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Fallout D10 System Based on the Fallout video game series

Version 2.0.1 (Editing in progress)

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Introduction to the Fallout universe War never changes. !

Fallout’s universe is an alternate reality to Earth’s future. Most of the computer

games for Fallout take place around 2250 CE/AD onward. In the year 2077, the Great War between the United States and China resulted in a Nuclear holocaust. The entire planet was devastated. However, Vault-Tec had prepared for this apocalypse by constructing, and selling off tickets, into the Vaults they had underground for the citizens of the United States to survive in. The Vaults were enormous underground fortresses designed to keep the occupants free from the horrors of the nuclear war. However, Vault-Tec had ulterior motives, and created the “Vault Experiment”, often giving Vaults catastrophic design flaws, weaknesses, or a poor selection of survival tools and even inhabitants. Many Vaults thus failed to keep a viable population for future generations. In the nuclear apocalypse, the massive radiation turned many people into ash and dust, where others mutated over time into horrible beasts, such as Ghouls, Super Mutants, and Centaurs. These creatures are often met with horror, encounters with their kind often result in butchery. Survivors existed however, who were not wrecked with radiation, and were not Vault dwellers. These people banded together and formed new groups, tribes, and cities. Groups like the New California Republic, and the Brotherhood of Steel rose up from the ashes of destruction, and carved out territories for their own. Another enigmatic group called the Enclave, a shadow government, also vies for the reforming of the old American nation. Rumors of other groups persist, and rumors of creatures, beyond horror or dreams, await careless wasteland travelers and adventurers. This is where your character exists, in a world changed by a day of fire, forever scarred by a war of the past that wiped clean any signs of order and peace. In the wasteland, justice exists solely by those with power, and those fortunate enough to be aligned with whoever has it. Often, death is swift for the foolish, the wicked, or the brave. In this world, war has not changed. War never changes.

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Table of Contents

Character Creation! The Character Sheet!

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SPECIAL!

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Armor and Clothing!

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Weaponry!

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Skills!

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Perks and Traits!

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Item Requirements!

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Range!

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Weapon Range and Spread Chart!

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Weapon Scopes and Aimed Shots (VATS)!

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Projectile rules !

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Flamers and Incinerators - Flame Throwers!

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Silenced weapons!

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Plasma Weaponry!

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Rockets and Missiles!

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Multiple Projectiles & Thrown Objects!

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Armor & Damage !

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Durability and Weapons!

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Skills and General Skill Checks!

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Weaponry!

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NPC Companions & Group Perks!

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Companions!

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Eye-Bot Duraframe Companion!

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Cyberdogs!

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Character Traits, Perks, and Implants!

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List of Perks!

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Challenge/Gained Perks!

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Implants !

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Special Attack Perks!

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Character Creation Character Creation in the Fallout D10 system follows a very simple formula that is borrowed from the Fallout series (chiefly Fallout 3, and New Vegas). In the games, a character is created by divvying up skill points into attributes, called SPECIAL. These SPECIAL stats effect more distinct aspects of a character or creature. SPECIAL stands for Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These stats effect character aspects like your health (or Hit Points), the amount you can carry in weight, or how aware you are of changes to your environment. It also determines the character’s aptitude with gear, foremost being weaponry. To create a Character in Fallout D10, one must first have a D10, and a percentile D10 (a second D10 will suffice as long as it is distinguishable from the first D10). The foundation of the game’s mechanics rest upon 10s and 100s, however all values are treated as 1 to 0, or 1 to 100 (1 to 100 being 1D%). This can be amended at any time for house rules (some may treat “1” as “10” for example). In this guide, 0 on a D10 is treated as “10,” and 00 on a D% is treated as either tens, or is rolled with a 0 on D10, one hundred. Characters are created first by determining attributes like Name, species or race, age, and appearance of the character. The next phase would be determining SPECIAL stats. SPECIAL stats range between 1 and 10, 10 being the highest. Players allocate permanently a value to SPECIAL stats from a pool of 40 points, with most averaging around 5 in each SPECIAL, with some being higher or lower by a few points. After these are determined, a character can only change SPECIAL by Perks and Traits, wounds, status effects, or wearing or using gear and weaponry. The next phase is determining Traits a character will have. A character can decline to take a Trait, or may choose up to two Traits, but only up to two. After Traits are decided and their effects factored in, players must then go through and apply Derived Statistics to their character. These determine the character’s world skill, in combat and while trekking across the wastes. From the weight limit of being burdened, to how quickly a character will become hungry, these factors largely do not change unless SPECIAL is affected. The final stage is purchasing gear for a character. 5

