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Action Points and Test Mechanics Guide

The document provides information and examples about group tests, test assistance, test difficulty, opposed tests, action points, major and minor actions, luck, recovering fatigue, and survival rating in a tabletop roleplaying game.

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Marcus Petri
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100% found this document useful (5 votes)
1K views7 pages

Action Points and Test Mechanics Guide

The document provides information and examples about group tests, test assistance, test difficulty, opposed tests, action points, major and minor actions, luck, recovering fatigue, and survival rating in a tabletop roleplaying game.

Uploaded by

Marcus Petri
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GROUP TESTS pg 17

Select a leader who rolls as usual (can buy up to 3d20 with AP). Then, each player rolls TESTS & ACTIONS
1d20 based on their own SPECIAL+skill. As long as the leader rolled at least 1 success,
everyone adds theirs to the pool. If enough success results are generated, the group TEST DIFFICULTY DIFFICULTY
passes test. All players can gain crits or complications as usual. EXAMPLES INCREASE pg 314
TEST ASSISTANCE pg 16 COMPLICATION RANGE pg 14 PC is Starving +1 to STR tests difficulty
Describe how you intend to help and The GM will set a 1 20 Normal Dim lighting or darkness +1 to PER tests difficulty
SPECIAL+Skill for your assist action. Add your amount of 2 19-20 Risky PC lacks proper clothing +1 to END tests difficulty
successes to the primary roller's result count. You can only add
3 18-20 Perilous NPC dislikes the PC +1 to CHA tests difficulty
successes if the primary rolled at least 1 success of their own.
You can score crits & complications while assisting, but your 4 17-20 Precarious PC faces a conundrum +1 to INT tests difficulty
d20 does not count toward the limit of 5. 5 16-20 Treacherous PC is in a rad storm +1 to AGI tests difficulty

TEST DIFFICULTY EXAMPLES pg 14 DISTANCE AND RANGES pg 37


0 Gathering rumors, searching an abandoned room Reach: Objects & characters are within arm’s length of your
1 Shooting a target at close range, picking a simple lock character. You can interact with objects and make melee
2 Breaking down a reinforced door, treating an injury attacks within your reach. Being in reach of an enemy is
disruptive to ranged attacks and tests, adding +2 to the DC of
3 Identifying unknown poison, deactivating robot from behind any test that isn’t a melee attack.
4 Hacking complex computer, disarming landmine
5 Convincing an enemy to stand down, shooting a target during a stormy night. Close Range: Represents any distance within the zone
you’re in—a distance of 0 zones.
OPPOSED TESTS pg 17
When another character opposes you in a skill test, they roll their d20 dice after buying Medium: Is any distance to something in the zone adjacent to
any extras. The number of successes they generate becomes your difficulty. your current zone. Medium range is a distance of 1 zone.

