 |+2
8 |+3
9 |+4
10|+5
Perception regards your 5 senses: Hear, Taste, Smell, See, and Feel. Are you deaf and dumb, or
are you an eagle with a telescope? Those who are highly perceptive will be able to find hidden
objects, see danger coming before others, hear conversations not meant to be heard, and tell
when something is amiss. Perception will give either a penalty or a bonus to your ranged weapon
accuracy and Explosive usage.
Perception Accuracy and Explosive usage Chart:
1 | -4
2 | -3
3 | -2
4 | -1
5 | 0
6 |+1
7 |+2
8 |+3
9 |+4
10|+5

Endurance regards how tough you are. Characters with a large amount of Endurance can survive
in the harsh elements with ease, go longer without sustenance, and can take more of a beating.
Endurance governs your starting health and health gained per level.

Starting Health Equation: 12 x Base Endurance + Base Strength + Base Luck


Level Up health equation: You gain your Endurance in health each level-up.

Charisma regards how well you talk to people. Charismatic people can talk themselves out of
certain death, and make people accept them more freely. Charisma adds extra modifiers or
penalties to your speech-related skill checks.
Charisma modifiers table
1 | -4
2 | -3
3 | -2
4 | -1
5 | 0
6 |+1
7 |+2
8 |+3
9 |+4
10|+5
Intelligence regards how smart you are. Intelligent people can problem-solve much better, and can
operate advanced pre-war machinery much better than someone without the know-how.
Intelligence governs how many skill points you gain each level.
Skill points gained each level equal: 10 + Base Intelligence
Having an Intelligence of less than 5 gives a -2 penalty to the usage and damage from Energy
Weapons, while having greater than 5 gives a +2 bonus to the usage and damage from them.

Agility regards how quick and on-your-feet you are. Agility gives bonuses against your chance to
be hit, governs how far you can move per turn, and your turn order initiative. Agility dictates how
proficient you are at Unarmed combat, and adds modifiers like so:
Unarmed Agility modifier table

1 | -4
2 | -3
3 | -2
4 | -1
5 | 0
6 |+1
7 |+2
8 |+3
9 |+4
10|+5
Chance to be hit modifier:
1:
2:
3-4:
5:
6-7:
8:
9:
10:

-3
-2
-1
0
+1
+2
+3
+4

Normally, reloading takes a normal action. With an Agility of 3 or less, it requires two.

Luck governs every little thing in a small way, for better or worse. Luck affects your critical hit
chance, bonus chance to hit against being hit, starting skills, starting health, and even more
unseen elements. Critical hit chance does not rise above Luck of 10.
Critical hit chance:

1-3 : 20
4-5 : 19
6-7 : 18
8-9 : 17
10 : 16
Luck bonus chance to be hit
1:
-3
2:
-2
3-4: -1
5:
0
6-7: +1
8: +2
9: +3
10: +4
Actions
General Actions: During your turn, you may do a move action and a normal action. A move action is
moving your agility in spaces, while a normal action is doing something that takes a small but not
miniscule amount of time, such as reloading or firing your gun several times. You may convert your
actions, as well. You can take two move actions to Run, which allows you to move your agility in
spaces twice. To move the next turn, you must succeed an Endurance check. As well, you can take
two normal actions to attack twice in your turn.
5-foot step: During your turn, you may take a 5-foot step, which you can use anywhere before,
after, or during your actions during your turn. This 5-foot step can be used to move 1 space in any
direction. When fighting from cover, you cannot take 5-foot steps, as that action is being used to
pop up from cover.
Reloading: Many weapons need to be reloaded after their clips have been discharged. Doing so
takes a normal action, or two normal actions if your Agility is 3 or lower.
Fight from cover: At the beginning of your turn, if there is appropriate cover, you can fight from
cover, which decreases your chance to be hit (Adding +5 as a misc stat to it) and still allows you to
shoot during your turns. The move action is spent hiding, the 5-foot step action is spent peeking
from cover to fire, and the normal action to fire your weapon.
Full cover: At the BEGINNING of your turn, you may hide behind cover, forsaking all actions, 5-ft
step, and movement that you cant do behind cover (Example, you can throw grenades) Being
behind full cover offers +6 against chance to hit for the sake of weapons or circumstances that can
ignore full cover, such as a Frag Grenade.
Opportune Action: Say your enemy is hiding behind cover, and every time he pops out to shoot,
you cant retaliate before he hides again. You can opt to take an action of opportunity if you have

5 or more Agility, which allows you to take 1 action of your choosing (Move or Normal) DURING an
enemy or other allys turn. You must succeed an agility check of 15 to take an opportune action.
This, in turn, will sacrifice the appropriate action during your next upcoming turn. You can take an
Opportune Action once before your next turn. Opportune Actions can interrupt even 5ft step actions
due to their swiftness, and can thus negate extra CTBH from Fight from cover. An Agility of 7 or
more will allow you access to your second upcoming action to use as an Opportune Action,
forsaking most if not all of your next turn.
Power Attack: If you are using a Melee weapon or Unarmed, you may substitute accuracy for
damage, causing tremendous extra damage but a reduced chance to hit. -1 to hit equals 3 extra
damage. You can do this any number of times during a single attack, but be sure you can still hit!
You can only do as much bonus damage as is your strength score, no more. Any extra damage will
be lost.
Cleave: If you are using a Melee weapon with a blade or something of similar design or shape,
such as a bat or a rolling pin, you may attempt to hit several adjacent enemies. (5ft step
compatible) Each adjacent enemy you attempt to hit after the first will provoke an additional -2 to
the attack. This -2 stacks, granting a -4 to the next enemy, and a -6 to the next. You can attempt to
hit as many adjacent enemies as your agility score/2 rounded up.
Skills:
Skills dictate your effectiveness with certain actions you may wish to take part in within the
wasteland. To make a skill check, roll 1d20 + the modifier. Their effectiveness is dictated by how
many skill points you have given to them, and correlate in modifiers to the table below:
1 - 9| -5
10-19| -4
20-29| -3
30-39| -2
40-49| -1
50-59| +0
60-69| +1
70-79| +2
80-89| +3
90-99| +4
100 | +5
Climb: Climb, a skill derived from the Endurance attribute, is used to scale and navigate difficult,
usually but not always vertical terrain others cant. This is useful for excavating that secret stash
of pre-war trinkets out of that 5-story ruined skyscraper, or climbing out of a well you fell into due to
a low Intelligence.
Deception: Deception, a skill derived from the Charisma attribute, is used to lie to people. People
may doubt you or even find out that you are lying with an appropriate Sense Motive check. You
arent the one who killed those 3 traders back there? Then who did?