6 Roll Result

Wealth

The gear that a character can purchase

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Strength

Strength x 500

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Perception

Perception x 500

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Endurance

Endurance x 500

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Charisma

Charisma x 500

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Intelligence

Intelligence x 500

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Agility

Agility x 500

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Luck + Str

Luck + Str x 500

of gear, and may end up with a few

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Luck + Per

Luck + Per x 500

lemons, or a set of fantastic gear to add

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Luck + Cha

Luck + Cha x 500

history to their character. Maybe their

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Luck + Int

Luck + Int x 500

is always going to be gear that an NPC would “drop,” meaning that when purchased, a player buys the “blank” version and then would roll for the true result. This means a player can afford a variety

character’s parents were Brotherhood of

Steel paladins, and earned their parents’ Starting Wealth Table armor and weaponry. Perhaps they recently lost it all, scraping by with shoddy, flimsy gear, threadbare and full of bloody holes from patchwork and survival. Starting gear, in Version 2, is limited to Chest, Legs, Head, Accessory, and Weaponry. The new gear slots that characters can use are covered further in Characters, as well as Items. The Wealth Table above determines the beginning amount of Bottle Caps a character starts the game with. This is considered pre-campaign, and thus, bartering does not apply. The cost of goods is a straight 100% cost, no reduction from the Barter skill applies. Characters may end up with Unique items, or with items ready to fall apart at the seams. The gear purchased that is wearable or usable is based on chance, as far as quality is concerned. Weapons and Armor may end up being of fantastic virtue, however, loot table based rolls do not apply for other gear bought such as bags, food, or chems. A character must be able to move the gear they have bought. If a character has bought so much gear that the individual cannot store, drag, wear, or sling in a bag, they will have to either sell the gear back, or consider it lost, stolen, or maybe just left at their home (if they have one). Characters can always choose to convert remaining wealth into other currencies during the character creation phases. 6

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The Character Sheet The character sheet is divided between sections for different character attributes and descriptors. The top left section has fields for Name, Gender, Age, and more features that physically describe the appearance of a characters. To the right of this field is a combat and condition statistics section. This area is used to aid a player understanding what their abilities are for combat, as well as resistances to damage types and radiation. A critical component in this section is Level and Experience. Levels are gained after enough experience is earned. Characters begin at Level 1. Levels govern the overall skill and experience of a character. This measures a character’s life story, and will ultimately reflect the quality of a character. Levels cap at 50, with Perks taken every second level (the first being Level 2, then 4, 6, 8...), as well as an increase in Skill Points, Health, and other stats increase every level gained. Experience will increase with each action a player performs. From skillfully smiting foes, completing quests, or even picking locks, a player will gain experience points for the Character. Typically, a character levels up for every 1000 experience points x level earned (level 1 to 2 requires 1000 Experience, level 34 to 35 requires 34,000). Karma is used as a type of Speech check modifier. A character has 0 Karma to start off, an inherently neutral character. Karma goes negative for “bad”, and positive for “good.” Karma, when used to modify speech checks, works in place of a D10. Only up to 10 Karma can be applied during a check, but this is a net plus regardless of the positive or negative karma used (if a character has -45 Karma, and uses 5, they are at -50 karma, but the modifier to the check is +5 to that check). Neutral Karma ranges between ±100, with Evil being -101 Karma onward, and Good being +101 Karma onward. Karma, when used, goes further toward Good or Evil, and does not go backwards to “neutral” unless actions are opposing the Karma. See the GM guide for Neutral Karma and limits. If an Evil Karma is used for Good, then that character’s Karma would gravitate towards 0 because of that act. This means by performing actions like Speech Checks, Stealing, or helping someone, a player’s character will gravitate their Karma more negatively, or positively, even if that character is decidedly good or evil. Karma maxes out at ±250.

