![]() |
|
![]() |
|
Thread Tools |
#1
|
|||||
|
|||||
Game Rules
Fallout is a 2d20 system. When you make a skill check, the game master tells you with skill and attribute combination the check calls for and the difficulty of the check which determines the number of successes needed in order to accomplish the task. You add your skill and attribute together to give you the target number that you need to roll under in order to succeed. By default, you roll 2d20s but you can use action points to add additional d20s to the roll. A natural one is a critical success which counts as 2 successes. Rolling a 20 creates a complication in the form of the game master adding something to the scene which makes things more difficult. While a 20 always results in a complication, certain tsks can hive a wider complication range from 20 to 16.
Action points The party has a pool of action points which can be spent by anyone. Action points can be spent to add more d20s to a skill check 1-6 ap, obtain information from the game master 1 ap, reduce the time it takes to complete a task 2 ap, take an additional minor action during your turn 1 ap, take an additional major action during your turn 2 ap, or add extra damage dice to a melee or thrown weapon attack 1-3 ap. The party gains ap by generating more successes than a check requires. If a check only requires one success and you roll two successes, you generate 1 ap. You can never have more than 6 ap at a time. If the party pool is empty, a player can by ap from the game master. Doing this allows the game master to gain the same amount of ap that the player spends. The game master has no limit on how much ap they can have at a time. Luck Each player has a number of luck points equal to their luck attribute which they can spend luck points to do one of the following. Luck of the draw, this allows you to add a helpful change to a scene such as finding the type of ammo you want or a key to a locked chest. This change must be approved by the game master. Stacked deck, you may spend a luck point to substitute your luck for another attribute during a skill test. Lucky timing, during combat you may spend a luck point to interrupt the initiative order. Miss fortune, you can spend one or more luck points to reroll dice. You can reroll one d20 or up to three combat dice per luck Point. You must use the new result. You regain all your spent luck points after reaching milestones determined by the game master. Combat Whoever initiates combat acts immediately. Afterwards, initiative is determined by everyone’s initiative score.
You can attempt one major and one minor action on your turn in combat. You can take one additional minor action by spending 1 Action Point, and you can take one additional major action by spending 2 Action Points, but the difficulty of any test attempted on that second major action is increased by 1. You may take your actions in any order you wish during your turn. You cannot take more than two minor actions and two major actions on your turn by any means. You cannot take more than one movement action per turn Minor actions Aim: Re-roll 1d20 on the first attack roll you make this turn. Draw Item: Draw one item carried on your person or pick up an object or item within your reach. You may Interact: Interact with your equipment or environment in a simple way, like opening a door, or pushing a button. put an item away as part of this action. Move: Movement action. Move up to one zone, to any position within Medium range. Alternatively, stand up from a prone position. Take Chem: Administer a dose of a chem that you are holding, targeting yourself or a willing character within your reach. If you’re not holding the chem, then you need to draw it first. Major actions Assist: You assist another character with their next test. When the character you are assisting takes their turn and attempts their task, you provide assistance (p.16). If you have not yet acted this round, you may give up your turn later in the round to assist an ally when they attempt a skill test. Attack: Make a melee or ranged attack Command an NPC: If you have an allied NPC under your command, choose a single major action for them to take. If the action requires a test, then you automatically assist using your CHA + Speech (if the NPC is a person), CHA + Survival (if the NPC is an animal), or INT + Science (if the NPC is a robot). Defend: You focus on protecting yourself. Make an AGI + Athletics test with a difficulty equal to your current Defense. If you succeed, add +1 to your Defense. For 2 AP, add an extra +1 to your Defense First Aid: You try to quickly patch the wounds of yourself or an ally. Make an INT + Medicine test, with a difficulty equal to the number of injuries the patient has, and increase the difficulty by 1 if you are trying to perform first aid on yourself. If you succeed, you can either: Heal HP equal to your Medicine rating , Treat one injury the patient is suffering from , or Stabilize a dying patient Pass: You choose not to do anything. Rally: You grit your teeth, catch your breath, and prepare yourself. Make an END + Survival test with a difficulty of 0, and save any Action Points you generate. The GM may allow you to use a different ATT + skill for this action depending on how you describe it, such as CHA + Speech to inspire your allies. Ready: Describe a situation you expect to occur, and choose a major action