Energy Weapons: Energy Weapons, a skill derived from Intelligence, is a skill regarding the usage
of high-tech pre-war military weaponry. Not only does the user of these weapons need good aim,
but they also need a keen knowledge. Having an Intelligence of less than 5 gives a -2 penalty to
the usage and damage from energy weapons, while having greater than 5 gives a +2 bonus to the
usage and damage from them.
Explosives: Explosives, a skill derived from Perception, is a skill regarding the operation and
usage of explosive weaponry, such as mines, bombs, rocket launchers, and atomic nuclear
weaponry.
Guns: Guns, a skill derived from Perception, is a skill regarding the usage of conventional
weapons such as the .44 Revolver or the Anti-Materiel sniper rifle.
Lockpick: Lockpick, a skill derived from Perception, is a skill regarding the usage of bobby pins or
other unconventional gadgets to pick locks without breaking the pick. You can attempt to lockpick
something 3 times before the lock breaks. You must make a 1 to open a very easy lock, an 6 to
open an easy lock, an 11 to open an average lock, an 16 to open a hard lock, and a 21 to open a
very hard lock.
Medicine: Medicine, a skill derived from Intelligence, regards your medical know-how, and how
well you can heal yourself and others. Your Medicine skill is how many hit points are healed by
stimpacks.
Melee Weapons: Melee Weapons, a skill derived from Strength, is a skill regarding your effective
usage of close-range weapons such as the Switchblade, Baseball Bat, or Katana.
Pilot: Pilot, a skill derived from Perception, is a skill used to pilot pre-war vehicles effectively.
Repair: Repair, a skill derived from Intelligence, regards your ability to repair old-world objects to
working condition, or to craft all-new objects for use in the apocalypse. Someone with repair could
fix a pre-war death-bot to wreck havoc on society, or repair a vehicle to working condition.
Science: Science, a skill derived from Intelligence, governs your knowledge of creatures, mutation,
chemistry, computers, advanced Artificial Intelligence systems, and the like. Science also dictates
your proficiency at creating chems at Chemistry Sets- Stimpacks and various drugs.
Sense Motive: Sense Motive, a skill derived from Perception, governs your ability to discern lies
from truth, and figure out why that stranger gives you the heebie-jeebies. Sense Motive can also
keep you cool and calm when people attempt to Intimidate you.
Sneak: Sneak, a skill derived from Agility, allows you to remain undetected, whether it be to sneak
past enemies, hide from a rampaging pre-war robot, or pickpocket an unsuspecting wastelander.
Speech: Speech, a skill derived from Charisma, is the skill that dictates how well you speak to
people. Those with a silver tongue are more likable, and will get more out of interactions with other

Intelligent life. Speech can be used to talk ones way out of a bad situation in a hurry, or to haggle
with a stubborn merchant.
Unarmed: Unarmed, a skill derived from Endurance, is the skill that dictates how good you are at
martial arts and punching things. Masters of the unarmed can disarm opponents, punch them in
the face, kick them in that place too, and knock people out with their superior martial arts.
Unarmed allows two attacks per normal action, and the damage dealt is your strength score.
Level Up rules:
When you experience enough of the wasteland, you grow tougher, and you get a bit better at
surviving the post-apocalyptic hellhole. Thats called Leveling up, and it feels good.
When you level up, you first gain a perk.
Then, you gain skill points: 10 + Base Intelligence
Then, you gain health equal to your Endurance
When you level up, you do not heal any of the current health you have lost. This is not true if you
are at maximum- Your current health updates if it is at max when you level up to accommodate the
new health gained.

Perks
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Lady Killer (Male)/Black Widow: +10 Damage to the opposite sex during attacks, +2 to Charisma
checks involving seduction, +5 to Strength checks intended to Intimidate. 5 Charisma or more is
required to take this perk.
Confirmed Bachelor(Male)/Cherchez La Femme (Female): Works as Lady Killer/Black Widow
except for the same sex. Homosexuality or Bisexuality is required to take this perk. When it is not

mentioned in the characters other notes, sexual preferences section, it will be assumed that the
character is not applicable for this perk. However, it is possible to get both perks.
Daddys Boy/Daddys Girl: +5 to Medicine and Science (Feat can be taken 3 times)
Gun Nut: +5 Guns, +5 Repair (Feat can be taken 3 times)
Little Leaguer: +5 Melee Weapon damage
Thief: +5 Sneak, +5 Lockpick (Feat can be taken 3 times)
Swift Learner: +2 skill points per level
Intense Training: +1 SPECIAL Point (Feat can be taken 10 times)
Ayyyy!: If you fail to pick a lock, you can punch or kick the object and add a bonus equal to your
Strength to the check once per day. It automatically opens the object if the check is successful,
the resulting Ayyyy! spoken by the character (Warrant mutes) and the kick may be noisy enough
to alert nearby enemies. 40 Lockpick is required to take this perk.
Make this shot count: Once per day, you can get a natural 20 on a ranged weapon check. This
checks critical does NOT warrant any extra sneak attack damage or other bonus damage. You
must have 7 Perception or better to take this perk
Out of ammo! Why does god punish me so? (OOAWDGPMS?): When you run out of ammunition
with your current weapon, whether it be from the clip you just emptied or entirely, you may throw
your weapon at a nearby enemy as a swift action that automatically hits and does 15 damage. If
this damage is enough to kill your target, it knocks them out instead. This must be out of
legitimate anger, and so can only be done once per encounter. 6 Strength or better is required to
take this perk.
Lucky Reserve Gas: When you run out of fuel for a vehicle you are piloting, you have a little extra
to spare before you run empty. You must have 20 Pilot and 6 Luck or greater to take this perk.
In your FACE!: You will never be the target of opponents Opportune Actions-Youre just too damn
fast. You must have an Agility of 9 or greater to take this perk.
Improved Initiative: You gain +4 to Initiative checks. You must have an agility of 4 or lower to take
this perk.
Flower Child: You gain +15 Speech and 1 Charisma and get a +5 bonus to Enduring addiction to
chems, but you take a permanent -15 to damage dealt. You must have less than 10 Charisma to
take this perk

Jesse, Its time to cook: You get a +4 modifier to your Science skill for the sake of creating various
drugs. As well, you know the formulas for the Methamphetamine Jet, Med-x, a derivative of
Morphine, and Steady, a makeshift drug made by mixing Nuka-Cola with liquid jet, if your
character didnt already know these formulas. That means that when crafting them, you need only
roll a Science check, not an Intelligence check to know these recipes and then a Science check.
You must have 20 Science to take this perk.
Strong, not skilled: From now on, when you level up, you get an extra 5 health points. However,
you lose 5 skill points that you would have gained that level.

Nerd Power!: From now on, when you level up, you gain an extra 5 skill points. However, you lose
5 health from health gained that level. If that makes your health per level go below 1, you gain 1
health that level.
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Child at heart: You get a +5 bonus to Speech checks towards children.
Child Killer: You deal +15 bonus damage to children whenever you attempt to harm them, a +5
bonus to deception checks against children, and a natural 14 is enough to critical hit them.
Companion Killer: You get a +15 to damage against allies when you intentionally hurt them. They
are considered allies even when you fight them for the rest of the day that you begin combat
against them, if doing so revoked them from being your allies.
Comprehension: You gain 2 skill points whenever you read a skill book instead of 1. An
Intelligence of 4 or greater is required to take this perk.
Educated: +3 Skill points per level. An Intelligence of 4 or greater is required to take this perk.
Entomologist: +10 Damage to Insects.
Scoundrel: +5 Speech, +5 Deception (This perk can be taken 3 times)
Iron Fist: +5 Unarmed and +5 Unarmed Damage.
Terrible Coward: You may get a +7 to your Initiative at the first round of combat, but you will run
away immediately in the opposite direction during your turn. You must attempt to find a place to
hide, using a sneak check, and will be too afraid to partake in the combat encounter. You must
have less than 9 Strength to take this perk.
High Octane Golf: You may make a melee attack roll against an activate grenade that was thrown
in your direction. You automatically succeed the roll to hit it back to the enemy, but you have a
25% chance of it exploding immediately when you hit it. Using an actual golf club reduces the
chance to 15%. If you happen to not have any melee weapon off hand, you can just kick the
grenade back at the enemy- But this increases the chance of it exploding to 35%. You must have
a luck of 6 or better to take this perk.
Gullible: You're so dumb that you are easily duped, and you speak in circles. You gain a +1 to
speech checks, but take a -1 penalty on sense motive checks, Requires Intelligence 3 or lower.
'Gullible' isn't a perk: You're so dumb that you believe your own lies. You gain a +2 bonus to
Deception but take an additional -2 on sense motive . Requires Intelligence 3 or lower and the
perk Gullible.
Endurance: You automatically succeed Endurance checks to run additional turns after the first
turn you run, and you gain +1 to the spaces you can move. You must have 7 Endurance or
greater to take this perk.
Ugly go Lucky: You're so uncharismatic that enemies cringe in combat and often look away from
you- You gain +1 to your luck bonus against your chance to be hit. Requires Charisma 3 or lower.
McGuyver: Youve watched McGyver on holotape, and you learned a thing or two! You gain a +1
bonus on repair checks to craft new items from scrap, and a +3 to repair checks to make crazy,

intricately complicated items that make an excellent weapon/tool/etc.