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Actions like murdering someone in their sleep may garner -100 Karma, as opposed to stopping a murder from happening might award +100 Karma. These values are up to the Game Master. Action Points and their regeneration amount are critical in Combat. Action points are expended and restored, but this restoration is only at the beginning of each turn of combat. Actions points are used to pick locks, reload weapons, walk, crawl, run, jump, climb, and even to speak to others. If a player does not have enough action points, they are worn out, or if hit by a potent enough attack, unconscious. Players can suffer Action Point loss due to some attacks, which in a literal sense drain a character of performing actions. The Maximum Action point total is given here, as well as the amount restored at the beginning of each turn of combat. As characters with higher Agility have turn precedence, whenever two characters have the same Agility value, whoever has the higher Action Point value would go “first.” If there is a tie, NPCs automatically must go after a player character, as two players tied can agree who should go first or not. Melee Damage Bonus is applied to any unarmed or melee attack. Whenever a character attacks in close combat range, this is applied. The exception is anything that can attack outside of “melee zone” range on the Weapon Range and Spread Chart,” as these are ranged attacks, and not melee. Melee Damage Bonus would only apply to these weapons if the weapon is used as a melee club (see Perks that go over this). Unarmed Base Damage and Critical Unarmed Damage are used and applied when characters have no weapons in use at all. These are the damage values used if your character punches, head bashes, kicks, slaps, or otherwise attacks without a weapon’s aid. Critical Unarmed Damage is applied should this method of fighting land a critical blow. If an attack is performed in this manner and misses, there is no durability loss penalty. Damage Threshold is used in two ways. It reduces incoming damage in VATS and standard attacks, damage from traps, falls, and other sources of injury. It also factors in to a character’s ability to avoid being hit. This value is added from Items, primarily from Armor and Clothing. Damage Resistance operates similarly to Damage Threshold (DT and DR), however this is a naturally given value for a character. They begin with a Damage Resistance, 8

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which is equal to Endurance, halved. Other forms of Resistance are Poison, Fire, and Radiation. These forms reduce the effects of sources of injury by a percentage. Poison and Fire resistance values are determined by Endurance or armor, similarly to DR and DT, but reduce damage sources by % rather than a straight value. They are also not factored in to determine if an attack hits your character or misses. Poison and Fire resistances are typically not increased beyond 50%, but they only reach maximum at 100%, total resistance, negating any fire or poison sources of injury. Radiation works differently. Radiation is measured in Rads, and indirectly injures a character. Radiation resistance has a maximum value of 85%, as Rads will always affect characters. Rads are absorbed from eating irradiated foods, water, or being exposed to sources in the environment. Some creatures and weapons can expose characters to Rads. On a per round basis, the minimum exposure to Rads is 1 per round. If a character’s Rad resistance would “zero out” exposure, they still will gain 1 Rad per round, as there would be a less than one amount exposed, rounding up to a whole number, 1 Rad. SPECIAL The Primary Statistics: SPECIAL section covers the biggest aspect of a character, their Special stats. Special measures the Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck of a character, making up their most core components. SPECIAL is the primary set of stats used, which determine all information secondary to characters, from their Combat and conditional stats, to Derived stats and even Skills. A character begins with 40 points to divide between each SPECIAL stat, with 1 being the lowest, and 10 being the highest possible. It’s advised that, due to there being a plethora of gear and items which can raise stats, and as SPECIAL maxes at 10, having a “10” stat can be counter productive. Many characters will have play styles that call for niches to be filled, from having a sly, silver tongued scoundrel, to a buff and strong brawler, able to hold their own against whatever the wasteland can throw their way. SPECIAL will reflect this heavily, especially when factored in to the characters Skills.

