Fallout PNP Misc Rules
Fallout PNP Misc Rules
Reading Books
Despite what some people think, learning in the wastes is not entirely dead. Occasionally, a
character will come across a book. Assuming the character knows how to read, he or she can gain
some knowledge from reading the book. Books always add a certain number of skill points
towards a specific skill, both of which are given in the book’s description. For more details on
how many skill points it takes to raise a skill by 1 percentage point, see Advancement, below.
Random Encounters
Much of the world has fallen into a state of complete disrepair in the years since the War, and safe
travel is never guaranteed in the wastes. When traveling between locations, there is a chance for
random encounters. Random encounters can break up the monotony of long travel, provide
combat and experience points (and, of course, loot), and even serve as comic relief.
The specific adventure modules will instruct the GM on how often to roll for an encounter, and
what chance the party has to meet one. In general, random encounters are usually terrain-specific;
a party isn’t going to meet a bunch of desert lizards in the middle of a jungle.
If the party does meet a random encounter, then they have a chance to avoid the encounter. The
“leader” of the party - the character who is first in marching order, or at the front of the party -
must make a roll against Outdoorsman. If the roll succeeds, the character has spotted whatever
the party will encounter and can decide whether or not to avoid it.
Parties that meet random encounters will start at a position of 5 hexes multiplied by the “leader’s”
Perception from the middle of the group the party is encountering. This means that if the leader’s
perception is 6, the party starts 30 hexes from the center of the encounter (the middle of a
caravan, for example). If the group the party encounters is big enough, this can still plant them
right in the middle of everything. Starting position in random encounters doesn’t matter as much
when encountering peaceful things, but it matters a lot if you wandered into a radscorpion nest.
Sneaking
Sneaking around takes a certain amount of concentration, planning, and luck. When a character
wants to sneak, he or she should announce their intentions. The Gamemaster should then roll the
character's sneak skill, and re-roll every minute thereafter. The interesting thing about sneaking is
that the character always thinks he or she is successful at it, whether or not they truly are
successful (more accurately, the character hopes that they are successful). Only the GM knows for
sure if the character is successfully keeping to the shadows. Sometimes a character will be tipped
off to an unsuccessful sneak when an NPC gives them a funny look and asks them what they are
doing. Things like amount of cover, light, and Perception of people or critters around the sneaker
effect the chances to sneak, at the Gamemaster's discretion.
Characters who are sneaking successfully get a +40% bonus to their Steal skill while sneaking,
and always get to attack first in combat (and sometimes can avoid combat by getting the drop on
an enemy and killing him outright). Note that a character cannot normally sneak and run at the
same time. Also note that some armors will greatly reduce a character’s chances of sneaking
around.
Stealing
Humans have lived on the Earth for about three million years. For 290,000 of those years, we
lived in relative harmony, without war and crime. About 10,000 years ago, someone got the bright
idea to begin taking food and locking it up. As soon as one human began to deny other humans
access to things, the art of stealing was born. In the Fallout universe, there are still many people
keeping things under lock and key. Therefore, it sometimes becomes necessary to relieve them of
their items. Characters can attempt to steal from anyone or anything with goods, from people to
stores. Sneaking successfully can increase the chances that a character successfully steals an
object. If a character fails a roll to steal, it isn't necessarily obvious.
The character still may get the item (GM's discretion) but the target will notice. Whether or not
the target rips the character's throat out depends on what kind of person they are. If a character
fails the Steal roll, and their target wants to initiate combat, their target automatically sequences
first in the opening round. Note than when the "target" is looking away (kind of a "picking the
pocket" sort of crime), the success rate may increase.
Planting Items
At times, it becomes necessary for the thief to plant an item on another person or critter, or in a
bookshelf or cabinet. Perhaps the thief is carrying some incriminating evidence and needs to get
rid of it fast. Perhaps the thief has just pulled the pin out of a grenade and wants to slip it in the
pocket of an uncooperative guard. Either way, planting an item works in exactly the same way as
stealing, except something goes from the thief’s possession to the target’s possession. When the
thief fails her roll against Steal, it means that the thief is caught; like Stealing (see above), the
target might not want the thief to know that he or she is aware of the plant. The thief always
assumes she has succeeded, until the target gives the reason to assume otherwise.
Picking Locks
Generally, locks exist to keep people out of places (or in places, in the case of a cage). Characters
can make rolls to break through these defenses, from simple padlocks on lockers in high schools
to top-notch safes in corporate offices.
There are two types of locks: regular and electronic. Electronic locks require either a key or an
item called an electronic lockpick. Electronic lockpicks are generally only available from a
Thief’s Guild or a very wellconnected source. Regular locks can be picked without a regular
lockpick, although lockpicks can greatly enhance the chances of cracking the lock. The chances
of cracking a safe can be increased with safe cracking tools. Lockpicking takes 1 minute to
attempt. If the player rolls 95% or more, and that roll results in a failure, then the lock is broken
and can only be opened with explosives, which might result in damaging whatever is on the other
side of the lock. See Opening and Breaking Down Doors, above.
Karma
As previously mentioned, Karma in Fallout is a numerical measure of how “good” or “evil” a
person is. Usually, the GM determines what actions will earn or lose a character Karma points,
although adventures may outline changes in Karma points for performing specific actions or
quests. Some examples of actions that might earn or lose a character Karma points are:
GMs are encouraged to be as creative as they want when doling out Karma points, but not to use
them to corral adventurers into performing certain actions. Remember that evil characters can
have just as much fun as good characters.
Karmic Reputation
In the Fallout universe, certain actions will earn the character Karmic "Perks." These reputations
can be good or bad, depending on how you look at them. Below is a list of them, with the actions
required to earn them (although most of them should be obvious). Earning this reputation earns
you a bonus to your unarmed skill (+5%) and Damage Resistance.
Berserker
This dubious title is bestowed upon a character (or party) that manages to take out an entire town
of people. If a village or small town disappears or ends up dead one day, someone is bound to
notice and search for clues. For a mercenary looking for work in some warlord's army, this may
be just the thing they want on their resume. For a person looking for honest work in a small town,
you can bet that the bullets will be flying as soon as they aren't looking. Of course, taking out a
city of a million is damn near impossible (a GM that would allow that ought to have their head
examined, in addition to the combat taking over a year), but people will still hear about the person
who exterminated an entire village.
Champion Fighter
You have become a champion fighter. This reputation, and the benefits gained in earning it, are
available to characters whom have won a championship in boxing, martial arts or similar close
combat fighting tournament. This Perk gives a +10 bonus to Damage Threshold against Normal
damage and another +5 bonus against all other types of damage. The character is awarded a fifth
of the above benefits from this Perk after each match won until the full benefits have been
received.
Childkiller
A character earns reputation after they slay their first child. Whether a person is the purest good
or the darkest evil, they realize that children are the most important thing in the wastes, as they
represent the final hope for human survival. Characters who kill children are almost instantly
recognized (word manages to get out fast) and hated. Storekeepers won't deal with Childkillers,
and they can only find solace in the most evil or insane of places, because other people tend to
spit on them, throw things at them, or attack them on sight.
Dream Crusher
You are the crusher of dreams, woe unto others. This reputation may be gained by ruining the
hopes of an individual whom has requested assistance in a special task. This usually involves
turning them down when it would mean the achievement of a lifetime otherwise. Some
individuals will be more reserved when interacting with you and never let you close, and a few
others will treat you with open disdain. This Perk grants a 10% higher chance of scoring targeted
shots.
Slaver
A character earns this reputation after voluntarily joining the Slaver's Guild. Since the bombs fell,
slavery has become a profitable enterprise in lesser civilized (and sometimes the "most civilized")
parts of the wastes. In the 100 years since the War, a kind of coalition grew among slavers. They
identify themselves with a tattoo that covers most of the face. Of course, that makes their
profession obvious to anyone looking at them. Characters with the Slaver tattoo will be treated
well by those who respect (and earn money from) slavery, and hated by those who refuse to
partake.
Challenge/Achievement Perks
These perks are achieved throughout course of the game by diligence and dedication on the part
of the character. Most of them are gained through repeatedly attempting difficult or unusual tasks
and actions. This list is certainly limited and can certainly be expanded by creative GMs.
Radical
You gain enhanced effects from Rad-Away. The effects of RadAway are tripled.
Ranks: 1
Requirements: Consume 20 doses of RadAway.
Psychotic
Your body has adapted to the use of the stimulant Psycho. Positive effects of Psycho are doubled,
and the addiction rate for this drug is halved.