(Metagame) You will get an additional +2 to the check if you can explain to the dungeonmaster
just how it works. As well, you may use scrap metal to pick locks instead of bobby pins. You must
have 35 Repair or greater to take this perk.
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Bloody Mess: +2 Damage permanently, bloodier, gorier, and more dramatic deaths from enemies
that you finish with a critical hit.
Cowboy: +1 to hit with revolvers
Lead belly: Take 15 Rads from drinking from irradiated water sources instead of the usual 30.
Toughness: Gain +1 misc. damage reduction. You must have either 6 Strength or 6 Endurance to
take this feat.
Fortune Finder: You can attempt a luck check 5 times a day to find additional caps in an area that
has already been searched.
Gunslinger: +1 to all attacks with pistols
Demolition Expert: +5 Bonus damage with Explosives (This perk can be taken 4 times) This perk
requires 45 Explosives or greater.
Jackie Chan Bloodline: You gain +10 Unarmed, +10 Climb, and +2 as a misc. dodge bonus to the
chance to hit you. You can only take this perk if you are Asian in ethnicity.
Quickdraw: You may reload your weapon as a 5ft step action instead of a normal action. You can
draw your weapon as a 5ft step action. You must have an agility of 7 or greater to take this perk.
Dirt Flinger: As an unarmed attack, you may fling dirt into the eyes of your enemy with a
successful agility check as a move action. That enemy will lose an action his next turn and will
only be able to make a move action. This attack is against the enemys perception. You must
have 40 Unarmed to take this perk.
Intimidating Intelligence: You may use your Intelligence and superior Intellect to Intimidate
enemies instead of Strength. Your character must say something that makes the enemy look
foolish and weak, or ignorant. You must have 8 Intelligence or more to take this perk.
Hide and go seek: You get a +10 bonus to sneak for the sake of hiding. Any movement will
negate the +10. You must have a sneak of 70 to get this perk.

Detect Alignment: You can tell a creature or persons alignment by succeeding a Sense Motive
check against their Deception. You must have 60 Sense Motive to take this perk.
Expert Swimmer: You need not roll endurance checks when you swim. You must have an
endurance of 7 or more to take this perk.
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Commando: +1 to attacks with rifles, and +2 to hit with rifles while prone. Doesnt stack. You must
have an Endurance of 4 or better to take this perk.
Strong Back: +50 Carry Weight. You may only take this perk if you have 7 Strength or 6
Endurance or more.
Impartial Mediation: You gain a +1 to Speech checks as long as you are Neutral (Between +250
and -250 karma)
Action Hero: You no longer take a -2 penalty to dual wielding attacks.
Awareness: You are given very detailed information about any person you examine. You know
their current health, max health, information about currently equipped weapon, and any hidden
weapons they may have on them. You must have a perception of 7 or greater to take this perk.
Pre-War Aficionado: You gain +1 damage reduction while wearing pre-war clothing or suits
because the comfort just makes the wasteland hurt less.
Head Snap: You gain an Unarmed ability that allows you to make a sneak attack that does x4 the
normal damage by snapping the neck of the victim. If it is a critical hit it deals x6 instead. You can
only take this perk if you have 50 Unarmed or greater and 20 sneak or greater.
Revolver Ocelot: You are VERY good at flipping revolvers around your fingers, juggling them,
doing tricks, etc. for some reason. You can use this talent to distract enemies or impress others,
gaining a temporary +1 modifier to speech checks with them. You also get a +3 to attacks made
to shoot the hat off of someones head with a revolver. You may only take this perk if you have a
guns skill of 30 or better and an agility of 5 or better.
Heres the kicker!: You gain +4 damage to kicks you make. You must have an unarmed skill of 30
to take this perk. This perk can be taken again, but you must have an unarmed of 60 to do so.
Fight the Power!: You get +10 bonus damage every attack against remnants of any pre-war
government or any governments formed post-war. Government sucks, man!
Sneering Imperialist: You get +10 damage against puny raiders and primitive tribesmen.
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Animal Friend: Normally hostile animals will become friendly to you. This does not include your
companions- Animals will attack them freely. You must have a charisma of 7 or greater to take
this perk.
Finesse: The chance for you to critical hit is upped by 1. (If you critically hit at 20, you critically hit
at 19-20 now, etc.)
Mister Sandman: You can Insta-Kill sleeping characters.
Mysterious Stranger: You have your own personal guardian angel- and hes armed with a .44
magnum revolver. You must have luck of 10 to get this perk.
Night Person: +2 to Perception and Intelligence at night.
Here and now: Instantly level up again, but waste a perk on this perk. Useful for getting ahead of
your allies who would rather Spend perks economically.

Ill sleep when Im dead: You only need an hour of sleep a night to keep from fatigue. You must
have an endurance of 9 or greater to take this perk.
Spray and Pray: You gain an additional action- But only if that action is used to spray lead! (Shoot
a ranged weapon)! You take a -3 penalty to this extra attack.
Drunken Master: You get your daily need for water drinking alcohol. Somehow. You also
automatically succeed Endurance checks against passing out when drunk, but always fail checks
against addiction. You will always be a drinker. You also heal of your Medicine skill when
drinking Alcohol, and you heal of your Medicine skill instead when drinking beer. You must
have 10 Endurance to gain this perk.
Procurer of drinks: You always have enough booze. For just you. You keep it in some pocket you
dont tell anyone about, but you always have booze to serve your bad habit- No matter where you
are. You must have the Drunken Master perk to gain this perk.
Drunken Meditation: Beers just pork chops in a can, right? You sate your hunger by drinking. You
must have the Drunken Master perk to gain this perk.
Drug Lord: The drug chems you produce are now 100% addictive and 99.1% chemically pureMeaning an increase in profits from sale and an absolute reliance on the drug by the consumers.
You must have a science skill of 65 to take this perk.
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Pyromaniac: +15 damage with fire weapons. You must have 30 Energy Weapons to take this
perk.
Cannibal: You can eat people to restore +25 health and sate your hunger, at the cost of -30
karma per person.
Life Giver: You instantly gain +30 Health
Robotics Expert: +10 damage against robots, +5 to repair checks on robots. You must have a
Repair of 50 or greater to get this perk.
Sniper: You always automatically succeed the Perception check to snipe enemies from far away,
and you gain a +1 to hit and a +3 to damage with sniper rifles.
Silent Steps: +20 Sneak
Fast Metabolism: Stimpacks heal 30 more Health Points than usual when used on you.
Two is better than one: You gain a +2 to damage dealt with dual-wielding weapons.
The Driver: You get a +2 bonus to Pilot checks as long as youre considered The Driver of the
group. You must have 70 Pilot to take this perk.