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Strength, factors in to melee weaponry, carry weight, and Melee and Unarmed attacks’ damage. Having a lot Strength means you can lift, carry, or handle objects easily. Having a low stat of 1 to 3 typically would put a character into the same class as a dog, child, or most Ghouls, as they are frail creatures. A high Strength means a character is as fit as a mythical godlike being, able to lift people up easily, carry burdens without wearing out easily, and being able to knock a creature or character unconscious without breaking a sweat. Creatures like Super Mutants and Death Claws would likely have such high numbers in Strength, as they can punch through walls and slash through Power Armor. Perception governs Energy Weapons, Lockpicking, Explosives, as well as detecting Sneaking creatures or Stealth Fields, and Traps. This stat reflects the acuity of sensory methods, from 1 roughly meaning your character would sleep through the Apocalypse, 5 being standard for most humans, and 10 being a trained fighter, robots, or snipers. Endurance is the ability of a character to take continued abuse, be it running for miles, or taking multiple gut punches without losing consciousness. Endurance governs many factors for characters, from Unarmed skills, Survival skills, Hit Points, Damage Resistance (DR), to Hunger, Sleep, and Thirst levels. Having a low Endurance is reflective of being young, elderly, frail, or not having a build that supports strenuous activity, like jogging or running for extended periods. Charisma has effect on interpersonal relations. NPCs will behave differently around characters with low Charisma, often charging more, or offering less advice, rewards, or companionship. Combined with Karma, Charisma governs Speech, as well as Bartering, the mechanic governing the selling or purchasing of items. Intelligence will reflect heavily in Science, Medicine (healing) and Repair. This also governs the rate at which Skill points are gained per level. Starting at second level, and for every earned level following, a character’s skill rate is Intelligence halved + 10. If this results in a fractional amount, it is rounded up. Characters with an Intelligence of 3 or less will have trouble understanding some sentences, may not be able to read, will have a hard time using computer terminals, and may encounter some unique dialogue while speaking with others. Characters who have high Intelligence will be more skilled overall,

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and often will be very intuitive with conversations dealing with any complex subjects, from repairing computers and robots, to understanding how chemical reactions operate. Agility is the modifier for Action Points, the main currency of combat. Higher Agility means a character can perform more acts per Round in combat. Agility also governs the skills of Sneak and Guns. Low Agility means there is a higher likelihood of being found or noticed while attempting to Sneak, and with Guns a higher chance to miss shots. Luck is a unique stat, it governs Lootable items in the game, also affecting all Skills, and the chance to critically hit with an attack. Having higher Luck means better gear, more critical hits, and higher skill values. Derived Statistics This section covers a few important elements to a character. The Health of a character, the biggest indication of status, is given here, as Hit Points. The Max value increases with each level gained by Endurance +15. Hit Points range from the Max value to 0. When a character reaches 0 HP, they die. Characters cannot be revived when they are at 0 hit points, as their health has deteriorated to the point that there is no sign of vitality left in them (generally, by the time 0 HP is reached, a character is in notably terrible shape). HP Regen is simply the regeneration per round (x6 per minute, rounds are 10 seconds in length) of Hit Points. This factor only effects character hit points, and not Limb Health. Limb health does not regenerate, and can only be healed by items like Stimpaks or Doctor’s Bags. Carry Weight is divided into a few categories on the sheet. When a character picks up, stores, holds, wears, or fights with an item, it is factored in to the total carried weight of that character. There are two limits for weight, Encumbered carry weight is the limit reached when a character is slowed down and burdened by how much they have taken on to carry. This limit is relatively low, due to that simple fact carrying so many small items, like food or chems, ammunition, and weapons on an individuals’ own is a tedious task. This limit is increased by equipping armor and clothing, especially with the acquisition of a Backpack item.

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Maximum carry weight is the absolute limit a character can withstand carrying. Like the Encumbered weight limit, Backpacks and armor and clothing increase this value as well, meaning it is possible even for low Strength characters to carry more gear than they could otherwise. Staying at the max carry weight can cause injury to a character. As covered in conditions that can affect a character, limbs will take damage over time for being at the Maximum carry weight for prolonged periods of time. Current total weight is the combined weight of all worn or stored gear on that character’s person. Gear given to partners, other player’s characters, NPCs, or stored in a container like a Gear Sled do not count towards this Carry Weight. Land Speed is measured by feet per round. In most game world interactions, tiled squares are used to determine movement, each square equaling a 5 foot by 5 foot square space. Most characters will have a movement of walking speed, per round, to 30 feet per round. This speed is based on Endurance. If Endurance is ≤ 3, the speed is 20 feet per round, typically smaller or more frail characters and creatures have this movement speed. Any Endurance between 4 and 8 has a land speed of 30 feet per round, and having an Endurance of 9 or 10 has a land speed of 40 feet per round. Movement is covered in greater depth later on, as well as in the Game Master guide. Skill Rate is a measure of how much Skill points are awarded per Level up for a character. This is dependent on Intelligence for characters. At first Level, this amount is added towards the +25 points to distribute among the Skills. Skill rate can be temporarily raised from consumable Items or equipped gear. If this occurs and Intelligence is raised during a Level gain, the Skill rate will benefit from the temporary boost from Intelligence. Advanced Playing and Hunger, Sleep, and Thirst: While these values exist on the Standard play character sheet, unless the Game Master declares the game will be “Hardcore,” these stats will not be used. Hunger measures the need for a character to consume food, and nourish their body. Hunger depends on the Endurance of a character, and will be more dire for characters with low Endurance, as they will starve sooner, suffering ill effects quickly. If this ever reaches a max of 1000, a character will die of starvation. Sleep operates the same as hunger, but is more vital. As sleep is lost, a character will 12