If you equal or exceed their successes, you win the opposed test. Any extra successes are Long Range: Represents objects two zones away from your
converted to AP. If you fail, you do not succeed and your opponent gains the difference in current zone. Long range is a distance of 2 zone.
AP. PCs do not generate any AP when doing so against other PCs.
Extreme Range: Represents any objects beyond long range.
ACTION POINTS pg 18 Extreme range is a distance of 3 or more zones.
Buy d20s: Buy bonus d20s for a single test. 1d20=1AP, 2d20=3AP, 3d20=6AP
MAJOR ACTIONS (these can only be taken during combat) pg 14
Obtain Information: Ask the GM a single question about the situation based on your test, there answer may
be vague. (1AP) Make a Skill + SPECIALS test with a Difficulty equal to the target’s
ATTACK
Defense.
Reduce Time: ½ the time it takes for a test to be attempted and resolved. (2AP) Choose 1 Major Action for the NPC. If it requires a test, you
+1 Major Action: 1 additional Major Action. Any Skill test has +1 DC. Only 2 majors/round. (2AP) COMMAND automatically assist using CHA+Speech if a person, CHA+Survival if
+1 Minor Action: 1 additional Minor Action. Only 2 minors/round. (1AP) a creature, INT+Science if robotic.
AGI+Athletics, +1 to defense if passed, +1 defence for every 2AP
Extra damage: Melee/Thrown weapon damage increases +1 per AP spent. (max 3) DEFEND
spent.
Success - Difficulty = Extra AP generated. (Total AP is equal to the number of PCs & GM’s is 6) FIRST AID INT+Medicine, the Difficulty equals the target’s number of Injuries.
Make a 0 Difficulty test with the GM deciding the Skill and SPECIAL
LUCK pg 20 RALLY
to gain AP.
Lucky Find: Spend Luck points to find an important item, your preferred ammo, a small detail, etc. The GM SPRINT Move up to 2 zones, to anywhere within Long range.
can suggest it, veto it, or require multiple Luck points.
Stacked Deck: Spend 1 Luck point before a test to use Luck as the base attribute for the test if your Luck MINOR ACTIONS pg 14
attribute is higher than the standard attribute for the test. AIM You can reroll 1d20 on the 1st attack roll that turn.
Lucky Timing: At the start of a round, or after another character's turn, spend 1 Luck point to take your turn DRAW You draw 1 item on your person or pick up an item within Reach.
Immediately. (You cannot gain 2 turns per round this way) INTERACT Open a door, push a button, etc.
Miss Fortune: Spend 1 Luck point to reroll 1d20 or up to 3 . Each die can only be rerolled once & you Move 1 zone, to any position within Medium range. Or, stand up
MOVE
must use the new result. You can spend multiple Luck points this way. from Prone.
Luck points are only regained at the GM’s discretion if quest milestones are reached or if a new major quest Use a chem on yourself or a willing person within Reach. You
USE CHEM
is begun. Luck points cannot exceed the Luck attribute. must Draw the item first if not in-hand.
RECOVERING FATIGUE pg 190 FATIGUE DEBUFFS pg 190 SURVIVAL RATING
You gain -1 Fatigue at the end of any AP: Generate 1 fewer AP per point of Fatigue, down to 0. A player’s Survival Rating is their base Survival skill.
SURVIVAL
non combat scene if you are free HP: -1 maximum Hit Point per 2 points of Fatigue. This can be improved or bypassed by equipment or
from all Fatigue sources. preparation like campfires and shelter.
(Thirst, Hunger, Sleep Disease) SLEEP pg 192
EXPOSURE pg 192
After 8 hours rested, you become tired.
Sleeping +6 hrs removes all Fatigue Cold 40° F/5° C: Hunger builds at x2 the normal rate, +1
if you are free from all Fatigue After 8 hours tired, you gain 1 Fatigue and become weary.
Fatigue after a number of consecutive hours equal
sources other than the need for After 8 hours weary, you gain 1 Fatigue & become exhausted. to your Survival rating.
sleep. Every 4 hours after being exhausted, you gain 1 Fatigue. Severe Cold 0° F/18° C: +1 Fatigue after a number
of minutes equal to your Survival rating x10.
HUNGER pg 191
Heat 90° F/32° C: Thirst Builds at x2 the normal rate, +1
After 1 hour of being full, you become Sated.
Fatigue after a number of consecutive hours equal to
After 4 hours of being Sated, you become Peckish. your Survival rating. DAMAGE
After 8 hours of being Peckish, you become Hungry. Sever Heat 110° F/43° C:+1 Fatigue after a number of
After 16 hours of being Hungry, you gain 1 Fatigue and become Starving. minutes equal to your Survival rating x10. & INJURY
For every day you are Starving, you gain 1 Fatigue.
HEALING MACHINES pg 34
THIRST pg 191 INJURY RECOVERY DC pg 35 Attempting the First Aid action on a robot, a suit of power
After 1 hour of being Quenched, you become Hydrated. Restful (no strenuous activity all day) 1 armor, or other large machine (like a vehicle) requires an INT +
After 2 hours of being Hydrated, you become Thirsty. Light (only a small amount of activity) 2 Repair test, with a Difficulty of 2. This increases by +1 for
each injury the machine has suffered.
After 4 hours of being Thirsty, you gain 1 Fatigue and become Dehydrated. Moderate (travel, but no combat) 3
Every 8 hours you spend Dehydrated, gain 1 Fatigue. Heavy (travel and combat) 4 Passing the test restores health points
equal to your Repair rating.
DYING pg 32 STABILIZING THE DYING pg 34
When a character is reduced to 0 HP, they suffer an injury to Using the First Aid action, you can attempt to stabilize a dying Outside of combat, an hour’s work on
the location struck, and then fall prone and start dying. character. This requires an INT + Medicine test with a a damaged machine restores HP
difficulty equal to the number of injuries the patient has. equal to twice the repairer’s
If they suffer a critical hit and are reduced to 0 HP, they suffer 2 Repair skill rating.
Success restores the character to 1 HP and they are no longer
injuries: 1 for the critical hit, and 1 for being reduced to 0 HP.
dying.
While they are dying, they are unconscious, cannot recover HP RECOVERING FROM INJURIES pg 35
from the First Aid action, and cannot take any actions. The character remains unconscious and unable to take
actions. If radiation damage has reduced their maximum When you sleep, if you have any injuries (treated or otherwise),
At the start of each of your turns while dying, you must attempt health points to 0, they cannot be stabilized until their make an END + Survival test with a Difficulty of 1.
an END + Survival test, with a difficulty equal to the number of maximum health points are above 0, by healing the radiation
injuries they have and a complication range of 19-20. If you damage. The complication range on this test increases by +1 for each
pass this test, they remain alive, but are still dying. If you fail, injury that has not been treated. If you succeed, you may
you die. If you stabilize the patient, you can spend AP to heal recover from one of those injuries, plus an additional
additional health points. You can heal 1 HP for every AP spent. injury for every 2 AP spent.
If you suffer any damage while dying, you immediately gain You may also spend 1 AP after stabilizing a character to wake
one additional injury, in addition to any injury caused by them from unconsciousness, allowing them to continue to act. The difficulty of this test varies based on how active
another critical hit. you were during the preceding day.