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Lawbringer: Become enlisted into the Regulators, and clean up the wasteland, selling the fingers

of evil characters for caps. You must have good karma to take this perk.
Contract Killer: Become a killer for profit, and sell the ears of the good people of the wasteland for
caps. You must have bad karma to take this perk.
Cyborg: +10 Science, Energy weapons and Repair.
Adamantium Skeleton: Gain a permanent +2 misc. Damage Reduction
Vigilante: Get +7 damage against evil characters. You must have good karma to take this perk.
Villain: Get +7 damage against good characters. You must have bad karma to take this perk.
Mountain man: Gain +20 Climb and -10 Speech. This cannot reduce your speech below 0.
Team Player: You are very helpful at assisting your allies. You can give them +3 to their skill
checks as long as you pass a DC 13 Intelligence check about just what it is that they are doing. If
you already have 50 points or more in the skill youre attempting to help them with, you need not
roll Intelligence for it.
Danger Sense: You may make perception checks for Danger Sense at any time you wish. When
you succeed and theres something amiss, you can somehow sense it. You have the I have a
bad feeling syndrome, of which you can use to be cautious about certain situations. You must
have a sense motive of 50 to get this perk.
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Hit the Deck!: You take 25 less damage from explosives.
Tag!: You get a fourth tag skill of your choosing. (You may take this perk twice)
Jury Rigging: +20 Repair
Better Criticals: +15 extra bonus damage from your critical hits
Shotgun Surgeon: +5 Damage with shotguns, +1 to attack with shotguns.
Deathclaw Hunter: You get +10 damage every attack against Deathclaws.
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Computer Whiz: Get one more chance at hacking a computer that you were locked out of.
Infiltrator: Get one more chance at picking a lock youve previously broken.
Wasteland Samurai: Soon, you will find a katana.
Paralyzing Palm: You can make an Unarmed attack against someones Endurance. If you
succeed, they are knocked unconscious instantly. You must have an unarmed skill of 75 to take
this perk.
Solar Powered: +1 Bonus Modifier to every non-combat skill while in daylight.
Death Incarnate: If you roll a natural 20 to hit with a melee weapon, the enemy must make a luck

check to beat 14. If they fail, they are instantly decapitated by your swing. There are some
obvious exceptions to this rule, such as creatures obscenely larger than you or those in power
armor. You must have 75 Melee Weapons and 6 luck or greater to take this perk.
Vulcan Nerve Pinch: You may make an Intelligence check in place of your Unarmed attack to
commence an Unarmed attack that, if successful against the enemys Endurance or Agility
(Enemy picks), will instantly knock them unconscious. You have mastered this technique by
watching Star Trek on holotape. You must have an Intelligence of 8 or more to take this perk.
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Mr. Exposition/Mrs. Exposition: You will remember EVERYTHING everyone will ever tell you,
including complex door codes, plot ties, every tidbit of knowledge that youll ever come across
since you took this perk. You must have an Intelligence of 8 to take this perk.
Ninja: x3 Damage is done in every sneak attack instead of x2. This stacks with Head Snap and
Critical Hits.
Tactical Master: +30 Carry Weight, +10 HP, +5 Climb, +5 Guns, +5 Pilot.
Favored Enemy: You never have liked _____ very much. Choose a species of creature or a
faction that you despise. You get a +3 to hit those of that faction or species. Ghouls cannot be
picked as a species, since they are Intelligent enough to have their own factions.
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Defender: +5 Damage and +3 to misc. Chance to be hit, and +1 to damage reduction while
standing out in the open, not crouching or prone or hiding, in plain sight. You must have 7
Strength or greater to take this perk.
Laser Commander: A natural 14 or greater is a critical hit with Energy Weapons.
Card Counter: While gambling, you add your intelligence check to the roll. If you use your
Intelligence to gamble anyway, it doubles. You must have 7 Intelligence or more to take this perk.
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Meltdown: Explosives you use deal an additional 10 damage. (You may take this perk 3 times)
Four Leaf Clover: You can no longer critically fumble. All of your natural 1 rolls are changed into
natural 2s. Youre just that lucky. You must have 9 luck or more to take this perk.
The Friendly Gunslinger: You get a +3 modifier to shooting the gun out of enemies hands. This
can also keep your allies from making foolish decisions, as well. You must have 80 in guns to
take this perk.
The Stooge Effect: You may now cleave as an unarmed attack. You must have 65 Unarmed to
take this perk.
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Devils Highway: Get -2000 Karma

Escalator to Heaven: Get +2000 Karma


Irradiated Beauty: A full nights sleep removes up to 100 rads.
Run n Gun: Get a +2 to hit while moving and shooting.
Terrifying Presence: Get a +7 to Intimidate checks.
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Lucky Rabbits Foot: Your natural 1 rolls will cause bad things to happenTo the enemy? As long
as you wear the lucky rabbits foot that you will soon find after taking this perk, during combat
enemies will critically fumble instead of you when you roll a natural 1. You must have the four leaf
clover perk to take this perk. The four leaf clover perk still reverts your 1 to a 2 AFTER this takes
effect.
Silver Tongued Devil: +15 Speech, +20 Deception
I go one step beyond: One of your SPECIAL attributes that is 10 becomes 11.
Holy: Gain 60 health. You have sacrificed much for the wasteland. Your good deeds have made it
a much safer place. As you fight evil, you grow stronger. Many simple folk will look up to you, and
you gain a +4 modifier to Charisma based skills when dealing with good characters. (Good karma
required)
Mercenary: Your Karma is reset to 0- You get +3 Base Special points as long as you are Neutral
karma. Be sure to catalogue which ones. If you stray from the neutral path, +249 to -249, you will
lose the benefit of this perk forever.
Demon Spawn: You are loathed by society and loved by the degenerates. Many evil characters
will become non-hostile to you, including raiders and the like. You also get a +4 modifier to
Charisma based skills when dealing with evil characters. Evil characters who are being attacked
by your allies will become afraid of you instead of being non-hostile. Rats will often follow you,
and you reek of death itself. You also gain a +2 bonus to sneak and deception. The deception
bonus doesnt stack with the +4 modifier to Charisma based skills when dealing with evil
characters. (Bad karma required)
Speed Demon: You pilot vehicles like a mad scientist operates his lab- Smooth, clean, and
perfect. You double the speed of any vehicle that you are in due to an Engine Upgrade youve
made- and it takes the same amount of fuel. You must actually take an hour to make this
upgrade. You must have 70 Pilot and 40 Repair to take this perk.
True Ki: Your unarmed attacks, when targeting any specific part of the body, can sever limbs
completely like melee weapons can.
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Legendary Master: Any skill that you have that has reached 100 becomes 150 instantly. No
modifiers can make it higher.
Left wanting more: Lose 25 skill points out of any skill or skills you choose and lose 25 health,
and gain 3 perks that you can choose immediately.

Critical Acclaim: You can no longer be critically hit. You can only take this perk if your Charisma is
7 or better.
Long Haul: You gain 100 carry weight. You must have 10 Strength or 10 Endurance to take this
perk.
Cat-like Reflexes: You are fast. Very fast. So fast, that you are terribly difficult to hit. You get +3
misc. to your Chance to be hit. You must have 10 agility to take this perk.
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General Rules:
1. Beginning combat: Combat is done in a turn-order fashion. When combat is began, you must
roll for initiative. Initiative is an agility check.
2. Eating, Drinking, and Sleeping: Survival is key in the post-apocalypse. You must routinely eat,
sleep, and drink water to stay healthy and alive.
Starvation Table
Minor Starvation | Strength -1
Advanced Starvation | Charisma -1, Strength -2
Critical Starvation | Perception -1, Charisma -2, Strength -3
Deadly Starvation | Perception -1, Charisma -2, Strength -4, Endurance -1
Fatal Starvation | Your SPECIAL skills are all 1 except luck. You can only move while prone. You
have your base Endurance in hours to live before you die.
Dehydration Table
Minor Dehydration | Endurance -1
Advanced Dehydration | Perception -1, Endurance -2
Critical Dehydration | Intelligence -1, Perception -2, Endurance -3
Deadly Dehydration | Agility -2, Intelligence -2, Perception -3, Endurance -6
Fatal Dehydration | Your SPECIAL skills are all 1 except luck. You can only move while prone.
you have your base Endurance in hours to live before you die.
Sleep Table
Minor Sleep Deprivation | Agility -1
Advanced Sleep Deprivation | Intelligence -1, Agility -2
Critical Sleep Deprivation | Endurance -1, Intelligence -2, Agility -3
Deadly Sleep Deprivation | Endurance -2, Intelligence -2, Agility -4
Comatose Sleep Deprivation | You will pass out instantly, and go into a comatose state for 20
hours minus your base Endurance, minimum of 10. Perks do not
matter in this equation.
3. Darkness: Darkness adds +5 to sneak checks, whether they be at night or in the shadows.