you will perform when it does. If that action occurs before the start of your next turn, you may perform that major action immediately, interrupting other characters’ actions as necessary. If more than one character has readied an action for the same situation, their readied actions occur in initiative order. Sprint: Movement action. You move up to two zones, to anywhere within Long range. Test: Perform a skill test for an action not covered by the other actions, with the gamemaster’s permission. Prone You may be knocked prone by attacks, hazards, or complications. You may also drop prone willingly, at the end of any movement action you perform. Being prone has the following effects: When you’re prone, you crawl. The Move action becomes a major action, rather than a minor action, and you cannot take the Sprint action. While you’re prone, enemies at Medium range or further add +1 to the difficulty of any attacks against you. While you’re prone, enemies at Close range reduce the difficulty of attacks (including melee attacks) by 1, to a minimum of 0. While you’re prone, you can re-roll any cover CD you have. MAKING AN ATTACK CHOOSE WEAPON AND TARGET: Select one weapon you are currently wielding. Then, select a single character, creature, or object as the target. If you’re using a melee weapon, the target must be visible to you and within your reach. If you’re using a ranged weapon, the target must be visible to you
Choose Hit Location: You may choose to target a specific part of a target creature or character. This increases the difficulty of the attack by 1. ATTEMPT A TEST: The test is determined by the type of weapon used. Melee Weapon: Roll a STR + Melee Weapons test, with a difficulty equal to your target’s Defense Ranged Weapon: Roll an AGI + Small Guns, END + Big Guns, or PER + Energy Weapons test (based on the ranged weapon you’re using), with a difficulty equal to your target’s Defense. This is modified by the range to the target Thrown Weapon: Roll a PER + Explosives or AGI + Throwing test, with a difficulty equal to the target’s Defense, modified by range. Unarmed: Roll a STR + Unarmed test, with a difficulty equal to your target’s Defense DETERMINE HIT LOCATION: If you passed your test, roll 1d20 or a hit location die to determine the part of the target you hit. If you choose a specific hit location already, you hit the chosen location instead. . INFLICT DAMAGE: Roll a number of Combat Dice ( CD) listed by the weapon’s damage rating, plus any bonuses from derived statistics, or from AP or ammo spent. Reduce the target’s health points by the total rolled. Resistances: The target reduces the total damage inflicted by their Damage Resistance against the attack’s damage type, on the location hit. Characters and creatures have different DRs for different types of damage: physical, energy, radiation, and poison. REDUCE AMMUNITION: If you made a ranged attack, remove one shot of ammunition, plus any additional shots of ammunition spent on the attack. If you made a thrown weapon attack, remove the thrown weapon from your inventor. HIT LOCATIONS There are 6 body parts that you can target as hit locations: head, torso, left arm, right arm, left leg, and right leg. When you successfully hit an opponent with an attack, you either randomly determine which body part you hit, or hit the body part you chose before you made the test COMBAT DICE When your attack hits its target, you inflict an amount of damage determined by the weapon’s damage rating. This damage rating is described as a number of Combat Dice, abbreviated with the CD symbol throughout this rulebook. Combat Dice are specially-designed six-sided dice, with four different results as shown on the Combat Dice Results table. If you don’t have any Combat Dice, you can simply use normal six-sided dice (d6) and compare the results to the table below. When you hit, roll all the CD for the attack together as a single dice pool, and total up the result. This total is the amount of damage you inflict on your target. In addition, any effect symbols (the face showing the CD symbol) activates special abilities—called damage effects—listed for the weapon. Combat Dice Results D6 ROLL COMBAT DICE RESULT DAMAGE AND EFFECTS 1 D 1 damage 2 D 2 damage 3 Blank Nothing 4 Blank Nothing 5 CD 1 damage + damage effects trigger 6 CD 1 damage + damage effects trigger DAMAGE TYPES There are four damage types in Fallout: physical, energy, radiation, and poison damage. Each weapon lists the type of damage it inflicts: Physical: Unarmed attacks, blunt force, slashing and stabbing, ballistics. Energy: Laser, plasma, and flame weapons. Radiation: Exposure to RADs, or nuclear weaponry. Poison: Toxins, chemicals, and creatures’ stings and barbs. Each target has a Damage Resistance (DR) for each of these types, based on their clothing, armor, or naturally tough hides and chitin. While most forms of protection provide physical DR, energy DR is rarer, while radiation or poison protection can be particularly rare. DAMAGE AND INJURY A character that has lost health points (HP) isn’t seriously hurt—they may have suffered scratches, scrapes, cuts and bruises—but nothing that would hinder them. However, once a character’s health points are reduced to 0, they are defeated, and begin dying. In addition, characters may suffer from serious injuries as a result of being reduced to 0 HP, or as a result of critical hits.