Ranks: 1
Requirements: Consume 20 doses of Psycho, Endurance 5, Level 6.
Stimply Amazing
You have a healer's touch. All kinds of stimpacks restore 50% more HP than usual.
Ranks: 1
Requirements: Heal 10,000 points of damage with Stimpaks.
Lord Death
You gain a damage bonus against everything, because you like killing everything. Each attack
deals an extra +1 damage against all enemies.
Ranks: 3
Requirements: Kill 250/500/1000 enemies.
Mutant Massacrer
Your savvy at Mutant killing grants you a damage bonus to killing them. Each attack deals an
extra +1 damage to all Super Mutants.
Ranks: 3
Requirements: Kill 50/100/200 super mutants.
Deuce Machina
You grind gears of the machines and gain a damage bonus against robots. Each attack deals an
extra +1 damage to all robots.
Ranks: 3
Requirements: Kill 50/100/200 robots.
Bug Stomper
Pulling the legs off ants suits you well. You gain a damage bonus against insects. Each attack
deals an extra +1 damage to all mutated insects.
Ranks: 3
Requirements: Kill 50/100/200 mutated insects
Animal Control
You handle animals really well when they are dead and gain a damage bonus against the living
ones. Each attack deals an extra +1 damage to all animals
Ranks: 3
Requirements: Kill 50/100/200 animals.
Abominable
There's nothing abominable about your damage bonus against abominations, such as deathclaws
and centaurs. This gives increased weapon damage against abominations like floaters. Each attack
deals an extra +1 damage to all abominations.
Ranks: 3
Requirements: Kill 50 abominations.
Beam Me Up
Your critical chance with Energy Weapons is increased by +2% permenantly.
Ranks: 1
Requirements: Inflict 25,000 damage with rifle-based laser weapons.
Tough Guy
Repeatedly breaking bones has led them to become stronger (somehow). Your chances of
suffering a crippled limb is halved, and your limbs receive -25% damage.
Ranks: 1
Requirements: Have limbs crippled 50 times, Endurance 7, Level 12.
Hobbler
Your penalty to target enemy limbs has halved, and their limbs receive +25% damage.
Ranks: 1
Requirements: Have crippled 50 enemy limbs, Perception 7, Level 12.
Limber Jack
Your penalty to target enemy limbs is nulled, and their limbs receive +25% damage.
Ranks: 1
Requirments: Have crippled 150 enemy limbs, Perception 7, Level 24.
Unique Perks
These perks are attained by special means throughout the Fallout world. Availability of these
perks may be extremely limited or impossible depending on the campaign (left up to GM
discretion for each game. For example, complicated medical procedures (like surgeries and
implants) may be available from doctors in advanced medical and tech-enriched areas after
researching the technical specifications for them (procedures and schematics are sometimes,
though rarely, found in medical tech databases or military research facilities) then inquiring from
the medical professional about them.)
Note: Nanobiotech Industries was one company that specialized in these before the war, their
fascilities also housed High-Energy Particle Accelerators which were needed to activate the
nanobots.
Note: Nanostealth Incorporated, a subsidiary of Nanobiotech Industries, was one company that
specialized in manufacturing these before the war.
Note: This procedure is very risky. Without Phoenix Regenerative Nanobiotic Implants before
undergoing this surgery, the character must make a successful Luck roll (with a -6 penalty) or the
grafting is a failure, resulting in automatic death.
Wired Reflexes
You have received the Wired Reflexes perk. This Perk grants a 10% higher chance of successfully
scoring called shots.
Ranks: 1
Requirements: Special. See below.
Note: This perk may be gained through special means by liberating droid-like robots from
unfortunate circumstances.
Note: This training is available from combat instructors familiar with operating Power Armor,
usually in tech-enriched areas. The easiest means of doing so has always been to gain the trust
and respect of the Brotherhood elders then requesting permission to be taught by their drill
instructor.
Tarot Reading
You have had a special fortune told with a tarot deck. Fortune telling is an art, and is offered by
truly gifted individuals with a special deck of tarot cards. This Perk gives a +1 bonus to Luck.
Ranks: 1
Requirements: Luck 9.
Rad Regeneration
You have received unforeseen side-effects from severe radiation exposure for the sake of
research. This Perk grants the ability to regerate crippled limbs when your rad count is over 400.
Ranks: 1
Requirements: Special. See below.
Note: This perk is gained through special means, usually involving taking on a high rad count for
the sake of research, then getting examined and treated for such high radiation exposure.
Ant Sight
You have been inoculated with a fire ant mutagen derivative. This Perk grants a +1 permanent
bonus to Perception and +25% resistance to fire damage.
Ranks: 1
Requirements: None.
Note: This perk is not compatible with the other mutagen (Varient B) that grants Ant Might,
meaning that you may not have both perks.
Ant Might
You have been inoculated with a fire ant mutagen derivative. This Perk grants a +1 permanent
bonus to Strength and +25% resistance to fire damage.
Ranks: 1
Requirements: None.
Note: This perk is not compatible with the other mutagen (Varient A) that grants Ant Sight,
meaning that you may not have both perks.
Gunsmithing
You can make repairs on all types of firearms. This Perk allows the character to make
intermediate and advanced repairs, restorations and enhancements on all small guns, most big
guns and some varients of unarmed and melee weapons if they possess the proper equipment and
materials.
Ranks: 1
Requirements: Small Guns 75%, Big Guns 50%, Science 75%, Repair 75%.
Explosive Making
You can make all types of explosives. This Perk allows the character to make intermediate and
advanced explosives and incendiaries if they possess the proper equipment, materials, formulas
and step-by-step procedures. This Perk also gives the character a +5% bonus to Traps.
Ranks: 1
Requirements: Traps 90%.
Note: This training is available for characters who have repeatedly observed hand-to-hand
combat techniques being demonstrated.
Note: Better proficiency (each benchmark set by the GM in Unarmed and/or Melee) after initial
training in each style yields greater benefits and effects.
Wilderness Survival
You have advanced knowledge of wilderness survival. This Perk gives the character an additional
+10% bonus to Outdoorsman.
Ranks: 1
Requirements: Endurance 6, Intelligence 6, Outdoorsman 75%.
Note: This perk gives other, wilderness-related benefits as left up to the GM.
Wasteland Trapping
You have basic knowledge of trapping and skinning animals. The character has been taught useful
techniques to trap and skin an assortment of critters. This Perk also gives the character a +5%
bonus to Traps skill.
Ranks: 1
Requirements: Outdoorsman 25%.
Leather Working
You have comprehensive knowledge of tanning animal hides for making leather and crafting
leather armor and other varients. This Perk allows the character to manufacture leather jackets,
armors and varients if they possess the proper equipment and materials.
Ranks: 1
Requirements: Science 75%, Repair 75%.
Wasteland Critters
These are samples of some of the creatures you might find prowling around the wastes. GMs are
encouraged to make up their own unusual creatures; after all, radiation allows creativity - and
DNA - to run wild. All the vital statistics for combat are listed after the critter descriptions.
Abbreviations:
HP = Hit Points
SQ = Sequence
AC = Armor Class
DR = Damage Resistance
DT = Damage Threshold
AP = Action Points
XP = Experience Value
CC = Critical Chance
PR = Poison Resistance
RR = Radiation Resistance
GR = Gas Resistance
Attacks: Type (% to hit, AP cost, damage, special notes)
Rats
By far the most common creatures in the wastes (and I'm not just referring to the New York City
subway system), rats and their relatives have done very well for themselves since the bombs
dropped. There are plenty of the nasty, black variety around, but radiation changed some of these
disease-ridden vermin into fearsome creatures.
Giant Rat
HP: 10
SQ: 6
AP: 6
XP: 25
CC: 3%
AC: 5 DT DR
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 50%
RR: 20%
GR: 0/0
Attacks: Claw (75%, 3 AP, D:1d4, none); Bite (70%, 3 AP, D:1d4, Poison Type A).
This is basically a larger version of a rat. Giant rats range in size from about a foot - the size of a
cat - to almost a yard (meter) in length. They are covered with brown or black fur, and have black,
glassy, beady eyes. Rats are readily identifiable by their tail, as it looks like a worm sticking out
of their rear end. They are not openly hostile towards humans unless they are hungry, but packs
have been known to attack when they smell blood. Giant rats can be found pretty much anywhere.
