Fallout PnP
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Skill represent a character's invested training and representation of natural ability. Throughout a game, a player is able to use skills to accomplish various tasks based on dice rolls called "Skill Checks". A Skill Check is a set number that must be matched or surpassed by a dice roll. To make a Skill Check, roll 3d6 and add skill ranks and any appropriate modifiers. If this total matches or surpasses the Overseer's number (the Skill Check), it is considered a success.

A Skill Check's difficulty is dependent on the action. For example, repairing a simple weapon would require a low Skill Check using the Engineering Skill, while swimming against rapids would require an extremely high Athletics Skill Check.

Some Skill Checks are hidden from the player at the discretion of the Overseer, who rolls for them or witholds the Skill Check difficulty or successes/failure.

Each skill lists its associated SPECIAL in parentheses and has several entries for sample task difficulties.

Spending Skill Points

At level 0, a character begins with 0 skill points to spend (unless they trade a lesser perk for them). Every time a player levels up, they gain 10 Skill Points to spend on the skills they desire. All skills begin with a number of ranks equal to the SPECIAL statistic associated with it (for example:Perception 4 means rank 4 of Detect).

Skill Points work on a gradually more expensive scale. Raising the Rank of a Skill costs just as much as the rank being purchased. For example, raising a skill from 0 to 1, costs 1 skill point. Raising a skill from 1 to 2 costs 2 point, 2 to 3 costs 3, and so on...

Designating a skill as a Tag! skill makes it a skill 1 cheaper to raise every rank.

Skills that are negative due to an extremely low SPECIAL statistic cost a relative amount to the negative number to raise (3 points to raise a -3 to a -2. 2 points to raise a -2 to -1. 6 to raise a -3 to a 0, etc...)

A skill maxes out at Rank 10, and cannot be raised higher by skill points. However temporary bonuses, such as equipment, chems and other such effects, can raise it above 10.

Skills

Animals (CH)

This is your ability to identify, tame and socialize with animals and simple minded creatures (such as feral ghouls). Ranks in this can allow you to tame animal companions and stave off attacks. Generally, the higher your skill, the more exotic creatures you can interact with and the more you can do with them.

Athletics (ST)

Jump, Climb, Swim: if its a physical exertion that's not solely running or throwing then it is classified under the athletics skill. It also allows you to to be prolific at sports such as wrestling. Higher levels will allow you to jump impossible distances or climb the most difficult surfaces.

Deception (CH)

Deception is you ability to deceive and beguile others. Its is also your ability to tell when you are being lied to and makes bartering easier. Those with a strong investment in Deception can get away with atrocious fallacies or disguise themselves effectively. Each rank of this skill sways a transaction 1% in your favor.

Detection (PE)

Detection is your ability to notice and find things around you. It helps you gather information, spot hidden objects and foes, and discern lies. A high Detection level would allow you to spot a hidden land mine or loot cache, or tell whether you're being snuck-up on or lied to.

Electronics (IN)

Your ability to program and hack computer devices, as well as deal with artificial intelligence routines. Having a high rank in this skill can allow you to program robots, work on computers and energy weapons, and accesses hidden information.

Engineering (IN)

Engineering covers knowledge for all sorts of mechanical and electrical devices. It's used to deal with everything from vehicles to weapons to elevators and architecture. It also allows you to design new weapons and explosives.

Intimidation (ST)

Intimidation is your ability to verbally (or physically) coerce individuals into complying. It also allows you to draw aggravation away from allies in combat or provide suppressing fire for allies to move unmolested in combat. Higher levels will have groups of raiders dropping their guns in surrender or allow you to draw sniper fire from a friend. Intimidate also lets you insult people more effectively. It is also a representation of your bravery. It can be used to negate fear effects, do wildly stupid ideas, resist speech attempts and resist torture and other intimidation.

Medic (IN)

The medic skill covers everything from the knowledge of creature anatomy to hands-on proficiency at treating wounds, healing broken limbs, and dealing with toxins/disease. A character with high medic heals more hit points and can take care up to 5 patients over the course of 16 hours and add half their medic skill to their patient's healing rate. Various checks are made based on treating wounds.

Outdoorsman (EN)

This skill covers scouting and survival in the wilderness. It allows you to mix poisons and makeshift medicines as well as track foes and prey in varying environments. It allows you to train and recognize animals and find safe water and vegetation in the wild.

Pilot (AG)

Pilot allows you to operate vehicles of all kinds as well as heavy machinery and ride animals. Higher ranks allow you to perform evasive maneuvers, drive faster and pilot more skillfully, particularly making vehicular combat easier. Some machines cannot even be operated without a high enough pilot skill, such as tanks, cranes and airships.

Security (AG)

This catch-all skill encompasses lock picking, pick-pocketing and dealing with traps. While Detection is used for locating traps of all sorts, Security must be used to disarm or otherwise neutralize a trap once it has been found.

Science (IN)

The broad Science skill covers knowledge of mathematics, physics, chemistry and biology. It allows you to craft poisons, chems and useful compounds.

Sneak (AG)

Sneak is the ability to perform actions without being noticed, stealing or killing silently, be it while hiding or in plain sight. A sneak check is placed directly against a target's Detection skill.

Speech (CH)

Speech is used to come to peaceful agreements, diffuse situations, bribe, barter and give speeches. For every point of the skill you have, trade deals will sway in your favor by 1%. Higher levels allow for first time meetings with new groups (including hostile ones) to end in your favor with or without combat. It also allows you to demand better rewards for tasks.

Tactics (PE)

Tactics is a catch all skill. When used, it allows the Overseer to make a hidden roll on behalf of the player. Doing so revels possible courses of actions the player could perform. This can include options for achieving their goal, new sudden variables appearing to aid them in combat or even being flat-out told the outcome to some actions they are thinking of doing. Characters with high tactics make strong leaders, as they can asses the battlefield quickly and determine possible outcomes.


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
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