CRITICAL HITS AND INJURIES A critical hit occurs whenever a character suffers five or more damage in one hit (after reductions from Damage Resistance). A critical hit imposes an injury on the character, which confers a penalty depending on the location hit. Arm: You drop any object held in that hand, and the arm is broken or otherwise unable to move. You cannot perform any actions using that arm—by itself or alongside your other arm. Leg: You immediately fall prone as your leg gives out under your weight. You can no longer take the Sprint action, and the Move action is now a major action for you. Torso: You begin bleeding heavily. At the end of each of your subsequent turns, you suffer 2 DC physical damage, ignoring all your Damage Resistances. Head: You are momentarily dazed and lose your normal actions in your next turn (though you may spend AP for extra actions as normal). Further, you cannot see clearly, and increase the difficulty of all tests which rely on vision by +2. These effects last until the injury has received medical attention DYING When your character is reduced to 0 HP, they suffer an injury to the location struck, and then fall prone and start dying. If they suffer a critical hit and are reduced to 0 HP, they suffer two injuries: one for the critical hit, and one for being reduced to 0 HP. While they are dying, they are unconscious, cannot recover HP from the First Aid action, and cannot take any actions. Furthermore, at the start of each of your turns while they’re dying, you must attempt an END + Survival test, with a difficulty equal to the number of injuries they have, and a complication range of 19-20. If you pass this test, they remain alive, but are still dying. If you fail, they die. If they suffer any damage while dying, they immediately gain one additional injury, in addition to any injury caused by another critical hit. HEALING When you’ve taken damage, there are a number of ways you can recover. In the midst of combat, stimpaks and first aid are the only ways to heal, but outside of combat you have several options. The Medicine and Survival skills are the most useful skills for healing.
STABILIZING THE DYING Using the First Aid action, you can attempt to stabilize a dying character. This requires an INT + Medicine test with a difficulty equal to the number of injuries the patient has. Passing the test restores the character to 1 HP and they are no longer dying, and their player no longer has to attempt END + Survival tests to avoid death. The character remains unconscious and unable to take actions. If radiation damage has reduced their maximum health points to 0, they cannot be stabilized until their maximum health points are above 0, by healing the radiation damage. If you stabilize the patient, you can spend AP to heal additional health points. You can heal 1 HP for every AP spent. You may also spend 1 AP after stabilizing a character to wake them from unconsciousness, allowing them to continue to act REGAINING HEALTH =You can use the First Aid action to heal a character’s health. Passing an INT + Medicine test will heal a number of HP equal to your rank in the Medicine skill, and an additional 1 HP for every AP you spend. You can only heal the HP of a stable character. TREATING AN INJURY You can attempt an INT + Medicine test to treat an injury sustained from a critical hit. Passing the test allows a patient to ignore the penalties of their injury. An injury treated using First Aid is not fully healed: it’s merely been patched up so that it no longer imposes a penalty. Whenever a character suffers any damage to a location which has a treated injury, roll 1CD . If you roll an Effect, the damage has re-opened that wound and the character is injured again. Completely recovering from an injury takes time.= LONG-TERM RECOVERY =Outside of combat, there are three ways a character can heal: rest, food & drink, and medical attention. REST Rest is the easiest way to recover from damage, though it is slow. If you can find somewhere to sleep, for at least six hours, you regain all lost HP.If you’re able to get eight hours of sleep somewhere safe and comfortable—your own bed in a settlement you belong to, for example—then you are considered Well Rested as well, and your maximum HP is increased by +2 until you next sleep. When you sleep, if you have any injuries (treated or otherwise), make an END + Survival test with a difficulty of 1. The complication range on this test increases by +1 for each injury that has not been treated. If you succeed, you may recover from one of those injuries, plus an additional injury for every 2 AP spent. The difficulty of this test varies based on how active you were during the preceding day: Injury Recovery Difficulty ACTIVITY DIFFICULTY Restful (no strenuous activity all day) 1 Light (only a small amount of travel or similar) 2 Moderate (travel, but no combat) 3 Heavy (travel and combat) 4 You may only sleep once in any 24-hour period. Going without sleep for long periods can also be harmful FOOD & DRINK While proper nutrition isn’t common in the wasteland, a decent snack, a hearty meal, or a refreshing beverage is still a vital part of life, and a valuable way to recover health. Food and drink restores the HP listed in their description (see p.149). Food and drink cannot be consumed during combat. Some forms of food and drink are irradiated, especially if consumed raw: roll 1CD when consuming irradiated food or drink, and if you roll an Effect, you suffer 1 Radiation damage, ignoring any DR from equipment or armour. MEDICAL ATTENTION Characters may require long-term medical care if they’ve been injured, poisoned, or are suffering from a disease. A single character can provide medical attention for a number of patients equal to their Medicine rating. For injuries, each day of rest and medical attention a patient receives allows you to assist their END + Survival test at the end of the day to heal their injuries, using your own INT + Medicine target number. For poisons and diseases, you may assist the patient’s END + Survival tests to help them recover. If the patient spent the entire day resting, they reduce the difficulty of this test by 1 allowing them to recover more quickly.
__________________
I'm not intellectually arrogant, I'm just right all the time |
Togot |
View Public Profile |
Send a PM to Togot |
Find all posts by Togot |
Character Links |
Edwin |
Doc |
Lance |
John |
Shorty |
Brick |
![]() |
Thread Tools | |
|
|