Rad Rat
HP: 10
SQ: 6
AP: 6
XP: 35
CC: 3%
AC: 5 DT DR
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 60%
RR: 100%
GR: 0/50
Attacks: Claw (75%, 3 AP, D:1d4, successful HIT +10 rads); Bite (70%, 3 AP, D:1d4, successful
HIT +10 rads)
Rats can survive large doses of radioactivity, and in certain areas, have even adapted such that
they require the radiation to live. These rats are about 30 centimeters long, are brown or black in
color, and will glow slightly in the dark. The main thing to fear in encountering Rad Rats is that
they are slightly radioactive, and their little claws can transfer some of that to YOU. Rad Rats are
usually found around sources of radioactivity.
Molerats
Molerats are a mix between moles and rats. No one is sure whether these creatures are the result
of a creative union between similar species, or an even stranger union with a little radiation to
help things along the way. Molerats range in size anywhere from 30 centimeters to a meter and a
half; the largest stand almost a meter at the shoulder. They have mole-like faces and are nearly
blind in normal light; for this reason, they are almost exclusively found in caves. Lesser molerats
are the smaller version, Greater molerats are the huge, ugly ones.
Lesser Molerat
HP: 15
SQ: 7
AP: 7
XP: 100
CC: 3%
AC: 9 DT DR
Normal: 1 5%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 1 5%
PR: 50%
RR: 25%
GR: 0/0
Attacks: Claw (80%, 3 AP, D:1d8, none); Bite (75%, 3 AP, D:1d8, Poison Type A)
Greater Molerat
HP: 30
SQ: 9
AP: 9
XP: 400
CC: 5%
AC: 12 DT DR
Normal: 4 20%
Laser: 1 5%
Fire: 0 0
Plasma: 0 0
Explosion: 4 20%
PR: 60%
RR: 25%
GR: 0/25
Attacks: Claw (90%, 3 AP, D:1d10, none); Bite (90%, 3 AP, D:1d10, Poison Type B)
Pigrats
Pigrats are part-pig, part rat hybrids. Like their cousins the molerats, it probably took some
creative genetic manipulation to make these critters. Pigrats are large, ranging anywhere from 70
cm to almost 2 meters in length, and incorporate the best (worst?) of the two species. Their legs
are overly large, although short, and they are exceptionally meaty around the midsection. In fact,
pigrats would make exceptional livestock, if they weren't so dangerous. They are amazingly
resilient, and can be found almost anywhere. They travel in packs of ten or more and generally
attack only to protect their young or defend their territory. If they are hungry, however, they
become very aggressive.
Lesser Pigrat
HP: 20
SQ: 7
AP: 7
XP: 200
CC: 4%
AC: 10 DT DR
Normal: 1 5%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 1 5%
PR: 50%
RR: 30%
GR: 0/10
Attacks: Claw (75%, 3 AP, D:2d4, none); Bite (75%, 3 AP, D:2d4, Poison Type A)
Greater Pigrat
HP: 30
SQ: 9
AP: 9
XP: 450
CC: 6%
AC: 14 DT DR
Normal: 4 25%
Laser: 0 0
Fire: 2 10%
Plasma: 0 0
Explosion: 4 25%
PR: 70%
RR: 45%
GR: 0/20
Attacks: Claw (90%, 3 AP, D:2d6, none); Bite (75%, 3 AP, D:2d6, Poison Type B)
Insects
Giant Cockroaches
HP: 15
SQ: 6
AP: 6
XP: 50
CC: 4%
AC: 5 DT DR
Normal: 3 30
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 100%
RR: 95%
GR: 80/100
Attacks: Mandible (60%, 3 AP, D:1d10, Poison Type B)
One of the most numerous and adaptive of all species that evolution spit upon this planet,
cockroaches existed on every continent before the War. After the bombs flew, they still managed
to hold on to their niche, especially in ruins of cities with lots of dark, dirty areas for them to
crawl through. Cockroaches range anywhere from an inch in length to 60 cm, but only the “giant”
variety is dangerous. They can be encountered alone, but the most common - and deadly - species
travels in clusters of 10-20 individuals. They do not make a habit of attacking humans, but will
defend their garbage heaps, and large swarms of these creatures can easily overwhelm a person or
a small group. Usually, cockroaches will call off the attack if their target flees.
Giant Ants
HP: 15
SQ: 6
AP: 6
XP: 50
CC: 3%
AC: 2 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 100%
RR: 60%
GR: 60/90
Attacks: Mandibles (60%, 3 AP, D:1d6, Poison Type A)
Giant Ants, or GiAnts, are simply overgrown insects. Somewhere along the way, fate saw fit to
dump some radioactive material near and anthill and create this large, mutant creature. GiAnts are
black ants about 70 centimeters in length. Huge colonies of these creatures exist under the earth,
and scouts are often found in caves. GiAnts usually travel in parties of 5 to 10 insects. They will
attack humans on sight, and enjoy eating corpses of the dead.
Mantis
HP: 10
SQ: 7
AP: 7
XP: 50
CC: 2%
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 75%
RR: 80%
GR: 60/90
Attacks: Mandible (70%, 3 AP, D: 1d6, Poison Type B); Claw (75%, 4 AP, D: 1d8, none)
These giant, mutant insects come from the praying mantis, a creature nearly extinct before the
War. They have since become a popular sight in the post-War Americas, and are known to devour
crops and cattle. On rare occasions, a pack of mantis will attack humans. Mantis travel in swarms
of 15 or 20, and will generally not attack unless provoked.
Spitting Plant
HP: 50
SQ: 8
AP: 8
XP: 100
CC: 2%
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 100%
RR: 95%
GR: 100/100
Attacks: Thorn (75%, 4 AP, D:1d6, none)
Not exactly Seymour, but this species of plant is certainly a nasty customer. It grows almost
anywhere, but is usually found among other plants so it can blend in and ambush its prey. It
stands about 2 meters tall and has a "flower" like a Venus flytrap, a plant which it probably
mutated from. When it senses movement and heat, it will "shoot" a sharp thorn from its "flower."
When it senses that the creature it shot at is no longer moving, it will then proceed to "eat" the
unlucky creature with its flower. Although this sounds humorous, meeting five or six of these
plants is no laughing matter. They usually grow together, as several are always more dangerous
than one, and at least one of them is guaranteed a meal. Spitting plants attack anything that is
warm and moves. Note that spitting plants cannot move - they are, literally, planted. Their spikes
do 1d6 points of damage and have an effective range of 8 meters.
Radscorpions
Another common denizen of the western desert was the scorpion. This species got a second lease
on life when radiation from the War allowed it to grow to gargantuan proportions.
Radscorpions range in size from 50 cm to 2 meters in length, and range in color from pale white
to brown and black. Their wicked tails contain sacs of venom, and are tipped with a stinger
almost 15 cm long. Radscorpion tails are considered valuable, since the powerful Antidote is
made from a distilled version of the venom inside the sacs. Radscorpions can be encountered in
groups of up to 8, or alone. They prefer shady areas, and can often be found in canyons or caves.
Radscorpions are rarely encountered in the open desert, or in areas of high vegetation.
Lesser Radscorpion
HP: 25
SQ: 8
AP: 8
XP: 200
CC: 4%
AC: 7 DR DT
Normal: 1 5%
Laser: 0 0
Fire: 4 20%
Plasma: 0 0
Explosion: 1 5%
PR: 100%
RR: 25%
GR: 30/100
Attacks: Tail (70%, 4 AP, D:1d10, Poison Type D)
Greater Radscorpion
HP: 35
SQ: 8
AP: 8
XP: 400
CC: 5%
AC: 10 DR DT
Normal: 1 5%
Laser: 0 0
Fire: 4 20%
Plasma: 0 0
Explosion: 1 5%
PR: 100%
RR: 50%
GR: 50/100
Attacks: Tail (80%, 4 AP, D:1d12, Poison Type D)
Brahmin
HP: 40
SQ: 6
AP: 6
XP: 50
CC: 2%
AC: 5 DR DT
Normal: 2 10%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 2 10%
PR: 20%
RR: 30%
GR: 0/10
Attacks: Horn (75%, 3 AP, D:2d8, none)
After the War, most kinds of life from pre-War America were changed into almost unrecognizable
forms. Cows managed to escape that fate, for the most part, except that only a very hardy breed
survived (or a cross between several hardier breeds). Brahmin are the main source of beef and
leather in the wastes, and they can be found almost everywhere, although they are usually in
enclosures. Some areas have vast Brahmin ranches, rivaling the huge Texas ranches of pre-War
times. Brahmin are also used as pack animals, hauling wagons for caravans. They are hardy
animals and can survive on very little food. They are tolerant of extreme environmental
conditions, weathering the scathing heat of a summer's day as well as the bitter cold of the desert
winter nights. Brahmin are easily distinguishable by their two heads, although rumors of herds of
one-headed Brahmin far in the east occasionally make their rounds. Most people don't subscribe
to that hogwash, however. Brahmin are almost always docile unless attacked directly; then, the
herd will attempt to defend themselves.