CIPPLED LIMBS pg 32
You are momentarily dazed and lose your normal actions in your next turn (though you may spend AP for extra actions as normal). Further, you cannot see clearly, and increase
HEAD
the difficulty of all tests which rely on vision by +2.

ARM You drop any object held in that hand, and the arm is broken or otherwise unable to move. You cannot perform any actions using that arm—by itself or alongside your other arm.

TORSO You begin bleeding heavily. At the end of each of your subsequent turns, you suffer 2 Physical damage, ignoring all your Damage Resistances.

LEG You fall Prone as your leg gives out under your weight. You can no longer take the Sprint action, and the Move action is now a Major Action for you.
WEAPON QUALITIES pg 90
Accurate If you take Aim Action, spend up to 3 AP to gain + per AP spent on damage. If you do, you cannot spend Ammo for added Damage.
WEAPONS
Target a zone, not a single enemy. This attack has a base Difficulty of 2, adjusted for Range. If successful, deal Damage to everything, if QUALITIES
Blast
failed deal half Damage.
SKILLS pg 44
Close Quarters No Difficulty for using this weapon within reach of target.
Athletics STR
Concealed Unnoticeable unless wielded. Can be found by a Difficulty 2 PER + Survival test.
Barter CHA
Debilitating The Difficulty of treating Injuries from this weapon is increased by +1.
Big Guns END
Ammo spent 10 x normal rate. If you spend 1 Ammo (10) for Damage increase, gain +2 per 10 shot bursts. Max bursts is equal to
Gatling Energy Weap PER
weapon's Fire Rate.
Explosives PER
Inaccurate Cannot benefit from the Aim Action.
Lockpick PER
Mine Becomes a Dangerous Object when primed. Damages anyone who comes within Reach of it (and more, if it has Blast).
Medicine INT
Night Vision When you take the Aim Action, you ignore any Difficulty increases due to Darkness.
Melee Weap STR
Parry Spend 1 AP to add +1 to your Defense against an incoming Melee attack.
Pilot PER
Recon When you take the Aim Action, mark the target aimed at. Next ally to attack it may reroll 1d20 on their attack test.
Repair INT
Reliable During a combat encounter, ignore the first Complication you roll on a test with the weapon.
Science INT
Suppressed An enemy does not notice an attack from this weapon unless hit by it or by passing a Difficulty 2 PER + Survival test.
Small Guns AGI
Thrown (C) ideal Range: Close. Thrown (M) ideal Range: Medium.
Thrown Sneak AGI
Requires AGI + Throwing test.
Two-Handed Requires 2 hands to use. If used in one hand increase Difficulty of test by +2. Speech CHA
Unreliable Increase the Complication Range when attacking with this weapon by +1. Survival END
Throwing AGI
D20 DISEASE DURATION EFFECT pg 193 Unarmed STR
1 Blood Worms 1 Attacks against you inflict +2 damage
2
3
Bone Worms
Buzz Brain
1
4
Attacks that hit your arms or legs inflict +4
INT tests suffer +1 difficulty
damage
DISEASES
4 Dysentery 1 Halves time at each step of thirst track CATCHING A DISEASE & RECOVERING pg 193
5 Fever Claw 1 Your ranged attacks inflict 2 less damage (minimum 1 ) If exposed, make an END + Survival test with a DC equal to
6 Flap Limb 4 STR tests suffer +1 difficulty the number of Exposures. (max 5) If failed, you have contracted
7 Glowing Pustules 1 Whenever you suffer an Injury, anyone within Reach suffers 1 Radiation damage. a disease. (Antibiotics cure all diseases)
8 Heat Flashes 3 END tests suffer +1 difficulty It takes effect at the start of the next day & suffer 1 Fatigue.
9 Jelly Fingers 1 Attempting a ranged attack requires spending 1 AP Suffering from a disease is considered a source of Fatigue.
10 Lock Joint 1 Attempting a melee attack requires spending 1 AP To recover you must make a END + Survival test with a
11 Needle Spin 1 -10 Carry Weight difficulty equal to the disease’s Duration rating.
12 Parasites 1 Halves time at each step of hunger track
DISEASE EXPOSURE pg 193
13 Rad Worms 1 Whenever you suffer Radiation damage, add +2 to the amount suffered
You suffered damage from the claws or bite of a mammal,
14 Shell Shock 3 Whenever you suffer an Injury, lose 1 AP from the group pool (if possible) lizard, or insect creature.
15 Sludge Lung 4 Gain 1 Fatigue; you can only save AP into group pool if there are 3 or fewer AP saved. You drank dirty water
16 Snot Ear 1 PER tests suffer +1 difficulty You ate raw meat
17 Swamp Gas 1 CHA tests suffer +1 difficulty You breathed in noxious or toxic fumes without protection from
18 Swamp Itch 1 AGI tests suffer +1 difficulty a gas mask or similar.
19 The Whoopsies 1 Must spend twice as many Luck points to gain an Effect You were within Reach of an ally or bystander who has a
Whenever you suffer Physical damage, you suffer +1 Physical damage at the start of contagious disease
20 Weeping Sores 3
your next turn, ignoring damage resistance. You slept rough on the ground rather than in a bed.
PRONE MECHANICS pg 25 WEAPON RANGE DIFFICULTY pg 28
If Prone and you attempt to move you must Crawl to move. The Move action becomes a major action and Range
you cannot Sprint.
C M L X COMBAT
Close 0 +1 +2 +3
Enemies at Medium or farther add +1 Difficulty to any attacks against you.
Enemies at Close range reduce the Difficulty of attacks against you by 1, to a minimum of 0.
Medium +1 0 +1 +2
HAGGLING
Long +2 +1 0 +1
While Prone, you may reroll any Cover s you have.
Extreme +3 +2 +1 0
& TRADING
COVER VALUES pg 38 DIFFICULT TERRAIN pg 38
Foliage, Wood 1 Thick mud, loose sand, up stairs 1 AP ITEM PRICES pg 85
Rubble, Ruined Walls, Fencing 2 Swamp, unstable rubble 2 AP Item value when selling is 25% listed value. This can be
Haggle using CHA + BARTER opposed test. If you succeed,
Concrete Walls, Steel Barricades 3 Steep slope, fast-flowing water 3 AP gain 10% discount if buying or 10% price increase if selling.
ENVIRONMENTAL CONDITIONS pg 38 Spending 2 AP gains a total bonus of 20%.
Poor Light/ PER tests that rely on vision and all ranged attacks increase Failure could result in the opposite and complications
Darkness in Difficulty by +1, +2, or +3, depending on light level. could lead to problems with the NPC.
NAVIGATION GM Kit pg 16
PER tests that rely on vision and all ranged attacks increase When making an opposed test with Barter, the
Mist or Fog Clear Trail +1 DC merchant generates one automatic success in
in Difficulty by +1 when the target is at Medium or further.
Large Landmarks +2 DC addition to any they roll.
The DC for Ranged Energy Weapon attacks, & Survival tests,
Rain Small Landmarks +3 DC
increase by +1 or +2, depending on how heavy the rain is. Rarity pg 85