Darkness also penalizes Perception checks related to sight by -5, unless you are carrying a light,
which will reduce the penalty by a certain amount. Example: A pip-boy light will bring the penalty
down to a -2.
4. Radiation: Radiation is a constant concern in the apocalypse spawned from nuclear hellfire. You
must keep your radiation levels down, lest you wish to lose your hair, skin, sanity, and life. Other
possible side effects can include mutation, whether partial or complete mutation. Three arms, no
hair, and 13 fingers wont impress the ladies, trust me. Those who die by radiation have a 25%
chance to become a Ghoul. If you wish to affect this chance and choose yourself whether you want
to die or become a ghoul, you must pass a 20 Luck check.
Radiation Table:
0-149: Very Nauseous. You will occasionally feel lightheaded, but it will not affect your
performance.
150-299: Slightly Fatigued. You will take a -1 penalty to Endurance and Strength, and you will
often have to sit down to make the nausea stop. You will have to roll endurance against puking.
300-449: Vomiting does not stop. You will puke constantly, and you will not be able to move as
fast due to aches. You also will not heal 10 health from your maximum if you lose health for any
reason. You will take a -2 penalty to Endurance, -3 to Strength, and gain a -2 penalty to Agility.
450-599: Hair is falling out. You will begin to lose your hair, if you have any. Your healing penalty
rises to 25, and you take a -3 penalty to Endurance, a -4 penalty to Strength, a -3 penalty to Agility,
and a -2 penalty to Charisma due to your patchy hair-this penalty will be removed if you shave it
off.
600-1000: Skin is falling off, Intense Agony. Your body will begin to go into extreme pain, and
you will take a -7 penalty to Strength, Endurance, Intelligence, Perception and Agility. Your healing
penalty rises to 35. Your skin will begin to fall off, and you will have random disgusting mutations
that will disfigure you. Due to your disgusting state, you will have 1 Charisma, and your race will
change to mutant. You will have your endurance in hours to live at this state, if you didnt already
die from lack of Endurance. Once that time is up, you must roll to become a ghoul or die. Ghouls
are mutated humans with rotten skin and hair, extended life spans, perception, and luck, but less
strength and far less charisma than their human counterparts.
5. Crouching and Prone: Being crouched allows sneak checks and adds a +1 to hit with ranged
weapons. You cannot run while crouched.
Prone: You get a +3 to hit with ranged weapons while prone and a +1 to sneak checks, though you
can only take 1 action per turn while prone.
6. Gambling: You may gamble by rolling either an Intelligence or Luck check against the
opponent/opponents you are gambling against.

When playing Tragic: The Garnering, a collectable card game, you may only roll Intelligence.
7. How to roll a SPECIAL attribute check and a skill check: To roll a SPECIAL check, such as a
Strength check, roll 1d20 + the SPECIAL attribute. Say you have 5 Strength, and you must make a
Strength check. Roll 1d20+5 to make that Strength check. To roll a skill check, roll 1d20 + your skill
modifier. To find out what your current skill modifier is, look at Skills on page 10. After that, if the
roll was a combat roll, add an additional modifier based on your SPECIAL attributes, listed on page
6.
8. Critical Fumbles: On the roll of a natural 1, no matter what, something shitty comes to fuck your
day up. No luck rolls can save you from a critical fumble- although other skills can.
9. Excessive Strength and/or Endurance modifiers to Damage Reduction: When you are so
strong and so tough, you take damage much better. If you have a base 9 or 10 of either stat, you
get bonus damage reduction:
Strength or Endurance damage reduction table:
1-8: +0
9: +1
10: +2
These modifiers stack, so if you have 10 Strength and 10 Endurance, you will have 4 extra damage
reduction. 9 Strength and 10 Endurance? 3 extra damage reduction.
10. Skill and Attribute Caps: Skills have a max cap of 100. You cannot bring them any higher
than that. Modifiers can bring skills up to 150, but they can NEVER be raised higher, not even by
perks. SPECIAL attributes have a max cap of 10, and can be brought to +15 with modifiers. They
can be brought no higher. No perks can raise your Base SPECIAL higher than 10 except the perk
I go one step beyond.
11. Trip: You can trip enemies with a successful unarmed attack against their chance to be hit. On
success, they are thrown prone. You may trip enemies while having weapons equipped, but you
get a +2 to tripping while holding none.
12: Healing while Sleeping: Sleep heals (Almost) all wounds, and you can sleep to alleviate pain.
Sleeping a natural nights sleep heals your Endurance x 3 in hit points. Sleeping will never heal
crippled limbs. They require medical attention. Minor crippled limbs can be healed over time.
13: CTBH and DR Minimum: Your Chance to be Hit and damage reduction can never be below 0.

14: Armor: You may wear armor to protect yourself in the wasteland. Here is a chart of how Armor
affects your stats based on heaviness:
Light: +2 to Chance to be hit, -1 to Agility bonus in Chance to be hit, -1 Movement Speed
Medium: +4 to Chance to be hit, -2 to Agility bonus in Chance to be hit, -2 Movement Speed
Heavy: +8 to Chance to be hit, -4 to Agility bonus in Chance to be hit, -3 Movement Speed
15: Dying: If you are hurt so badly that your health goes to 0 or under 0, you are dying. When you
are dying, you lose 1 health a turn, and you are prone. Your health can go negative as your current
endurance: If you have 10 Endurance, you die at -10 health. If you have 5, you die at -5 health. If
you take so much damage that the damage alone forces you to go past your negative health
threshold, you die instantly.
You must beat an endurance check of 10 to stay conscious while you are dying.
You may roll an endurance check each round to resist the -1 damage if you managed to stay
conscious. If you beat an Endurance check of 22, you will delay the dying for that round.
A stimpack will be enough to stop your dying, but it will not restore any health at this stage. You
will need to be operated on by a doctor with a doctors bag, or within a place with abundant medical
tools. If you are stabilized with a stimpack, you have your endurance in hours to live, and you must
be operated on before that window is up.
If you wish to do actions while you are dying, you must succeed an endurance check of 15. This
includes getting up, shooting your weapon, using a stimpack, etc. Failure will cause you to fall
prone again if you are standing, and you wont be able to do the action you intended if you fail
while prone.