Geckos
A mutation of the smaller pre-War lizard, Geckos are large desert-dwelling reptiles that walk on
their hind legs and attack with their front, which have developed sharp claws for tearing. Highly
prized for their strong pelts, Geckos are routinely hunted in some places, although a pack of them
can easily kill one or two inexperienced hunters. Geckos stand about 150 cm tall, and the larger,
more dangerous Golden Gecko is about 180 cm tall. They travel in packs of anywhere from 4 to
20 animals.
Gecko
HP: 30
SQ: 7
AP: 7
XP: 150
CC: 2%
AC: 5 DR DT
Normal: 1 10%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 80%
RR: 75%
GR: 0/10
Attacks: Claw (75%, 3 AP, D:1d8, none); Bite (70%, 4 AP, D:2d6, none)
Golden Gecko
HP: 50
SQ: 9
AP: 9
XP: 400
CC: 5%
AC: 10 DR DT
Normal: 5 50%
Laser: 0 0
Fire: 5 50%
Plasma: 0 0
Explosion: 2 10%
PR: 100%
RR: 100%
GR: 0/50
Attacks: Claw (90%, 3 AP, D:1d12, none); Bite (85%, 4 AP, D:1d20, none)
Fire Gecko
HP: 40
SQ: 9
AP: 9
XP: 300
CC: 4%
AC: 8 DR DT
Normal: 3 30%
Laser: 0 0
Fire: 3 30%
Plasma: 0 0
Explosion: 2 10%
PR: 80%
RR: 80%
GR: 0/20
Attacks: Claw (75%, 3 AP, D:1d8, none); Bite (80%, 4 AP, D:2d6, Poison Type B)
Dog
HP: 20
SQ: 6
AP: 6
XP: 100
CC: 3%
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 18%
RR: 8%
GR: 0/0
Attacks: Bite (80%, 3 AP, D:2d6, roll against dex. to avoid knockdown)
Who wouldn't want a large, slobbering, smelly beast as a companion? They are intensely loyal
and love you unconditionally, and can do many useful things like fetching items from radioactive
areas and leading blind people around. Dogs can be found anywhere there are humans. They
come in all sizes and colors, and will not attack anyone unless they perceive that person as a
threat to their house, territory, or master.
Feral Dogs
HP: 20
SQ: 6
AP: 6
XP: 100
CC: 4%
AC: 3 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 20%
RR: 10%
GR: 0/0
Attacks: Bite (70%, 3 AP, D:1d8, none)
Man's best friend was blessed with a resistance to radiation that his master did not have. When
billions were dropping dead from fallout, millions of canines were wondering where their next
can of dog food was going to come from. Inevitably, some escaped their houses and backyards,
forming groups not unlike wolf packs. Today, these bands of dogs have become feral,
interbreeding with each other and living without the humans that supplied them with chow and
loved them for eons. A feral dog pack operates much like a wolf pack, with a single "alpha" male
leader and anywhere from 5 to 25 members. Feral dogs tend to be smaller than wolves, and come
in almost any color and shape that normal mutts do. They live anywhere, and although they avoid
humans for the most part, feral dogs can usually be found closer to cities and towns than wolves
and coyotes. Feral dogs will not attack humans unless starving or provoked.
Coyotes
HP: 20
SQ: 6
AP: 6
XP: 100
CC: 5%
AC: 3 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 20%
RR: 10%
GR: 0/0
Attacks: Bite (70%, 3 AP, D:1d8, none)
Smaller than wolves, with a higher howl, coyotes are loners rather than social animals,
scavengers rather than hunters. Coyotes aren't nearly as common as they used to be, partially
because they ran out of food when livestock herds drastically diminished, partially because wolf
packs found that coyotes made good meals. Coyotes barely stand 1 meter at the shoulder, and are
often yellow, tan, or brown in color. They are mostly found in deserts and mountains, or any area
where they have some kind of cover, such as trees. Unless mating, coyotes are almost always
alone, and won't attack humans unless cornered and provoked. They will, however, attempt to
take down livestock, if they think it is an easy catch.
Wolves
Suprisingly, wolves managed to survive the War, and even thrive in the postnuclear environment.
In addition to the normal "Canis lupis" variety of Grey Wolf, huge dire wolves have returned to
North America. Domesticated dogs, which are more resistant to radiation than your average
human, "turned feral" after the bombs hit, and packs of them now roam the wastes. In addition,
there are a few domesticated pooches still out there, and coyotes still make trouble for
domesticated animals like chickens.
Grey Wolves
HP: 20
SQ: 6
AP: 6
XP: 100
CC: 5%
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 25%
RR: 15%
GR: 0/0
Attacks: Bite (80%, 3 AP, D:2d6, none); Claw (70%, 4 AP, D:1d8, none)
Dire Wolves
Dire wolves are a huge member of the wolf family, thought to be extinct since the last ice age. It
is unclear whether radiation created a similar creature, or holdovers from the far north made their
way south during the nuclear winters, but dire wolf packs are some of the most feared creatures in
the wastes.
Although they are extremely rare, they have been known to take down entire caravans, armed
guards and all. Dire wolves hunt mainly for meat, and although they avoid large human
settlements, they can and will attack smaller, undefended towns, carrying off children or small
adults. Dire wolves stand almost 2 meters at the shoulder, and except for their size, look much
like their smaller cousins, the Grey Wolf. They run in packs of 5 to 25 individuals.
Dire Wolves
HP: 60
SQ: 9
AP: 9
XP: 700
CC: 7%
AC: 9 DR DT
Normal: 5 40%
Laser: 0 0
Fire: 0 0
Plasma: 0 0
Explosion: 0 0
PR: 40%
RR: 20%
GR: 0/0
Attacks: Bite (90%, 3 AP, D:3d6, none); Claw (80%, 4 AP, D:2d8, roll against EN to avoid
knockdown).
Abominations
Whether these creatures came from another planet, or are some horrible twisting of genetic
material found on earth, is a question left to the scientists. Since scientists are now few and far
between, one guess is as good as another as to where these unusual critters originated. All have
one thing in common. Somehow, normal weapons like guns and bullets don't seem to hurt them
much at all, nor does beating on them with fists or melee weapons. Only fire, laser, and plasma
weapons are truly effective against these creatures. Recent evidence seems to suggest that these
creatures are, in fact, early products of FEV virus research, but this rumor cannot be verified.
Floaters
HP: 60
SQ: 9
AP: 9
XP: 500
CC: 8%
AC: 20 DR DT
Normal: 10 95%
Laser: 1 10%
Fire: 5 40%
Plasma: 1 10%
Explosion: 10 90%
PR: 80%
RR: 80%
GR: 100/90
Attacks: Stalk (80%, 3 AP, D:3d4, none)
Floaters look a little like a jellyfish, except they are solid and don't have tentacles. Their flesh is a
brownish color, and is moist and firm to the touch. They have a stalk coming out of what is
presumably the front of their body, although there is no discernable eye or sense orifice on their
bodies. At the end of the stalk is a flat, dinner plate shaped area inlaid with nasty spikes and
spines. Adventurers who have tangled with floaters report that the stalk will turn and follow them
around, even in areas of almost total darkness. Floaters are usually around a meter and a half in
length, and are narrower than they are round (presuming that the sensory stalk is actually the front
of the creature). They float anywhere from a half a meter to two meters off of the ground. Floaters
seem to like dank, moist, dark places and are often found in caves. Floaters seem to attack
indiscriminately, although it is unclear whether they attack for food, defense, or something more
sinister. Floaters attack by hitting things with their stalk, allowing the hundreds of spines to tear
through flesh and armor. They travel, with crawlers, in pods of around ten individuals.
Crawlers
HP: 60
SQ: 9
AP: 9
XP: 600
CC: 7%
AC: 20 DR DT
Normal: 10 95%
Laser: 1 10%
Fire: 5 40%
Plasma: 1 10%
Explosion: 10 90%
PR: 90%
RR: 80%
GR: 100/100
Attacks: Stalk (90%, 3 AP, D:3d8, none)
Crawlers are much like floaters, preferring the same habitats and showing many of the same
behavioral characteristics. Instead of floating, however, their body lies on the ground. It gushes a
slimelike trail, not unlike a snail. The stalk of a crawler is longer, stronger, and thicker than a
floater's stalk, and it uses the flat plate-like end not only to attack other creatures, but to propel
itself along the ground. Crawlers are more rare than floaters, and are often only found one or two
at a time in a pack of floaters. Some have suggested that crawlers may be the female form of the
floater species, but there is nothing to confirm or deny this.