Radstorm
Unsheltered creatures take 2 radiation at the start of each Known Direction +4 DC Rarity is determined by the location. EXPLORATION
of their turns. Gut Feeling +5 DC Sometimes GM may require availability test.

TRAPS TRIGGERED BY TEST DAMAGE pg 39 Roll a number of {} equal to your LUCK. The
number of effects generated is the maximum
Close proximity AGI+Athletic 6 Physical damage to anyone in the available rarity under that vendor.
Frag Mine
(entering within Reach) DC 2 zone
Flammable Weapon fire, Energy Weapon AGI+Athletic TRADER INVENTORY pg 396
4 Persistent Energy damage
Gas complication (A spark) DC 2 6d20 caps on their person for trade with
Grenade Tripwire PER+Survival 6 Physical damage to everyone in the Rarity being determined by the GM.
Bouquet (action, entering a zone) DC 2 zone OBSTACLES pg 38
Shotgun Pressure plate AGI+Athletic Up to waist-height /short jump 1 AP
6 Vicious Physical damage
Trap (action, entering a zone) DC 2
Up to chest-height /short jump with
2 AP
Sentry Turret sensors PER+Survival Turret acts on its initiative score, run-up
Turret (action, entering a zone) DC 3 attacking the nearest target each turn. Taller than you/long jump 3 AP

