- 1 Action Points
- 2 Bleedout, Bloodied & Unconsciousness
- 3 Called Shots
- 4 Carry Weight
- 5 Counter
- 6 Critical Hits
- 7 Critical Multiplier
- 8 Critical Failure
- 9 Crits: Sneak Attack Criticals
- 10 Damage Reduction
- 11 Defense
- 12 First Aid
- 13 Healing Rate
- 14 Hit Points
- 15 Hunger and Thirst
- 16 Perks and Lesser Perks
- 17 Phases
- 18 RAD Resistance
- 19 Radiation Poisoning
- 20 Rate of Fire
- 21 Range
- 22 Reloading & Magazines
- 23 Size
- 24 Speed
- 25 Starvation and Dehydration
- 26 Throwing Range
- 27 Traits
- 1 AP - Called Shot - Target a specific body part in an attempt to cripple the opponent.
- 1 AP - +1 Bonus to attack roll (must declared before the roll)
- 1 AP Re-Roll the odd-die-out in a double
- 1 AP Re-Roll a triple, getting a bonus based on the good dice.
- 5 AP - Re-roll the attack. A character, after failing a Combat Roll, can re-roll ONCE.
Bleedout, Bloodied & Unconsciousness
At 0 HP or less a player falls to the ground and begins to Bleed Out, taking 1 Damage per round (DR does not apply to this) and considered Bloodied. If Unconscious, they still take bleeding damage, but cannot perform any action. Only First Aid, or specific healing items can save a player from bleed out. On the bright side though, foes typically wont attack a bleeding out foe as long they *appear* dead and their friends are still up and in combat.
As long as a player has zero or less HP they are considered Bloodied. Bloodied players are limited to the action phase, can only move by crawling 1 SQ a round (unless they have a crippled leg) and all skills are considered halved. Raising HP above 0 stops the player from being bloodied.
UnconsciousnessWhen a player's HP falls to -10 or less they are considered unconscious. No actions may be taken, and if they are in bleed out then they continue to take damage from this. Only by raising a player's HP back up to 1 will a person be able to regain consciousness.
Called shots are an important part of combat. They allow characters to inflict devastating status penalties. A talented combatant can break limbs, cause internal bleeding, and even blind opponents.
The difficulty of a called shot is directly proportional to the size of the body part being targeted. All body types have body parts have penalties to hit based on the size of individual limbs. To hit the target, penalties are applied as though the target is actually the size of the limb. A failed attack is still assumed to miss entirely.
Character takes 1d4 damage for every action they perform other then moving at half speed (or doing nothing).
Movement Speed is halved when 1 leg is crippled. When all legs are crippled, movement is restricted to only 1 sq during the Action Phase.
-6 to All skills involving that arm
-2 PE, IN & CH. All other characters are considered obscured (-2 Attack penalty). The attack that cripples the head is automatically considered a critical.
25% Chance to automatically fail actions.
Your player's count does not particularly DO anything, though it does allow you to keep track of a statistic you want to remember and boast about, such as kills of a monster type, number of nuka cola consumed, or number of times having had sex.
NOTE: Critical hits only apply to the first shot in a burst! the rest of the shots deal damage normally.
To roll for a Critical Hit, a Player takes how much their Attack Roll surpassed the Opponent’s Defense by and adds this to their Critical Hit Chance. A player then rolls a d% and adds this to the result of this roll to try and beat 100.
A character's Crit Chance (Critical Hit Chance) is 5% + (Luck). This number, for the most part, stays the same on a character sheet until the player gains abilities or equipment that change this. All the damage dealt from a critical hit count as one single strike for the purpose of overcoming DT. Different weapons, ammo's and perks can modify a character's Crit Chance and Crit Damage.
Ted of the wilds has 3 Luck (Meaning he has 8% Crit Chance), and a 9mm Pistol
Ted rolls 97
97 + 8 = 105, Its a Crit!
Ted's 9mm Pistol's crit damage is x2, so he rolls for damage twice
(1d6+2) x2 = 2d6+4
Ted's Critical hit does 2d6+4 Damage
For a weapon that deals 1d6+2 damage, here are the effects of higher Crit Multipliers:
Crit Multiplier 1: 2d6+4
Crit Multiplier 2: 3d6+6
Crit Multiplier 3: 4d6+6
Crits: Sneak Attack Criticals
- There is no rolling chance for the critical hit. It is automatic successful, assuming the attack connected.
- After all the damage for the crit is rolled, this total is then DOUBLED.