Flailers
HP: 60
SQ: 9
AP: 9
XP: 750
CC: 8%
AC: 25 DR DT
Normal: 10 95%
Laser: 1 10%
Fire: 5 40%
Plasma: 1 10%
Explosion: 10 90%
PR: 95%
RR: 100%
GR: 100/100
Attacks: Flail (90%, 3 AP, D:2d8, none); Bite (90%, 3 AP, D:2d8, Poison Type D)
Flailers were the first form of "alien" life encountered, and are probably the most common.
Flailers are bipeds - that is, they have two legs - and stand about two meters tall. Their skin is also
moist, firm, and either brown or gray. Their legs are large and strong, but taper into flat, tentacle-
like feet upon which the flailer walks. Its "arms" are similar flat tentacles, each covered with tiny
spines and spikes that the flailer whips at opponents. It has a head-knob coming out of its body,
but no eyes. Set near the bottom of the headknob is a mouth filled with rows of razor-sharp teeth.
Flailers travel in groups of eight or more and show high intelligence, attacking with advanced
tactics. It is unclear how intelligent these creatures are, or to what extent they are native to this
planet.
Centaurs
HP: 60
SQ: 9
AP: 9
XP: 750
CC: 8%
AC: 25 DR DT
Normal: 10 95%
Laser: 1 10%
Fire: 5 40%
Plasma: 1 10%
Explosion: 10 90%
PR: 50%
RR: 80%
GR: 40/70
Attacks: Swing (90%, 3 AP, D:1d20, none)
Centaurs are an entirely different animal. There are rumors that someone with access to an old
government breeding lab made these twisted creatures by mixing human and "alien" DNA
together. Centaurs are light orange with brown patches, and resemble a human torso laying face-
down. They propel themselves on their six legs, each of which resembles a human arm with
stunted fingers. Where the shoulders would normally be, the torso extends upwards almost the
full length of another torso, ending in a head that was obviously once human. Centaurs are
usually bald, and one look at their face indicates that the only thing they share with humans is the
same basic appearance. Their eyes are dull and glazed, and mouths often hang open drooling.
They attack either by biting or beating the target with their front two legs. Centaurs are very rare,
and can usually be found in packs of five or six deep inside caves or other underground places.
They don't always attack, and will sometimes observe adventurers. If they perceive something as
a threat, however, they will singlemindedly attack it until it dies.
Deathclaws
HP: 70
SQ: 10
AP: 10
XP: 800
CC: 9%
AC: 25 DR DT
Normal: 4 40%
Laser: 0 0
Fire: 4 40%
Plasma: 0 0
Explosion: 4 40%
PR: 80%
RR: 60%
GR: 0/40
Attacks: Claw (90%, 3 AP, D:3d8, none)
Originally thought to be mindless monsters, deathclaws are actually an intelligent, upright
walking, mutated lizard. They stand almost 275 cm tall, and have large arms that end in wickedly
sharp claws that give the creatures their name. Their skin is reptilian and ranges in color from
light brown to almost black. Deathclaws have their own language and some have even learned to
imitate human speech in order to communicate with people, although this is more like a parrot's
reproduction rather than actually "speaking." Deathclaws have been known to don large cloaks
and walk among humans, passing for mutants or half-mutants, in order to learn about our society.
There doesn't seem to be any large structure to the deathclaw world, and they prefer to live in
small tribes of 20 to 200.
Deathclaws almost always travel in groups of 10 or more, unless they are scouts, and then they
always travel in pairs. Deathclaws will not immediately attack humans, but many of them have
grown to mistrust people, and rightly so, since it wasn't even clear that deathclaws were
intelligent until recently, and many humans still view them as monsters, if they are aware of the
deathclaw's true nature at all.
Combat Begins
Combat officially begins when one critter or Character decides that enough is enough and s/he/it
attacks someone or something else (sometimes, attacks can be made on inanimate objects such as
doors, and in this case the entire combat procedure is not necessary, unless combat is going on
around the character attempting to break the door down). The critter or character that initiated
combat gets the opportunity to use all of their Action Points (AP) before Sequence is determined.
Wearing Armor
There is another section on the character sheet for armor. Note the Damage Threshold (DT) and
Damage Resistance (DR) for each different type of damage, as well as the base AC (the
character's Agility plus any other bonuses or penalties) and the AC (with the armor). Characters
usually start with only the most basic kinds of armor.
It should be noted that some kinds of armor will add penalties for using certain skills, like Sneak.
Those penalties are listed in the armor’s description.
Helmets are often parts of other larger suits of armor, or can be worn alone (and taken off apart
from a suit of armor). Helmets usually only confer a small bonus to armor class, but will reduce a
chance of a targeted shot to the head resulting in a critical hit by 15%.
Using An Item
If your Character is holding an item in her hand, she can use it in combat, provided it is an item
that's use takes under 10 seconds (GM' discretion).
Healing chems, Geiger counters, and a police whistle are all examples of items a player can use in
combat. Note that an item MUST be in hand to use it; see Before Combat, above. Using an item
takes 3 AP.
Equipping Items
If you run out of ammo for a gun and need to draw another, or if you want to grab that stimpak
out of your pocket, you are Equipping an Item. Equipping Items takes 4 AP for each item
equipped. Therefore, if you trade your hunting rifle in for a SMG and want to grab that healing
chem in the same round, it will take 8 AP total. You can equip any item that is on your person
(your pockets, backpack, and fanny pack count as "on your person").
Taking Items
You can take an item on the ground, in a container, or off the bodies of your enemies. As with
Equipping Items, this costs 4 AP per item, and your character must be standing in the same hex as
the item (or on an adjacent hex if the item is in an immobile container). If you want to grab that
Bozar and the ammo for it, it will take 8 AP.
Reloading
Guns use up ammunition. When your gun is empty, partially empty, or jammed, you can reload it
by spending two Action Points. If you have enough ammo, this will completely fill the clip. If
not, you can place as many bullets as you have in the clip. It's generally a good idea to head into
combat with fully loaded guns, so you aren't prancing around trying to get those rounds in while
the baddies are shooting. Note that a gun can only be loaded with the kind of ammunition it is
supposed to use, and that two different ammunition types - AP and JHP - cannot be combined in
one clip. Note that mortars, artillery pieces, and vehicle weapons other than machine guns take
one full round to reload, using all of a character’s Action Points for that turn.
Using Skills
Sometimes, it becomes necessary to use certain skills in combat. Although the battlefield isn’t
always the best place to try to pick locks or repair a broken computer, there are times when using
your talents are necessary, especially if it means you can escape those crazed cyborg commandos.
Some skills, like Doctor, just take too long to use in combat. The GM should determine if the task
that the character wants to perform can be done in combat (cracking a safe, for example, would
be just a little too time consuming). Then the GM should calculate how many APs, and how many
rounds (if necessary), the action will take. Characters using skills gain no Armor Class bonuses
from Agility or unused AP, so their armor class is limited to what they are wearing when they are
using their skills.
Laying Mines
Devious parties can use mines to their advantage, having one or more members circle behind the
enemy while the rest of the party engages them in combat. The minelayers then set up their
cowardly weapons and clear out while the others drive the enemy into the explosives. It takes 6
AP and a successful roll against Traps to lay a mine in Combat. For more information on
minelaying, see Mines in Life in the Wastes, below.
Defending
Sometimes, discretion is the better part of valor. If a character has some (or all) AP left and
doesn’t want to do anything else, they can defend. The leftover AP are then added to that
character’s Armor Class.
Attacking
The backbone of any combat is attack; doing to others before they do unto you. Attacks take
varying amounts of AP depending on what kind of attack it is. Unarmed and melee attacks must
be made on a target in an adjacent hex (in some rare cases, a melee attack with a 2-hex range may
be made). Ranged attacks, such as thrown weapons and guns, may be made so long as the target
is in range and there is a clear or semi-clear line of sight. You cannot attack someone behind a
wall or other complete cover. The GM (and common sense) ultimately determine what "complete
cover" is. Attacks may only be announced if the character has enough AP to cover the action.
Those AP are deducted immediately.
There are three kinds of attacks, besides the normal HtH and Ranged: a Normal (Single) Attack, a
Targeted Attack, and a Burst Attack. Some weapons, like Assault Rifles, SMGs, and others can do
all three. Single-shot and melee weapons can only make a normal Single attack or a Targeted
Attack.