16. Point Blank, close distance fighting, and distance combat: More often than not, firefights
will take place with a minor distance between the opposing parties: 10-50 feet or so. But
sometimes, that normal window of distance is not available. This is what happens when fights get
too close or too far.
Close Distance Fighting: Fighting adjacent (5 feet away from your target) will give a +3 to hit, and
will automatically critical hit the target if the attack is successful. This is only for ranged weapons.
Point Blank Shot: When you have a gun up to someones head, that pretty much means that
theyre dead. If you manage to get close enough to a target to make a point blank shot, you will
deal x4 the normal damage. However, an opportune action can be made to avoid getting shot, if
they choose. You can roll a counter perception to their agility check to dodge out of the way or
disarm you, etc. If you succeed, you shoot them before they have time to react. (The x4 will
automatically become a x6 due to the fact that it is also considered Close Distance Fighting.)
Long distance fighting: Sometimes, sniping the enemy from afar is the best approach. You must
succeed a perception check to get a good shot on them. You get a +6 to the success of this check
if your weapon has a scope on it, and a +4 if your gun is suited for long-ranged shooting. Bonuses
for stance also stack with it, like crouch and prone. You must make a 24 to succeed the perception.
If that perception check is failed, you miss anyway. After the perception check, you may then roll
your normal attack.
17. Crippled Limbs: Your arms, legs, and head are venerable parts of your body, and can become
crippled. Bladed Melee weapons can sever limbs if the damage they deal is substantial. If your
head is crippled, you suffer -4 to Perception and -2 to Intelligence. If your torso is crippled, you get
-2 to Endurance and -1 to Strength. If your arms are crippled, you get a -2 to attacks and skill
checks that require the use of that arm and -1 Strength. If one of your legs is crippled, you suffer -3
agility for each leg crippled. Your Endurance x 8 equals the amount of damage you can take in a
specific limb before it is crippled. Your torso becomes crippled if you take half of your maximum
health rounded up in damage within a single attack. Bladed Melee weapons are incredibly
dangerous in this situation, as they sever limbs instead of crippling them.
If your limbs become severed for some reason, (Ripped off my Super Mutants, exploded off), you
must have medical attention immediately. A medicine check can be made by you or an ally to take
care of the wound left by the severed limb, and a doctors bag and an hour of surgery by an
extraordinary doctor can repair the severed limb. If you choose not to seek medical attention, you
have your endurance x 2 in turns to live before you bleed out- in addition to losing 10 health each
turn. Even a mediocre medicine check can stabilize the wound, but getting the limb repaired is
much more difficult.
You get a -3 to hit limbs that are not the torso, and when you hit the head, the critical hit chance is
higher by 1. (Someone who criticals on a natural 20 will critical on a 19-20, etc.)

18. Critically low SPECIAL scores: If one of your SPECIAL scores diminishes to 0, you will suffer
very detrimental effects.
Strength: If your Strength reaches 0, you will need a cane to walk, sit down, or roll an Endurance
check for every round you stand. Failure of that Endurance check will cause you to fall. Being this
weak leaves you in a sickly condition.
Perception: Having 0 Perception leaves you in a shellshock-like state. Your vision will become
blurry and sounds will become muffled to you. You will be able to function, but your blurry vision
and lack of direction will leave you significantly weaker than the rest of the party. You must roll
Endurance against dizziness when walking or fall down.
Endurance: Having 0 Endurance will kill you instantly. Drinks cannot do this, chems can.
Charisma: Having 0 Charisma will do nothing more than make it incredibly hard for you to talk to
people smoothly. You fail all skill checks related to Charisma.
Intelligence: Having 0 Intelligence makes it extremely hard to focus on any one thing. You will be
constantly distracted, and you will skip out on Perception checks, Intelligence checks, Agility
checks, etc. that you would normally take.
Agility: Having 0 Agility makes you unable to walk. You will need crutches or assistance walking.
You can also only take 5-ft steps.
Luck: Having 0 Luck will cause random bad things to happen to you. You will have to roll luck
constantly to avoid bad things from happening to you, and your CTBH is 0 until you can raise your
luck again.
19. Swimming: You can swim using your Endurance. Those with low Endurance may find
themselves having trouble swimming.
20. Character Sheet, your skills, and your SPECIAL: Your FALLOUT character sheet will be
where you store the information about your character based on the stats they have chosen. Your
SPECIAL has two separate sections: Base and Current. Your Base Special is where you put
your SPECIAL before it is edited by any non-permanent effects (Such as radiation poisoning,
clothing, etc.), and current is where you place your SPECIAL after it is modified by such effects.
When you level up, you use your base SPECIAL to calculate the level-up formulas. Otherwise, your
current SPECIAL affects your CTBH, your Damage Reduction, movement speed, Critical Hit
chance, and modifiers to skills. Your Skills, on the other hand, will have a Mod section to the right
of them. This is where your skill Modifier is kept for convenience. You will still have to add your
SPECIAL bonuses to combat skills, though. Almost everything else will be written down-only to be
changed once you change your current SPECIAL scores.

21. Intimidate checks: Sometimes, you need someone to back down instead of starting a firefight.
Perhaps youd like to make it clear to a poor sap that theyre doomed when you have a sniper on
the ridge over there aimed at their head. Maybe you think that outlaws gun would look better on
you. Your Strength and Charisma will factor into a successful Intimidate check, as well as various
other factors, like having several vs. 1 (+3), pointing a gun at them (+2), having a giant pre-war
deathbot behind you (+7) or having access to a nuclear stockpile (+15).
Your Intimidate check equals your Strength + Charisma /2 rounded up.
A Strength, Perception, Intelligence, or Luck check must be rolled to counter the Intimidate check.
If the victim of the Intimidate check succeeds, they must react accordingly. If theyre strong, they
get defensive and act as if the so-called threat is nothing to them. If theyre perceptive, they can
evaluate the situation and estimate that they are in not as much danger as the attacker is trying to
persuade them that they are, If theyre Intelligent, they keep their cool and either try to find another
way around the threat or tell them bluntly how wrong they are based on the current variables, and
with luck, they are overconfident in their abilities, unphased by the Intimidate check at all.
22. Critical hits, Sneak Attacks, and Sneak Attack Criticals: Chance is a cruel mistress, who
whores herself out only to those who are lucky. When you succeed on an attack roll so well that
you make a critical hit (See Luck, page 9), you do your normal damage x2. Sneak attacks also
deal a multiplier of damage. You must succeed an additional attack after your first to actually
critical- this is called critical confirming. You must hit the enemy's CTBH with both attacks to critical
as well.
Critical Hit: x2
Sneak Attack: x2
Sneak Attack Critical: x4
Point Blank Shot: x6 (x4 + automatic critical hit = x6)
Sneak Attack Point Blank Shot: x8
Note that when a weapon is fired, and it is not silenced, only the first hit will be a sneak attack
usually. If you are unseen and unheard, you may make another sneak attack.

23. Silent Combat: Sometimes, you will want to kill an enemy without his friends noticing. To do
this, an unarmed attack or a melee attack may be best- Or, you may use a silencer on your gun.
Here is the table for weapon silence:
Melee and Unarmed: Completely silent usually- the enemy may make noise if he is not killed within
a single blow.
There are obvious exceptions to this rule, such as the Chainsaw.
Silenced Weapon: A silenced weapon DOES make noise, but it is so miniscule, only those of extraordinary hearing may perceive it. Add +10 to the roll an enemy must make to hear the silenced
weapon. Add +2 for each 5 feet an enemy is away from the origin of the sound.
Unsilenced Weapon: An unsilenced weapon may be used to stealthly kill enemies, but it depends
on the type of gun.
Energy Weapons: +3 to the roll for enemies not to perceive it
Pistol: -2 to the roll for enemies not to perceive it
Rifle: -5 to the roll for enemies not to perceive it
SMG: -7 to the roll for enemies not to perceive it
Shotgun: -7 to the roll for enemies not to perceive it
Heavy Weapons: -8 to the roll for enemies not to perceive it
Explosives: -14 to the roll for enemies not to perceive it.
24. Morals in the wasteland and you!: After the nuclear war in 2077, civilization was all but
annihilated. When the citizens of the once-been United States emerged from the vaults that kept
them safe from the nuclear holocaust, they found a lawless world. Many chose to forsake the moral
boundaries that had kept the old world in check, while others took the law into their own hands,
becoming vigilantes. Some societies have arisen and attempt negligibly to restore order, but
ultimately the United States is in a drastically different moral setting. Raider gangs have formedruthless cutthroats roaming the wastes to kill others for their valuables, or perhaps just to kill.
Outlaws and their heinous crimes go unpunished- and more often than not, evil prevails in the postapocalypse. It is up to you, as a wanderer of the wastes, what your karma will reflect. Will you
embrace the lack of lawlessness and live free of moral boundaries? Or will you bring justice to the
land, bringing those who are evil to their end? Or will you simply wish to persist and survive,
committing actions that could be considered both good and evil, for the greater benefit of your own
goals?