A sneak attack against an opponent using a weapon that deals 1d6+2 and has a Crit Multiplier of 2:
The attack deals 36 points of damage to the foe, before DT is applied.
Damage Reduction (DR) is a defensive stat that directly reduces the amount of Damage taken by a 1-for-1 basis.
There are 3 types of Damage and DR: Regular, Concussive and Energy. Regular Damage is dealt by most types of weapons, such a melee attacks or firearms, but Concussive and Energy Damage is dealt from more specific sources.
- Concussive Damage (Conc.) is caused from explosions and small bits of shrapnel. It deals a large amount of Damage across a large area. It is typically caused by grenades and shotguns.
- Energy Damage is caused by energy weapons and fire. Energy Damage cuts through enemy DR. Lasers, plasma weapons and flame throwers all cause Energy Damage.
Five Successful Medic 20 Checks to end bleedout.
Hit points represent a character's ability to withstand physical punishment before dying. 30 + EN + ST, Each Subsequent Level: 6 + EN
Hunger and Thirst
Eat and drink this amount each day or suffer penalties.
Each character has an amount of hunger (HNG) and thirst (H2O), that must be sated to stay alive and nourished. Larger, bulkier characters typically take more nourishment to keep going than smaller, more wiry ones. How much food it takes to keep a character alive is determined by four factors: Racial hunger base, END and STR representing additional bulk and size, and AGL to conserve energy. If a character does not consume their HNG and H2O level in that day, the next day they will receive a penalty to their stats.
All races are different and better or worse at surviving out in the wastes. After hunger is calculated, multiply the result by the racial modifier to determine how much more or less food they need. All races have a base hunger of 15 which is modified by stats.
- Ghouls, being leaner, metabolically hardier and more self-sustaining, need less food to stay alive than the average human. 75% Hunger
- Super Mutants, hulking and muscular, require more food due to their large size. 150% Hunger
With great power comes great metabolic responsibility. The stronger and hardier you are, the more food you need to keep going. Both Endurance and Strength increase your Hunger Requirements.
|EN + ST - AG = HNG Bonus|
|(15 + Stats HNG Bonus) x Racial Modifier = Daily Hunger Requirement|
Thirst is simply a player's Thirst (H2O) is simply their HNG level plus 20.
Your H2O requirement = Daily HNG Requirement + 20
Here is an example of how to calculate a character's HNG:
- Ted of the Wilds has END 2, STR 1, and AGL 1
- Ted is Human, so his base HNG modifier is +15
- END 2 and STR 1 = +3 HNG, so thats 15 + 3 = 18
- AGL 1 = -1 HNG, so thats 18 - 1 = 17
- Ted must eat 17 HNG worth of food every day or get hunger pains (and penalties).
Perks and Lesser Perks
When all three phases have been completed, a new turn begins. All characters will resolve their movement actions before any are allowed to charge (if able) and all characters will resolve their charge action before they are allowed to take their combat action. This style of combat may seem strange, but it provides the capability for interesting tactical choices and events.When all Phases in a Turn have been completed, the order of Initiative is reversed. This means that the Character who just went last in the Combat Phase now goes first in the Movement Phase, and all others follow suit. The order of Initiative is reversed at the end of every turn.
- Humans have a 10% bonus to RAD resistance
- Ghouls have a bonus of 20% to RAD resistance.
- Super Mutants have a bonus of 25% to RAD resistance.
The minimum and maximum distance a gun is fired from without incurring a penalty.
Radiation Poisoning: Non-Ghouls
Each person has a limit to how many Rads they can have in their system. For every 100 rads in a player's body a progressively worse penalty is applied due to Radiation Sickness. But should the Rads go unchecked and reach 500 then they will begin to suffer from steady organ failure and die within the next 4d6 hours unless their rads can be dropped below 500.