HAZARDS pg 39 SPEED / OPEN TERRAIN NORMAL SPEED ROUGH TERRAIN HARD TERRAIN
Falling debris 3 Physical damage AGI MPH YARDS/MIN MPH YARDS/MIN MPH YARDS/MIN MPH YARDS/MIN
Falling 3 Stun Physical damage per zone
4-5 3 90 2 60 1½ 45 1 30
Open flame 2 Energy damage
6-8 4½ 135 3 90 2¼ 68 1½ 45
Raging fire 3 Persistent Energy damage
9+ 6 180 4 120 3 90 2 60
Electrical discharge 3 Stun Energy damage
Toxic chemical (spill) 2 Poison damage Navigation AP GM toolkit pg 17
Toxic chemicals (immersed) 3 Persistent Poison damage Making good progress 2 You complete the journey in ½ the time. (or this part of the journey)
Irradiated water 2 Persistent Radiation damage Uneventful 1+ 1 {} rolled to determine if a random encounter occurs may be ignored.
Irradiated air 2 Piercing Radiation damage Discovery 2 You find something a little way off the path which could be useful or valuable. (GM picks)
Close proximity to radioactive Guidance 2 The next test to navigate you make reduces the difficulty by 1 (minimum 0).
5 Radiation damage
waste or materials Ideal Place to Stop 2 You find an area which provides decent shelter, visibility, or both, perfect for camping.
DAMAGE EFFECTS pg 88 MODDING EQUIPMENT pg 87
The attack may hit one additional target within Close range of the To install a mod you must have: MODIFYING
Burst primary target for each Effect rolled. Each additional target costs 1 1) The mod you wish to install, and the item you’re installing it on.
additional shot from the weapon. 2) The proper tools and facilities to perform the work, such as
workbenches.
EQUIPMENT
For each Effect rolled, reduce the # of Cover Dice a piece of cover
Breaking
provides by 1, permanently. If the target is not in cover, instead 3) The proper training (required perks) & CRAFTING
reduce the damage resistance on the location struck by 1, according If you’ve got all those things, then you can get to work. This is a
to the damage type of the weapon. difficulty 1 skill test, using INT + whatever skill is listed in the
If 1+ Effects are rolled, the target suffers damage again at the end of mod’s description, and it takes an hour to complete. If you
their next turn(s), for a # of rounds equal to the # of Effects rolled. succeed, you can spend 2 AP to halve the time taken, while
Persistent They may use a Major action to make a test to stop the damage complications may increase the time by half an hour each.
early; the DC is equal to the # of Effects rolled, the GM determined If you fail, you’ve not managed to install the mod. Further, roll
the test. 1 ; on an Effect, the mod you were trying to install is damaged
Ignore X points of the target’s damage reduction for each Effect in the process, and cannot be used.
Piercing X
rolled, where X is the rating of this damage effect.
CURING ADDICTIONS
For every Effect rolled, the target also suffers 1 point of Radiation
Radioactive To remove an addiction one of these items must be used:
damage.
Radscorpion Egg Omelette, Refreshing Beverage or Addictol.