Some weapons such as Rocket Launchers and Flamethrowers cannot make Targeted attacks (they
are just too bulky and unpredictable to snipe with). Some weapons, such as miniguns, can only
fire in Burst mode. The options for attack will be listed on the weapon's description.
Burst Mode
Burst Mode is interchangeable with the military or police definition of a three-round burst (3
shots) AND fully-automatic fire (holding the trigger down and spraying that deranged nuke pooch
for all you’re worth).
Burst mode is assumed to be the number of shots a weapon can fire in fully automatic mode in
one round of combat; the minimum number of shots in a burst is three (a quick squeeze of the
trigger), and the maximum number of shots in a burst is given in the weapon descriptions. This
number represents the maximum number of shots an automatic weapon can fire per round,
depending on its ROF (rate of fire). Some weapons, like miniguns, can burn through a lot more
ammo than older assault rifles; thus, they can fire more shots. Note that characters with lots of
Action Points might be able to squeeze off just a little bit more (in other words, a second “burst”)
than characters lacking that attribute. For information about rolling attacks in Burst Mode, see
Burst Mode and Cone of Fire in Determining and Rolling Against To Hit, below.
Base Chance
First, the base chance To Hit is the attacker's skill in the particular weapon he is using - Unarmed
for fists, feet, and “unarmed weapons” like brass knuckles; Melee Weapons for things like knives
and sledgehammers; Small Guns for pistols, rifles, and SMGs; Big Guns for rocket launchers,
flamethrowers, and the like; and Energy Weapons for lasers and other fun toys. Remember to
deduct 10% from the base chance if the weapon has 8 or more condition boxes filled.
Range Modifiers
The first modifier to hit is Range. The table below lists effective range for perception (substitute
Strength on this table for throwing weapons as well):
Range Table
PE Range in Hexes (Meters)
1 1
2 3
3 5
4 7
5 9
6 11
7 13
8 15
9 17
10 19
And so on..
The range based on Perception, on the table above, is added to the range of the weapon. For every
hex beyond the combined range between the attacker and the target, deduct 3% from the to-hit
roll.
Also, when attempting a double-shot with a shotgun, the weapon’s effective range drops by 3
hexes. For more information, see Double Shot Weapons, below.
Light Modifiers
The second modifier to to-hit is the light level. The table below lists various lighting conditions
and their effects:
Lighting Table
0%: A sunny cloudless day; a well-lit building (office building or supermarket)
-5%: Light Clouds
-10%: Medium Clouds
-15%: Heavy Clouds
-20%: A Medium-lit building (well lit basement, smoky bar)
-30%: Light Rain or Dust
-40%: Medium Rain or Dust
-50%: Bad Light Indoors (Near a Cave Entrance, In a Dance Club)
-60%: Heavy Rain or Dust
-80%: Downpour / Dust Storm; In a cave with a flare or torch
-150%: Blizzard / Hurricane / Tornado
-200%: Total Cave Darkness (In a Cave with no light at all)
Cover Modifiers
The fourth modifier is cover. Generally, this deduction is based on how much of the
person's/critter's body is concealed by the cover. For instance, if there is a crate between Harry
and the scav he is trying to take out, and that crate conceals the scav's legs up to the knees, about
15% of the scav's body is concealed, so the attack will suffer a -15% penalty. Notice that cover
does not come into play in unarmed and melee attacks, because there can be nothing between the
attacker and the target to make these attacks in the first place!
Targeted Shots
The sixth modifier is only for targeted shots. Shots may be targeted in 8 different areas: The Head
or a like area, the Eyes or a like area, The Torso (main body), The Groin or like area, the Arms,
and the Legs. A robot that doesn't have legs may be targeted in the motivator apparatus, and an
alien with no visible groin could be targeted in the tail. Targeted shots have an increased chance
of dealing a critical hit to the area targeted, either crippling in the case of limbs, causing blindness
in the case of an eye, or causing extra damage. Targeted shots can be very, very nice. See Attack
Step Three: Roll for Criticals below.
The Formula
Once all the modifiers are determined, follow the formula:
Base minus Range minus Light minus Armor minus Cover minus or plus Extra bonus' (or minus
penalties) minus Targeted Shot (if applicable).
********
H*********
********
Note about aiming at targets in a cone of fire: the character can ONLY fire in Burst Mode at the
nearest object in any specific cone of fire. That means that Harry cannot try to shoot a bandit 6
hexes away while Horath the Doctor is standing in the cone of fire 3 hexes from Harry; if Harry
still felt the need to make the shot, he needs to roll To-Hit against Horath, not the bandit, and then
the bandit will get any stray shots (assuming there is no one ELSE in Harry’s way).
Double-Shot Weapons
Some shotguns are double-shot weapons. This means that they have two barrels, with two shells,
and two triggers that can be fired either simultaneously or independently. If a shotgun is
discharged in a double-shot, only one to-hit roll needs to be made; both shots are going the same
place. However, two damage rolls should be made. See Attack Step Two: Damage below.
When attempting to unload both barrels of a shotgun, the sheer force exerted by the blast will
cause the weapon to become much more unwieldy. Making a double-shot reduces the range of the
shotgun by 3 hexes. See Range Modifiers, above.
GMs are encouraged to make up other Critical Failures. These are just examples.
Damage Formula
(Initial Damage - Threshold) - ((ID - DT) X DR, round down). The player rolls the damage
necessary (one roll per bullet in a burst attack) and then applies it to the formula above. If that
seems confusing, let's rejoin our friends in the cave.
Grenades - There are two different ways to lob a grenade at your enemy: throw it or shoot it.
Either way, the grenade does a certain amount of damage, depending on what type of explosive it
is. Most grenades have concussion damage, and others have fragmentation damage. These effects
will be noted with the grenade type in the Ammunition section.
Mortars - Mortars are small, personal artillery pieces. They shoot a variety of different
projectiles, and have a much longer ranger than grenade launchers. Like grenades, different
mortars will have different damage effects, noted by with the mortar type in the Ammunition
section.
Rockets - Rockets are fired either from portable or semi-portable rocket launchers, or from tanks.
Rockets act much like grenades and mortars, except that they are self-powered and have a longer
effective range. There are a variety of rocket types, and their damage effects are noted in the
Ammunition section.
Mines - Like grenades, mortars, and rockets, mines cause explosions that have concussion effects
as well as blast damage. Sometimes, mines spew pieces of shrapnel as well. The amount of
damage that each mine does is listed next to that mine in the Equipment section.
Gas - Gas weapons spread a damaging cloud of toxicity over a large area, subjecting every
biological thing in the cloud to the potential for harm. Different gas weapons describe the size of
the cloud and the effects of the gas, and whether or not the gas damages from inhalation or
contact.
Electricity - Any character hit with an electrical shock must make a roll against Endurance
(sometimes with modifiers, if the source was strong enough). Failure means the character is
knocked unconscious for 1d10 rounds. Shocking!
Flamethrowers - Although flamethrowers aren’t the most widely used weapons in the wastes,
they can be one of the deadliest in the right hands. When someone uses a flamethrower, it acts
much like a thrown knife or grenade - even if it doesn’t hit, it has to end up somewhere. The GM
should decide, based on how close the to hit roll was, just how close to the target the flame burst
hit. The GM should then draw a line between the user and the hex where the flames hit;
everything in the connecting hexes suffers the full effects of the firestream. Note that
flamethrowers, like other non-conventional weapons, can be adapted to shoot things other than
fire. These things are generally very, very unpleasant.
Healing
There are two ways to heal a character: naturally, through time, and quickly, through the use of
skills, chems, and clinics. Characters naturally heal a certain amount of hit points per day (see
Healing Rate, above). When resting, they heal hit points equal to their Healing Rate every 6
hours. When active, they heal hit points equal to their healing rate every 24 hours.
Some chems heal a character quickly. A character should beware, however, because some healing
chems carry the risk of addiction with them. In addition, doctors can patch up lost hit points, but
be prepared to pay. The First Aid and Doctor skills offer alternatives to the slow rate of healing
and high prices charged at clinics. The First Aid skill can only be used three times in a 24 hour
period, successfully or not. Each use of First Aid heals 1d10 hit points, if successful. Each use
also takes 1d10 minutes to perform. Doctor skill works in much the same way. Doctor skill can
heal 2d10 hit points if successful, but can only be used twice in the same day. In addition, a
character can use the Doctor skill to heal crippled limbs (See Crippled Limbs and Blindness,
above). Using the Doctor skill takes 1 hour. If the First Aid or Doctor skills are used in combat to
attempt to revive a fallen comrade (see Combat, above), that use counts towards the total daily
uses of that skill.