NOTE: Ghouls handle Rads differently then other Races, see Radiation Poisoning: Ghouls below for information
|Rads||While Taking on Rads||Penalties (Cumulative)|
|100-199||Slightly Fatigued||-1 AGL|
|200-299||Very Nauseous||-1 END, -1 AGL|
|300-399||Constant Vomiting||-1END, -1 AGL, -1 STR|
|400-499||Hair Falling out||-1 END, -1STR, -1 to all Stats|
|500+||Skin is flaking off||4d6 hours to Drop Rads or Die|
Radiation Poisoning: Ghouls
Ghouls Handle Radiation rather differently than other races. Because of their natural ability to expel Rads from their system and huge resistances, a Ghoul is able to go places, eat things, and generally handle amounts of Rads that would kill an average Human. While not technically fatal, Rads will cause Ghouls to lose their minds due to mild cognitive deterioration if they are exposed to massive radiation for long periods of time. If a Ghoul's INT ever falls below -10 then they turn feral and become aggressive to all Non-Ghouls until their INT can be raised by reducing Rad penalties.
|0-99||Stiff limbs||-1 AGL|
|100-399||Feeling Just Fine|
|400-499||Irritable||-1 CHA, +1 Hp Regen|
|Every 100 past 500||Aggression Increases||-1 INT|
Rate of Fire
Rate of Fire (RoF) is the number of times a weapon fires in a Combat Action.
Example: A gun that has 6 RoF would fire off six rounds in the action, trying to hit a foe with a Defense of 18. The player has a Firearms skill of 15 and rolls a 5, totaling 20. Resulting in a 20/18/16 burst, meaning the first and second round made their mark, and every round thereafter missed.
The minimum and maximum distance a gun is fired from without incurring a penalty.
Attacks that are under the Min Range of a weapon suffer a -4 penalty to hit. Attacks that are beyond Max Range suffer a -1 penalty to hit for each square (5ft) beyond.Thrown weapons, such as grenade launchers, bows or dynamite cannot be thrown beyond double their Maximum Range.
Reloading & Magazines
A reload is a movement action in which the player loads or unloads a gun. Internal Mags reload faster than Clip Magazines.
Clip Mags are small metal boxes of ammo which are loaded into the gun. Clip Mags have the advantage of reloading the weapon's maximum amount all at once, but reload slower as the player must spend a Reload Action removing the clip then another Reload Action feeding in a new clip. Players must also physically have a new clip ready to load. Internal Mags are integrated spaces for ammunition in the weapon, such as a revolver or pump shotgun. Internal Mags are advantageous as a player can immediately load them without having to remove a clip first, however a player can only add 2 rounds to the weapon per Reload Action.During a reload, players are considered to have kept clips they have unloaded, and can keep casings from spent rounds.
Some creatures are more difficult or easier to hit then others due to their size. The bigger or smaller a target is, the more it's defense stat is affected.
- Large, -2 Defense: a Super Mutant or radscorpion
- Full: A human
- Small, +2 Defense: a dog or mole-rat, a human torso or leg
- Tiny, +4 Defense: a cat, a bloat fly or rad roach, a human arm
- Minute +6 Defense: a soccer-ball, a tin-can or cigarette, a human head.
Speed is how many squares a character can travel when performing a move action. 4 Squares by default. A square is considered to be 5 ft/sq.
Starvation and Dehydration
|Days Without Food||Penalty (Cumulative)|
|1 Days||-1 healing rate|
|3 Days||-1 STR, -1 CHA, -1 to all skills, Mild Fatigue, Sharp Belly Pains|
|5 Days||-2 CHA, -1 PER, -1 STR, -1 to all skills, Dysentery , Heavy Fatigue|
|7 Days||-1 PER, -1 STR, -1 to all skills, -2 healing rate, Delirium, Emaciation|
|Days Without Water||Penalty (Cumulative)|
|1 Days||-1 to all Skills, Mild Head Ache|
|2 Days||-1 END, -1 INT, -1 PER, -1 to all Skills, Irritable|
|3 Days||-1 END, -1 PER, -1 to all skills, Mild Hallucinations|
|4 Days||-1 END, -1 PER, -1 END, -2 all Skills, Narcolepsy|
The max distance an object can be thrown before penalties apply. Thrown weapons cannot be thrown beyond double this range. (ST + 6)
Traits are personality quirks that affect your players stats in special ways. They are all double edged swords, granting bonuses, but always inuring a penalty. A player, upon creation, can take zero, one, or two traits. Traits are listed on HERE.
|Sean Wagemans Fallout PnP|
|Rules||Character Creation | Skills | Perks | Lesser Perks | Traits|
|Armory||Armor | Repair | Firearms | Energy Weapons | Melee | Launchers | Hand Thrown | Ammunition|
|Gear||Items | Chems and Consumables | Food and Water | Skill Books | Crafting|
|Bestiary||Abominations | Animals | Ghouls | Insects | Robots | Super Mutants|
|Reference||Glossary | Play Materials | Combat and Actions | Survival | Reputation and Karma|
|The Sound||Seattle Introduction|