Karma in FALLOUT is the representation of your moral balance based on the things youve done.
This is a table of what your karmic balance says about you:
Very Evil: -750 to -1000.
Evil: -250 to -749.
Neutral: -249 to +249.
Good: +250 to +749.
Very Good: +750 to +1000.
Petty thieves will usually be known as nothing more than Neutral, and assassins-for-hire will
usually be known as evil, while those who walk into towns with miniguns, slaughtering men,
women, and children alike will most likely be very evil. Your average raider-slayer will most likely be
good, while a true duster-toting lawman will be known as very good. Simple actions, like donating
caps to a church, or stealing a bit of food, will only nudge your karmic balance slightly, while
serving justice and promoting peace of mind in the wasteland and flaying innocents alive will
significantly tip the karmic scale. In any case, those who are Very Good or Very Evil will attract
much more attention and reputation with their presence than any other morality- for better or
worse. Evildoers will fear the righteous, while the innocent will fear the sick and twisted. Having a
fully realized dramatic morality, in either case, garners respect and attention.
25. Guns with different reload times:
Revolvers take +1 normal actions to reload
The Flamer takes +1 normal actions to reload
The Minigun takes a full round (1 Normal, 1 move, 1 5-foot step action) to reload
The Gatling laser takes +2 normal actions to reload
Explosive guns, such as the Fat Man or Grenade Launcher or the Missile Launcher take +2 normal
actions to reload
These guns are still under the effect of the Quickdraw perk- except it instead gives -1 normal
actions to reload.
26. Dual Wielding: When you are dual wielding any weapon, you can attack during your normal
action the normal allotted times with both weapons, but you take a -2 to the accuracy of every
attack. Unarmed attacks do NOT count as dual wielding- You always get two unarmed attacks per
normal action.
27. Addiction: In the wasteland, there are many addictive substances and elements that can
hinder a persons performance. There are three types of addictions: Chem addictions, alcohol
addiction, and Tragic: The Garnering addiction. The difference between Chem addictions, alcohol
addictions and Tragic: The Garnering addiction is that chem addictions are the only addictions that

can bring your SPECIAL scores to 0, and thus hinder you the most. Tragic: the Garnering, on the
other hand, is the only addiction with a positive side effect.
Chem addiction withdrawal penalty:
Penalty: -2 Strength, -1 Agility, -1 Endurance
Alcohol addiction withdrawal penalty:
Penalty: -2 Charisma, -1 Strength, -1 Endurance
Tragic: the Garnering addiction:
Tragic: the Garnering is a nerdy collectable card game that uses your brainpower to win battles of
wizardry against your opponents. In doing this, you are exercising your brain, and thus, while you
have Tragic the Garnering addiction, you get a +1 Intelligence bonus until you lose the addiction.
This +1, unlike most modifiers, will count towards your skill points per level. You can keep from
getting withdrawal symptoms by either playing the game or finding cards to add to your collection.
Your addiction chance is your Intelligence score x 5.
Tragic: the Garnering withdrawal penalty:
-1 Intelligence, -1 Strength, -1 Agility, -1 Endurance
28. Tied in Initiative: Those who are tied in initiative first look at their Agility. Whoever has the
higher Agility wins initiative. If that is the same as well, you roll an Agility check against the other for
initiative.

TRAITS
(Note that you may start with a custom trait to make your character unique, but if it is not balanced, it will be made

balanced or denied by the Dungeonmaster.)


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Black Cat Killer: You will gain a +5 modifier to luck. However, you will gain 9 less skill points per level, and 3 less
health per level. Unlucky Skeptics cannot take this perk because they do not believe in luck.
Bonus: +5 Modifier to luck. This modifier counts towards your starting health and skill points.
Penalty: You will gain 9 less skill points per level, and 3 less health.
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Bruiser: A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! You cant take this
perk with Trigger Discipline. You cannot take this trait with the Fearful Professor trait.
Bonus: +2 Strength, +1 Endurance. (Count towards starting health, but are otherwise modifiers)
Penalty: -1 Attack per normal action. (If you could normally fire a pistol three times, now you can two, you can only
make one unarmed attack per normal action, etc.) and if you have a weapon that can only attack once per turn, it takes
you a normal action and a 5ft step action to accomplish it.
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Built to Destroy: The flamer that burns twice as bright burns half as long!
Bonus: You get a +1 to your critical hit chance, (If it was 20, its now 19-20, etc.)
Penalty: On a natural 1 on any attack, you break any weapon you are carrying. (This trait is factored in before ANY
perks). If you have no weapon equipped, you instead cripple one of your arms.
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Deal with the Devil: The next time you die, you will survive by some miraculous odds. However, from then on, you will
lose 5 health and 5 skill points from that gained from leveling up. As well, your base luck score will decrease by 5, to a
minimum of 0. You also get -200 karma. Unlucky Skeptics cannot take this trait because they dont believe in hell or the
devil.
Bonus: If you die, you will survive by miraculous odds. (Once!)
Penalty: When you rise again, you will lose 5 health and 5 skill points from leveling up from then on, and your luck will
decrease by 5. -200 Karma.
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Egotistical: You are very self-centered, and must roleplay this. Your grandeur and confidence in yourself gives you a
+1 to Charisma and a +2 to Initiative checks, but you cannot help others unless it benefits you in some way, (Allies
excluded), and if you are hit for over 15 damage, you must take a normal action to check if your appearance has been
lessened by the blow. If you do not or cannot, you take a -2 to all checks until you can.)
Bonus: +1 Charisma modifier, +2 to Initiative checks.
Penalty: You cannot help others (Allies excluded) unless you are benefited somehow, and if you are hit for over 15
damage, you must take a normal action to check if your appearance has been lessened by the blow. If you do not or
cannot, you take a -2 to all checks until you can.
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Fast Shot: You fire quickly, but not nearly as accurately! (This trait cannot be taken with Trigger Discipline)

Bonus: +1 attack per normal action with Guns & Energy Weapons
Penalty: -3 to accuracy with Guns & Energy Weapons
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Fearful Professor: You get +10 Skill points per level up, but you cannot attack any living thing.
Bonus: +10 skill points per level
Penalty: You can never attack any living thing.
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Four Eyes: When wearing glasses, you get +1 to Perception, in addition to any other bonuses. When you are not, you
are given a -2 penalty. If you are brought to 0 Perception this way, you suffer constant headaches instead of the normal
effect.
Bonus: +1 Perception while wearing glasses, +1 Eyeglasses.
Penalty: -2 Perception while not wearing glasses.
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Good Natured: +5 Medicine, Repair, Science, Speech, Pilot, Climb, and a -5 to Energy Weapons, Explosives, Guns,
Unarmed, Melee Weapons, and Deception. You cannot take this perk with Fearful Professor.
Bonus: +5 Medicine, Repair, Science, Speech, Pilot, Climb
Penalty: -5 to Energy Weapons, Explosives, Guns, Unarmed, Melee Weapons, Deception
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Heavy Handed: You get +4 melee attack damage, but your Critical hit chance is -1. (If it was 19-20, it becomes 20,
etc.)
You cannot take this trait if you have 20 as your critical hit chance.
Bonus: +4 melee attack damage
Penalty: -1 Critical Hit chance
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Kamikaze: You are reckless in combat- but your ferocity is something to fear.
Bonus: +5 damage in combat
Penalty: -5 Chance to be Hit against you not being hit.
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Murder Addiction: You are a natural born killer. You love to see the blood flow from a vanquished foe. Thing is, you
may like it a little too much!
Bonus: You get a permanent +7 damage
Penalty: If you dont kill 7 humans per day (Or relevant race depending on your race, like Ghoul) you will take
withdrawals, equivalent to Alcohol addiction. If you fail to accomplish this two days in a row (Kill less than seven people
in two days) you will go on a rampage.
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Night Person: As a night-time person, you are more awake when the sun goes down.