Robot Healing
As noted above, robots do not heal in the same way that living creatures do. Healing chems have
no effect on them, and they do not heal naturally. In addition, the use of First Aid and Doctor
skills on a robot is useless. Robots can, however, recover lost hit points by applying the Science
and Repair skills in the same way that flesh-and-blood creatures are healed by First Aid and
Doctor. Science will heal 1d10 hit points in 1d10 minutes, and can only be used on a robot 3
times in a 24 hour period. The Repair skill can repair a broken limb or destroyed sensor array, or
to recover 2d10 hit points, but can only be used twice in a 24 hour period and takes 1 hour to use.
Unless the robot is blinded, it can perform these healing operations on itself.
Poison Damage
Poison works a little bit like fire. If a character comes into contact with a poisonous object, such
as a poison dart or a scorpion's tail, they make a roll against poison resistance. If that roll fails,
they are poisoned. Each additional failure against a poison attack results in another level of
poisoning.
Different poisons do different things. Most only cause 1-2 points of damage per hour, or per
round, although some result in death in a certain amount of time and others will lower stats
temporarily.
For each level of poisoning, the poison stays in the character's bloodstream for a certain amount
of time, indicated on the chart below. If a scorpion stings a character three times, the character
will be poisoned for three days. There are, of course, poison antidotes. If a character fights a
poison off naturally (without the use of an antidote or a doctor), the antibodies he or she builds up
add a +2% to their Poison Resistance. Note that if a poison lowers statistics, racial minimums are
not taken into account; sickness can weaken even the strongest mutant.
Gas Damage
Ever since its invention at the beginning of the First World War, chemical warfare has become a
standard, and horrific, aspect of battle. A gas mask or certain kinds of armor will lessen the effects
of gas attacks, but if a character is caught unaware, she is subject to the gas’ terrible poisons. The
effects vary from chemical to chemical, and the radius of the gas cloud is given in the weapon’s
description. It is usually a good idea to run out of the effects of the cloud immediately; the lasting
effects of the gas continue from the round in which the gas disperses, if the character is still
standing in the cloud. Some armors protect against gas attacks with built-in respirators and filters.
As previously noted, there are two kinds of gas: the kind you inhale and the kind that hurts you
just by skin contact. The stats for each kind of armor will explain what kind of resistance each
suit gives against the two kinds of gas. Sometimes an item, such as a gas mask, will give the user
a degree of resistance against one kind of gas or another.
Radiation Damage
Radiation is one of the most horrifying realities of the postnuclear world. There will always be a
certain degree of background radiation since the bombs went off, and a little bit of radiation
encourages mutations in animals, some of which happen to be useful, at least evolutionarily
speaking. Humans, however, weren't really designed to handle high amounts of radiation (ghouls
and super-mutants are exceptions, of course). Not every source of radiation poisoning is
immediately obvious; a character could just as easily accumulate rads camping in a highly
radiated area for a few nights as they could walking through a blast crater.
Radiation levels are measured in rads, a standard unit that measures how many radioactive
particles enter the bloodstream. Around 1000 rads is considered lethal. The problem with
radiation is that it doesn't leave the body for a long time - around 10 rads in 24 hours - and
radiation sources put out hundreds of rads per day. A few rads won't hurt you - in fact, household
smoke detectors contain Americanium, a radioactive isotope. A person can take about 6 or 7 rads
a day without feeling the side effects. Radiation is treatable only at qualified medical institutions
and with certain kinds of drugs. Radiation resistance measures how much radiation doesn't enter
the bloodstream (in a percentage of total rads). Of course, a character doesn't necessarily know
how many rads he or she has accumulated, unless they own a Geiger counter. That's up to the GM
to keep track of.
This table is unpleasant, but so are the results of nuclear war. 24 hours after each level of
radiation poisoning, the following effects occur:
Rads Effects
100: Character begins to feel weak and achy. Skin itches slightly. A sunburnlike rash appears.
400: Character feels weaker. Muscles and joints hurt. The skin itches and small, open sores begin
to develop. Some hair begins to fall out. Normal humans generally cannot reproduce (or have
very mutated children) at about this level of radiation poisoning.
600: Character begins to vomit and experience diarrhea. Joints and muscles still hurt, but that's
the least of their problems at this point. Open sores cover the skin, and hair falls out in large
clumps. They develop a nice glow at night.
800: Character vomits blood, as well as experiences bloody diarrhea. Hair is gone at this point.
The skin begins to get soft, and hangs off in places. Death will occur in 72 hours after
experiencing this amount of radiation poisoning, unless treated.
1000: Forget the 24 hour time limit; this level of radiation poisoning causes unconsciousness a
few minutes after exposure. A few minutes after that, the character's body begins to shut down.
One only experiences this level of radiation after long-untreated poisoning and continued
adventuring, or if they decide to prowl around ground-zero without some protection.
Death
Death, that unavoidable final chapter to existence on Earth. Death comes in many forms: old age,
car wrecks, and that random passing asteroid. In the Fallout universe, however, characters face
the possibility of death every day. That's what makes it an exciting place, right? Sometimes, no
matter how well a character plans, he or she ends up dead. Death is generally a one-way street;
dead characters cannot come back to life. When I included that "generally," I intentionally left
room open for a myriad of possibilities. After all, the wastes are a big, strange place.
When a character dies, it is considered customary to write "DEAD" in big, black letters across
their character sheet. It may be prudent to have a couple of level one characters ready to go in
case something like this happens. Meeting a new party member is only a random encounter away.
Targeted attacks that make a critical hit generally cripple the area hit. Shots to the eyes cause
blindness, shots to the legs or arms cause those areas to become crippled (see Damage: Special
Damage for details on crippled limbs). Targeted Shots to the head that become critical instantly
deal two times the damage, and Targeted Shots to the eyes that become critical deal three times
the damage. Ouch. A Targeted Shot to the groin that results in a critical hit deals twice the damage
and renders the target unconscious.
HEAD
Roll Damage Multiplier Critical Success Effect Secondary Effect
0-20 2 - -
21-45 2 Ignore Armor EN Roll or Knocked Down
46-70 2.5 Ignore Armor Knocked Down
71-90 3 Knocked Unconscious -
91-100 3 Instant Death -
LEFT ARM
Roll Damage Multiplier Critical Success Effect Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 Ignore Armor EN Roll or Left Arm Crippled
71-90 2 Ignore Armor Left Arm Crippled
91-100 2.5 Knocked Down Left Arm Crippled
RIGHT ARM
Roll Damage Multiplier Critical Success Effect Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 Ignore Armor EN Roll or Right Arm Crippled
71-90 2 Ignore Armor Right Arm Crippled
91-100 2.5 Knocked Down Right Arm Crippled
TORSO
Roll Damage Multiplier Critical Success Effect Secondary Effect
0-20 1.5 - -
21-45 2 - -
46-70 2.5 Ignore Armor EN Roll or Knocked Down
71-90 3 Ignores Armor Knocked Down
91-100 4 Instant Death -
101+
RIGHT LEG
Roll Damage Multiplier Critical Success Effect Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 Ignore Armor EN Roll or Right leg Crippled
71-90 2 Ignore Armor Right leg Crippled
91-100 2.5 Knocked Down Right leg Crippled
LEFT LEG
Roll Damage Multiplier Critical Success Effect Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 Ignore Armor EN Roll or Left leg Crippled
71-90 2 Ignore Armor EN Roll or Left leg Crippled
91-100 2.5 Knocked Down Left leg Crippled
EYES
Roll Damage Multiplier Critical Success Effect Secondary Effect
0-20 2 - -
21-45 2 Ignore Armor LK Roll or Blinded
46-70 3 Ignore Armor Blinded
71-90 4 Knocked Unconscious Blinded
91-100 5 Instant Death -
GROIN
Roll Damage Multiplier Critical Success Effect Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 Ignore Armor EN Roll or Knocked Down
71-90 2 Knocked Down EN Roll or Knocked
Unconscious
91-100 3 Knocked Unconscious -
UNCALLED
Roll Damage Multiplier Critical Success Effect Secondary Effect
0-20 1.5 - -
21-45 2 - -
46-70 2 Ignore Armor EN Roll or Knocked Down
71-90 2.5 Ignore Armor Knocked Down
91-100 3 Knocked Down EN Roll or Knocked
Unconscious
Vehicle Combat
Vehicle combat occurs much the same way that regular combat occurs. Each individual character
sequences as usual. Combat while on a vehicle can be a particularly exciting aspect of
roleplaying, especially if combat occurs at the climax of a story - you are rescuing the mayor’s
daughter from the clutches of evil bikers and they are chasing you down, for example.