Spread
For each Effect rolled, your attack inflicts one additional hit on the
target. Each additional hit inflicts half the rolled damage (round There are no other ways to remove addictions and are otherwise ADDICTION
down) and hits a random location even if a specific location was permanent.
targeted for the initial attack
ROLLING ADDICTIONS pg 164
If one or more Effects are rolled, the target loses their normal actions
Stun When you take an addictive chem or drink Alcohol, roll a number of {} equal to the number of doses you’ve
in their next turn.
taken this session. (do this separately for alcohol and Chems) If you roll a number of Effects that equals or
Vicious The attack inflicts +1 damage for each Effect rolled. exceeds that chem’s addiction number, you have become addicted to that chem.
EQUIPMENT MOD SLOTS pg 87 CHEM ADDICTIONS EFFECTS pg 160
Armor can receive 1 Materials mod & 1 Utility mod. Alcohol (1) +1 to the the DC of CHA & AGI tests while not under the effects of an alcohol.
Clothing can only accept 1 mod +1 to the the difficulty of all STR & END tests while not under the effects of Buffout,
Buffout (2)
Ranged Weapons can have multiple mods depending on the weapon. Buffjet, or Bufftats)
Melee Weapons can have multiple mods depending on the weapon. Suffer complications on AGI tests on all rolls of 18 or higher while not under the effects of
Calmex (1)
Robots can have 1 mod per location and up to 3 internal mods within the torso. Calmex.
Daddy-O (1) +1 to the DC of all PER & INT tests whenever not under the effects of Daddy-O.
CRAFTING RECIPES pg 210
+1 to the DC of all CHA & LCK tests whenever you are not under the effects of Day
Recipes are required to create any item Day Tripper (1)
Tripper.
above Common Recipes. Uncommon can be
earned with perks while Rare can only be Fury (1) +1 to the DC of all STR & PER tests whenever you are not under the effects of Fury.
learned from specific individuals. Jet (2) +1 to the DC of all AGI tests whenever you are not under the effects of Jet or Jet Fuel.
CRAFTING COMPLEXITY NEEDED MATERIALS pg 211 +1 to the DC of all AGI tests and suffer +1 additional damage from all physical attacks
Med-X (2)
when not under the effects of Med-X.
1 Common Materials ×2
+1 to the DC of all CHA tests whenever not under the effects of Mentat or one of its
2 Common Materials ×3 Mentat (2)
flavors.
3 Common Materials ×4, Uncommon Materials ×2 Overdrive (1) +1 to the DC of all STR & AGI tests whenever not under the effects of Overdrive.
4 Common Materials ×5, Uncommon Materials ×3 +1 to the DC of all STR tests and suffer +1 damage from all physical attacks whenever
5 Common Materials ×6, Uncommon Materials ×4, Rare Materials ×2 Psycho (2) you are not under the effects of a type of Psycho. ( Psycho, Psycho Jet, Psychobuff, or
Psychotats)
6 Common Materials ×7, Uncommon Materials ×5, Rare Materials ×3
+1 to the DC of AGI tests and you generate 1 fewer AP whenever you succeed at a skill
7+ Common Materials ×8, Uncommon Materials ×6, Rare Materials ×4 Ultra Jet (3) test (minimum 0) whenever not under the effects of Ultra Jet. This addiction is
Repairing broken things require ½ its Complexity in materials and an INT + Repair permanent and cannot be cured.
test with a difficulty equal to the item’s rarity. X-Cell (1) +1 to the DC of all tests by +1 whenever you are not under the effects of X-Cell.
FOOD Ranged Weapons 2D20 MELEE WEAPONS 2D20 ARMOR CLOTHING
Tarberry
2D20
2 Fat Man 2-3 Deathclaw Gauntlet 2 X-01 PA Piece
2D20
2-4 BoS Fatigues
2D20
2
RANDOM
Perfectly Preserved
Pie
3
Missile Launcher
Railway Rifle
4-5
6
Shishkebab 3-4 Power Armor Frame
T-60 Power Armor
5-6 Welder’s Visor 3 TABLES
7-8 BoS Scribe’s Hat 4
Melon (no rads) 4 Sledgehammer 5-6 Piece
Junk Jet 7 BoS Hood 5
Carrot (no rads) 5 Ripper 7-8 Heavy Dog Armor 9-10
Flamer 8 BoS Scribe’s Armor 6
Institute Food 6 Boxing Glove 9-10 Sturdy Combat Armor 11
Plasma Pistol 9-10 BoS of Steel Uniform 7