Bonus: +2 bonus to all skill checks between 6:00 PM to 6:00 AM.


Penalty: -2 to all skill checks between 6:01 AM to 5:59 PM
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One Hander: This trait provides a +1 to hit with one-handed weapons, but a -2 to hit with two-handed weapons or dual
wielding.
Bonus: +1 to hit with one-handed weapons
Penalty: -2 to hit with two-handed weapons or dual wielding
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Sex Addiction: Even in the post-apocalypse, you are a love machine! You get a +1 permanent modifier to Charisma,
but you also get sex addiction, an addiction that has negative side effects equivalent to that of being addicted to
alcohol.
Bonus: +1 to Charisma as a permanent modifier
Penalty: Permanent Sex addiction, an addiction that gives the same withdrawal symptoms as alcohol addiction. You
MUST have sex with a person of the relevant sexual preference.
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Skilled: You are very skilled- so skilled that you forsake some of your effort in lieu of relaxation.
Bonus: An extra TAG skill!
Penalty: -1 Skill points per level from now on.
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Small Frame: You are smaller than most people, and that makes you harder to hit, but you are also weaker.
Bonus: +2 misc. chance to be hit for avoiding being hit.
Penalty: -50 Carry Weight
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Sniper: You get a +2 to long distance shots and Perception checks for them, but you get a -2 to all other ranged
weapon attacks.
Bonus: +2 to long distance shots and related Perception checks
Penalty: -2 to all other ranged weapon attacks.
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Tragic: The Garnering Freak: You will start with a permanent addiction to TRAGIC: THE GARNERING. Tragic: the
Garnering is a nerdy collectable card game that uses your brainpower to win battles of wizardry against your
opponents. In doing this, you are exercising your brain, and thus, while you have Tragic the Garnering addiction, you
get a +1 Intelligence bonus. This +1, unlike most modifiers, will count towards your skill points per level. You can keep
from getting withdrawal symptoms by either playing the game or finding cards to add to your collection. You will also
start with a deck.
Bonus: +1 Tragic: The Garnering deck, permanent addiction.
Penalty: The usual withdrawal symptoms from lack of play.

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Trigger Discipline*: You can take more precise shots. However, you cannot take as many. You lose 1 attack per
normal action for any weapon that you activate this trait on, and gain +2 to hit. (This trait cannot be taken with Fast
Shot)
Bonus: +2 to hit
Penalty: 1 less hits per normal action. If only 1 is availible, it takes a normal action and a five-foot step action.
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Unlucky Skeptic: You are skeptical about the existence of luck- Even though its one of the primary attributes. Your
luck becomes 0, from whatever it was before. The points lost this way are given back to you to put into other SPECIAL
scores, in addition to an additional 4. However, all of the normal effects of luck deprivation take place. In addition, you
cannot have any religious or paranormal views, and if you see anything paranormal (Aliens, Ghosts, Mysterious
Stranger, etc.) you are shaken for a day, which gives -2 to all your rolls for that day. Anything that raises your luck will
not work on you.
Bonus: +4 SPECIAL points, points redeemable from those lost in luck from this trait. (If you had 5 luck, you gain 5
SPECIAL points to spend and get 0 luck.)
Penalty: You get 0 luck, you cannot have religious views or paranormal belief, and if you see something paranormal
you are shaken and get a -2 to all rolls for the rest of that day.
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* = Player Generated Traits


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Player Races
Characters will not always be human. The harshness of the wasteland changes a man, and things
unknown or unseen to us before may prevail now. These are the rules for playing other races.
Racial Modifiers: A Racial Modifier is a modifier that, for the sake of calculation and design, is a
modifier- but it also counts towards your level up stats.
Example: You have an Intelligence of 10, and become a Ghoul, lowering it by 2. You will gain 2 less
skill points per level.
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Human Racial Stats


Humans gain 1 extra 2nd level perk at level 1.
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Ghoul Racial Stats


Ghouls are mutated creatures that are immune to the radiation of the wasteland. They need not
eat, drink, or sleep, but their hideous deformity makes them unwelcome in many places within the
wasteland. Their brain also rots, and some are turned feral with their transformation.
Racial Modifiers: -2 Intelligence, -2 Charisma, +2 Endurance, +2 Strength
You take an additional -5 Charisma penalty when identified as a Ghoul by humans who are

prejudiced against them. This cant bring your score below 1.


If your Intelligence becomes 0, 1, or 2 by becoming a Ghoul or while you are a Ghoul you instantly
become a Feral Ghoul.
Ghouls are sterile, and cannot have offspring.
Ghouls are immune to the negative effects of Radiation. They are even healed by it, regenerating
one health per rad gained.
Ghouls as player characters start with 500 Rads. If you become a ghoul in-game, you keep the
Radiation count that you had, and subtract it by 100 to account for the radiation absorption to keep
you alive.
Your maximum age is your endurance x75.
You lose 20 - Endurance per day in Radiation.
Chems and Alcohol with an effect of +3 or -3 a SPECIAL score have no effect on ghouls. Med-x,
Mentats, and Stimpacks only work at 25% the normal rate.
When you reach 1000 Radiation, you can choose to become a glowing one by absorbing radiation.
If you choose not to absorb additional radiation, your total will stay at 1000. The Glowing One emits
an aura of radiation depending on its level of sentience. Feral Ghoul Glowing Ones are mad and
degenerated- They are able to harness the full power of the aura at dishing out 1 rad per second to
enemies. Sentient ghouls, however, only give out 1 rad per ten minutes. Glowing ones can have a
maximum of 1500 radiation, but lose 60 - endurance per day in radiation instead.
Glowing ones can emit a massive amount of radiation that beams out 10 radiation in return for the
loss of 20 radiation in a 3 space aura around them as a normal action.
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Super Mutant Racial Stats


Super Mutants are mutants created through the FEV virus as *Perfect* humans. They are
physically immune to disease, and they are massive and strong- Though they suffer sterility.
Racial Modifiers: +5 Strength, +5 Endurance, -5 Intelligence, -5 Charisma
Immunity to radiation
Loss of gender
No maximum age- every thirty years you will lose 1 point of Intelligence. At 0, you will go mad and
psychotic and lose control of your character.
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Synth Racial Stats

Synths are Synthetic Humanoids built by the Institute, in the northern commonwealth. They are
highly advanced, and they have a human appearance.
Racial modifiers: +4 Perception, -2 Charisma, -2 Agility +15 to energy weapons, +15 to pilot, -15 to
guns, -15 to Speech. Unlike most racial modifiers, Synths racial modifiers, when at 0, are
considered a malfunction. Malfunction with Charisma renders you unable to speak legibly.
Malfunction with Agility renders you unable to move.
Synths, while built in human form, cannot conceive children. They are also immune to the effects of
any chems. They need not eat, sleep, or drink water, but they are not hurt by water either. They do
not bleed, but they look and feel just like a normal human-fooling all but those with high Science.
They can be repaired via the Repair skill and scrap metal- The amount they heal equal to the repair
skill of the person doing the repairs. A synth can self heal with scrap as well.
You can detect when someone is a Synth or not.
Synths are immune to Radiation
You start with the Mr. Exposition/Mrs. Exposition perk automatically.
Synths can take any amount of implants, without limit like humans or other creatures do.
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