Vehicle Damage
Like everything else in the Fallout universe, vehicles take damage. Vehicles are divided into five
separate “systems” or areas that all have a certain number of hit points and a damage resistance
(vehicles do not have a damage threshold). In addition, each vehicle has an Armor Class to help
them avoid taking damage, and any to hit roll against a vehicle suffers an automatic -10% penalty
because the vehicle is in motion - it’s simply harder to hit a moving target. The five “systems” on
a vehicle are universal, although they may be named different things on different vehicles.
Obviously, they will differ greatly in some cases and be indistinguishable in others. The vehicle
sheet included at the back of the book has a rough diagram of a vehicle, broken down into the five
systems with room to display the different hit points and damage resistance for each one. The
descriptions in the Vehicles section of the book break each vehicle’s system down in the
appropriate numbers. The five vehicle systems are - generally - Structure, Engine, Control
System, Drive System, and Treads/Tires. Again, these may differ for different kinds of vehicles,
like aircraft and boats. The necessary changes will be noted in the vehicle’s description. Note that
the Treads/Tires category is split up into two, three, or four separate “subsystems,” one for each
tread or tire, that all take damage separately.
EMP Attacks
One of the most devastating attacks made against vehicles are EMP attacks, because many parts
of a vehicle are electronically controlled. It should be noted, however, that EMP attacks have no
effect on a vehicle system that is not electronic, like the treads or the structure. An EMP mine can,
however, utterly destroy a vehicle’s drive, control, and engine systems in a split second. Such is
the risk of driving in the wastes.
Rounds
Rounds in vehicle combat proceed just like regular combat rounds, with characters deciding what
to do based on sequence. The difference is that the characters may be in vehicles, and vehicles
behave a little differently than the normal, solid ground. For one thing, ranges are static, changing
every round, and the characters are all at the mercy of the driver.
Passengers in the vehicle can all attack as normal, but will receive a -10% penalty to all to-hit
rolls because they are in a moving car (or truck, or whatever). There are some kinds of weapons
that cannot be used in all vehicles, mostly Big Guns and Energy Weapons that are simply too
bulky to fire inside of a small car or buggy. The GM can ultimately use his or her discretion to
allow different types of weapons; if the party is on top of a train or a semi-truck, then using a
heavy machinegun wouldn’t be a problem. If they are stuck in the back of a tiny little sports car, it
would be a big problem.
During the driver’s turn in combat, she announces what actions she intends to take that round;
this is how the GM can determine trajectory, speed, and so forth. The driver must announce at
what speed they intend to drive, and the approximate path they wish to take. For more details on
specific vehicle actions like sharp turns, rapid braking, and rapid acceleration, see Vehicle
Movement and Speed, below. Driving does not take AP, and the driver can attack, but suffers
penalties to both the Pilot Roll (see below) and his or her to-hit (see Driver Actions, below).
Pilot Roll
At the end of each round of vehicle combat, the driver of each vehicle must roll vs. his or her
Pilot skill. A successful roll means that the driver has kept her cool and combat can proceed as
normal. A failed roll means that the driver couldn’t maintain control of the vehicle, and the
vehicle either crashes or rolls over, and everyone inside is subject to crash damage and other
results of impact (see below).
There are many modifiers to the Pilot roll, based on what the driver was doing in combat as well
as terrain, light, and other factors. For a complete list of these modifiers, see Driving Actions,
below.
Driving Actions
There are many different things a driver can do during combat. For roleplaying purposes, it might
be a good idea to remember that if all the party members are shouting at the driver, the driver
might be more apt to make a mistake. Not unlike real life, when everyone in the car is shouting at
the driver and making lots of noise.
Accelerate
Put the pedal to the metal! If the vehicle isn’t already going at top speed, then the driver can make
it go as fast as she wants - up to the top speed, of course. The vehicle’s acceleration lists how
long, in rounds (10 second increments), it takes to reach maximum speed from a standstill. Use
this as a rough guide; if the vehicle’s maximum speed is 100 KPH, and the vehicle is traveling at
40 KPH, and it takes 2 rounds for the vehicle to reach top speed from a stand still, then it would
take about 1 round to reach maximum speed. Note that vehicles with sails do not accelerate as
normal.
Brake
Slow down, buddy, there are pedestrians here! Braking is the opposite of acceleration: slowing
down. Each vehicle’s statistics gives a braking rate in rounds: how much speed a vehicle can
loose in 1 round of combat, based mostly on size and mass. Braking can be quite dangerous,
however: see Pilot Roll Modifiers, below. Note that vehicles with sails and aircraft cannot
necessarily come to a complete stop. See Sea Combat and Air Combat, below.
Turn
Driving would be boring if it was always on a straight line. Vehicle combat would be boring if
there weren’t wild turns around sharp corners in bombed-out cities, too. Each vehicle’s statistics
give a Turning Radius, which is how many meters (hexes) it takes for the vehicle to make a 90-
degree turn. Note that the Turning Radius number is given in a straight line, but the turn actually
takes place in an arc, or ¼ of a circle.
The first column of “hexes” represents the actual Turning Radius number, which if you complete
the circle in the 90-degree turn represented in the second column would be the distance from the
center of the circle to the outside (the circle’s radius). This should be taken into consideration
when figuring distance traveled in one round. See Movement at the End of the Round, below.
Note that turning, especially at high speeds, can be quite dangerous to all but the most
experienced drivers.
Attacking
The driver can also use weapons in combat, like normal. She will suffer penalties to the Pilot
Roll, however (see the table below) and suffers a flat 25% penalty to her to-hit rolls, no matter
what type of weapon is used. It’s difficult to drive and shoot at the same time!
Nudging
Here’s the fun part of driving a car - tapping the other guy so he spins out and crashes.
Unfortunately, you can guarantee that he probably has the same idea. When two vehicles nudge in
combat, both drivers need to make a roll against Pilot (this is a separate roll from the roll against
Pilot at the end of the combat round). For every 10 KPH the vehicle is traveling, the driver gets a
-5% penalty to the roll (nudging is based primarily on speed). If either driver fails, the vehicle
they were controlling crashes. See Crashing, below.
Crashing: Damage
If a driver fails a Pilot roll, then the vehicle has crashed. For every 10 KPH the vehicle was
traveling, each character inside must roll a 1d10 for damage, rounded down to the lowest 10 (39
would become 30, or 3d10). If a vehicle hit a tree at 23 KPH, then everyone inside would have to
roll 2d10 and take damage. For an air crash, this could easily be a lot of damage (the GM should
determine about how fast the aircraft dropped to the ground like a rock). The vehicle is also
subject to the same damage roll as the passengers, losing that amount of hit points, distributed
throughout the five systems. Crashing should probably be avoided, if possible.
Remember that sea vehicles do not crash, and are therefore not subject to crash damage. They
will overturn, however, and everyone will be forced to start swimming. For details on swimming,
see Swimming under Life in the Wastes, below. The GM can determine if the craft will go to
Davy Jones’ locker or float long enough for the characters to turn it over and get back into the
action. Remember that anything not tied down and buoyant tends to sink in water - like guns, big
metal armors, and so forth.
Terrain Modifiers
Land
Situation Roll Modifier
Unbroken Road (Intact highway, new streets) +30%
Broken Road (Road with potholes, heavily traveled dirt roads) +15%
Bad road (Heavily damaged road, unmaintained dirt trails) +0%
Open field (grassland, desert, dry area with few rocks) +0%
Field with scrub, streets with debris, open hills -5%
Fields with obstacles, wet streets, hills with scrub -10%
Light forest, wet open fields, hills with obstacles -20%
Muddy ground -25%
Drenched ground, wet sand -30%
Sea
Situation Roll Modifier
Calm seas +20%
Gentle waves +0%
Rolling waves -5%
Big waves -15%
Stormy waves -25%
Hurricane waves -50%
Air
Situation Roll Modifier
Calm weather, no wind +0%
Gentle breeze -5%
Gusty winds -10%
Strong winds -20%
Stormy winds -40%
Action Modifiers
Traveling at a speed < ½ vehicle’s top speed -0%
Traveling at a speed > ½ vehicle’s top speed -10%
More than doubling current speed by accelerating -10%
More than halving current speed by braking -15%
Turning for every 10 KPH Currently traveling -10%
Driver Attempting to Attack -20%