Sugar Bombs (no Baton 11-12 Heavy Metal Armor 12
7 Institute Laser Rifle Hard Hat 8
rads) Machete 13-14 Raider PA Piece 13
(Long Barrel, 11
Mutfruit (no rads) 8 Standard Stock Walking Cane 15-16 Army Helmet 9
Medium Dog Armor 14
Fancy Lads Snack Syringer 12 Pool Cue 17-18 Lab Coat 10
9 Sturdy Metal Armor 15
Cakes (no rads) Switchblade 19-20 Lab Coat 11
Hunting Rifle 13 Heavy Raider Armor 16
Sweet Roll 10 Board 21-22 Engineer’s Armor 12
Assault Rifle 14
Razorgrain 11
Laser Musket 15 Lead Pipe 23-24
Vault-Tec Armor
Sturdy Raider Armor
17
18
Engineer’s Armor 13 SCAVENGING
Iguana Bits 12 Rolling Pin 25-26 Road Leathers 14-15
Submachine Gun 16 Leather Armor 19
Cram 13
10mm Pistol 17 Pipe Wrench 27-28 Casual Clothing 16-17 FORAGING GM pg 58
Sturdy Raider Armor 20
Carrot 14 Knuckles 29-30 Hides 18-19 1 hour foraging and a PER + Survival
Pipe Bolt Action 18-19 Raider Armor 21
BlamCo Brand Mac
15 Pipe Rifle (Long Tire Iron 31-32 Harness 20-21 test with a DC 1 finds a number of
and Cheese Sturdy Raider Armor 22
Barrel, Standard 20 Sword 33-34
items rolled on its table equal to their
Metal Armor 23 Sack Hood 22-23
Sugar Bombs 16 Stock Survival score, +1 item per AP spent.
Aluminum Baseball Military Fatigues 24-25
Potted Meat 17 Pipe Gun 21 35-36 Light Dog Armor 24 Roll once to determine which item is
Bat
Sturdy Leather Armor 25 Tough Clothing 26-27 found.
Pork ‘n’ Beans 18 Power Fist 37-38
Auto Pipe Gun Combat Armor 26 Heavy Coat 28-29
InstaMash 19 22
(Automatic Receiver) Super Sledge 39-40 FORAGING 1D20
T-45 PA Piece 27 Utility Overalls 30-31
Dandy Boy Apples 20
Pipe Revolver 23 THROWN/EXPLOSIVES 2d20 Heavy Leather Armor 28 Casual Hat 32 Brain Fungu 1-2
Canned Dog Food 21
Pipe Bolt Action Rifle 1 Nuka Grenade 2 Synth Armor 29 Hood or Cowl 33 Carrot 3-4
Fancy Lads Snack
22 (Long Barrel, 24 Corn 5-6
Cakes 1 Pulse Mine 3-4 T-51 PA 30 Vault Jumpsuit 34
Standard Stock
Gum Drops 23
1 Plasma Mine 5-6 Heavy Combat Armor 31-32 Formal Clothing 35-36 Gourd 7-8
Mutfruit 24 10mm Auto Pistol Sturdy Synth Armor 33-34 Formal Hat 37
25 1 Bottlecap Mine 7-9 Melon 9-10
(Automatic Receiver)
Potato Crisps 25 Sturdy Raider Armor 35 Gas Mask 38 Mutfruit 11-13
2+1{} Frag Grenades 10-12
Salisbury Steak 26 Double-Barreled Power Armor Frame 36-37 Cage Armor 39
26 2+1{} Molotovs 13-14 Razorgrain 14-15
Shotgun
Yum-Yum Deviled Heavy Synth Armor 38-40 Hazmat Suit 40
27 2+1{} Javelins 15-19 Silt Bean 16-17
Eggs .44 Pistol 27
4+2 Throwing Knives 20-22 Tato 18-20
Brain Fungus 28 Combat Rifle 28
2+1{} Baseball
Corn 29 Scoped Hunting Rifle 23-27 JUNK pg 208
Grenades
(Long Barrel, Short 29
Gourd 30 Roll 2d20, that is the quantity of junk items you
Scope) 2+1{} Molotovs 28-29
Melon 31
2+1{} Tomahawks 30-32 scavenge.
Combat Shotgun 30
Silt Bean 32 Salvaging junk takes 10 minutes per item & requires
Institute Laser Pistol 31 1 Frag Mine 33-35
Tato 33 an INT + Repair test with a DC of 0. Roll 1 for each:
Laser Pistol 32 1 Plasma Grenade 36-37
InstaMash (no rads) 34 you receive common materials equal to the total rolled.
Minigun 33 1 Pulse Grenade 38-39
You may roll +1 for every AP spent after succeeding.
Salisbury Steak (no
35 Plasma Rifle (Long 1 Nuke Mine 40
rads)
Barrel, Standard 34 BUILDING EXAMPLE TIME
Food Paste 36 Stock) BUILDING STATE pg 196 SIZE pg 196
Noodle Cup 37 Gatling Laser 35
SCAVENGING pg 196
Untouched +0 difficulty TINY Safe, cabinet, trunk 1 min
Corn (no rads) 38 Gauss Rifle 36 Scavenging requires a PER + Party Searched +1 difficulty SMALL Single room, vehicle 10 min
BlamCo Brand Mac Heavy Incinerator 37-39 Survival test, with the Difficulty
39 Mostly Searched +2 difficulty AVERAGE Small shop, multiple rooms 30 min
and Cheese (no rads) determined by the building’s state
Tarberry 40 Gamma Gun 39-40 and time determined by its size. Heavily Searched +3 difficulty LARGE Several homes, large building 2 hrs
1) _________________ 2) _________________ 3) _________________ 4) _________________ 5) _________________

Lvl ____ Lvl ____ Lvl ____ Lvl ____ Lvl ____

TIMED TESTS GM toolkit pg 6 VARIABLE INITIATIVE GM toolkit pg 6


The extended test can be on a timer and exceeding the time limit either makes further progress At the start of a combat encounter, each character
OPTIONAL
impossible or is catastrophic for the quest. You choose how much time the characters have, and
how long each attempted skill test takes. Players can then spend AP to reduce this time, and
rolls {} equal to their Initiative value, and you note
down the totals rolled.
RULES
complications can increase it. EXTENDED TESTS GM toolkit pg 4
If one side or the other has a significant advantage,
As a rule of thumb, the players should have just enough time to complete the extended task equal such as an ambush, then they may add +1 to each Extended test represents a problem that
to the number of breakthroughs. If each skill test takes five minutes, and the players need to of their results for each Effect they roll. requires much greater effort to resolve.
achieve three breakthroughs, then a good time limit is fifteen minutes.
Increasing or reducing this time limit makes it easier or harder for the group. When the results are in and the order has been To track an extended test, pick how
determined, a player can choose to have a lower many “Breakthroughs” it requires and
ODDITIES 3D20 3D20 total than they rolled. assign “health” between 5 and 20 points
for each.
Pre-War Money worth
Regeneration Field 3-4 32
1d20 Caps If a player character and an NPC have the same
AMMO 2D20 After this allow your players to roll a
Pre-War Money worth total, then the player character goes first out of the
5-6 3 4+2{} Bobby Pins 33 2mm EC 6+3 2-4 two & if players tie they choose. 2 + a Skill Rank and subtract it from
5d20 Caps
that Breakthrough’s “health”.
5d20 Caps 7-9 Small Backpack 34 Plasma Cartridge 10+5 5
Stealth Field 10 Torch 35 Missile* 2+1 6 CHEM 2D20 If the score is 5 or more, or the test’s
Recon Sensors 11 Note or Holotape 36 Fusion Core** 1 7 Super Stimpak 2 points reduce to 0, then 1 or more
Diagnosis Mod 12 6+3{} Bobby Pins 37 5mm 12+6 8-9 Calmex 3
breakthroughs are made. If both
reduced by 5 or brought to 0 this counts
Geiger Counter 13 Robot Repair Kit 38 .50 ammo 4+2 10-11 Day Tripper 4 as 2 Breakthroughs.
Doctor’s Bag 14 First Aid Kit 39
Syringer Ammo 4+2 12-13 Addictol 5
Magazine 15 Lantern 40 Damage resistances can be applied to
Gamma Round 4+2 14 Stimpak 6-7
Pre-War Money worth these tests as well depending on the
16 Multi-Tool 41 Flamer Fuel 12+6 15-16 RadAway 8-9
4d20 Cap type of test they are trying to overcome.
4d20 Caps 17 Hacking Module 42 .45 Rounds 9+4 17-18 Psycho 10-11
Container 28 Lockpick Module 43 10mm 8+4 19-20 Med-X 12-13 Players can use action points as normal
on these tests.
Hazard Detection
19 Container, Locked 44
.38 Ammo 10+5 21-22 Daddy-O 14-15 BEVERAGES 2D20
Mod
Flare 2+1 23 Rad-X (diluted) 16-17 Wine 2-3
Radio 20 8+4{} Bobby Pins 45
.308 ammo 6+3 24 Healing Salve 18-19 Whisky 3-5
Lock Pick Set 21 Stealth Boy 46
Holotape Player 22 Deluxe Toolkit 47
Shotgun Shells 6+3 25-26 Dirty Water 20-22 Nuka-Cherry 6-8 MORE RANDOM
Fusion Cell 14+7 27-28 Stimpak (diluted) 23-26 Nuka-Cola 9-11
Large Backpack
Pre-War Money worth
23 Flashlight 48
Railway Spike 6+3 29-30 Buffout 27-28 Bourbon 12-14 TABLES
24 Behavioral Analysis Mod 49
3d20 Caps .44 Magnum 4+2 31-32 Jet 29-30 Beer 15-18 NUKA-COLA 1D20
3d20 Caps 25 Radiation Coils 50 5.56mm 8+4 33-34 Mentats 31-32 Dirty Water 19-23 Empty 1-8
Integral Boiler Mod 26 Sensor Array 51 Missile* 2+1 35 Rad-X 33-34 Purified Water 24-27 1+2 common materials 9-12
1+2{} Signal Flares 27 Key 52-54
Fusion Core** 1 36 Stimpak 35-36 Brahmin Milk 28-30 1 Nuka-Cola 13-15
Pre-War Money worth
28 10+5{} Bobby Pins 55-57 Plasma Cartridge 10+5 37 Antibiotics 37 Rum 31-33 2 Nuka-Cola 16-17
2d20 Cap
2d20 Caps 29 Stimpak Diffuser 58-59 Mini-Nuke** 1+1 38-40 Overdrive 38 Moonshine 34-36 1 Nuka-Cola, 1 Nuka-Cherry 18
2+1{} Bobby Pins 30 Tesla Coil 60 *Scavenger perk receive only +1 Fury 39 Vodka 37-38 2 Nuka-Cola, 1 Nuka-Cherry 19
1d20 Caps 31 **Scavenger perk has no effect X-Cel 40 Wine 39-40 1 Nuka-Cola Quantum 20

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