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also suffer worsening conditions, hindering their ability to survive the wastelands. If this value accumulates to 1000, a character will die of sleep deprivation. Thirst is the quickest silent killer. A character typically die of thirst after about 3.5 days, which outside of Radiation poisoning, is the quickest way to die from non-combat activities. Once Thirst reaches 1000, a character dies. Radiation is given in its own window, listed as Current RAD Level. The minimum exposure near irradiated sources, or from consuming foods with rads, is 1 rad per round (10 seconds), regardless of Rad Resistance. Depending on the level of exposure, a character will suffer increasing penalties, with 1000 rads being fatal in nearly every case. In the rare instance a character survives, they suffer Ghoulification, a horrible process where skin, hair, teeth, and body mass rot, fall off, and mutate horribly. Ghouls have suffered greatly in their lifetimes walking the wastelands, some becoming feral and wild. Character Condition allows players to quickly notate any active effects their character is under, be it a boost from Mentats or if the character is paralyzed. Conditions listed in Special Damage effects and conditions explains in detail how different conditions affect the character.

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Armor and Clothing When worn by a character, clothing and armor does more than just cover up exposed skin, these items grant protection and offer other benefits. As clothing in Version 2 differs from the original D10 game, clothing acts as a buffer from damage coming at characters. Armor that is worn by characters is broken up between six equipment slots: Head, Torso, Arms/Shoulders, Legs, and two accessories (a primary and secondary). There is a pseudo “seventh” slot, where a Backpack is tabulated, however, backpacks have no item condition and are used to increase carrying capacity. A character can only have one backpack item in use at a time. Clothing and armor can be modified, and these items come in three tiers of conditions: Poor, Common, and Unique. Unique items in the armor and clothing category will have bonuses for using a number of items from that Unique variant set. Items that form sets for Poor and Common do not bestow similar bonuses, if any. Item modifications for clothing will often come in the forms of extra health for that item to absorb damage (damage taken to items is explained in the Attacking and Damage section), increased SPECIAL stats, Skill modifiers, and special rule augmentations that allow for enhanced abilities. Some items, like the unique sets of Power Armor or Combat Armor have modifications that allow for things like Night Vision, which eliminate penalties for darkened spaces, or other things like extraordinary movement and carrying capacities. Armor and clothing can be worn in a variety of mixes, but to mix armor like Power Armor pieces with plain clothing, while an advantage for defense, will always have some penalties. A player must also, to wear a full set of power armor, have the Power Armor Training perk, otherwise the power armor is considered inactive and will not have full bonuses. Poor Quality items are always considered items with weaker stats. They never have active bonuses, and have half the listed Durability on that item. Common Quality items have the full listed stats of that Item, including any listed Bonuses, and can be used to repair Poor Quality items to restore their full benefits. Poor Quality items can also be used for repair without affecting the qualities of Common or Unique items.

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Unique Quality items are rare, and have a very low chance to drop randomly. These items change the way the game works, often having more chances to be modified, more Durability, and better benefits, including set bonuses. Armor and Clothing items have a Name, a cap Value, weight, extra capacity bonus (the increase given to carrying gear and items), Durability, any Damage Threshold and Damage Reduction benefits, faction affiliations, SPECIAL effects, and any Bonuses (such as set bonuses, or Skill modifiers). Item Modifications are limited to 1 per Poor and Common quality item, and 2 per Unique quality item. These modifications can be removed, but will reduce that item’s Durability by 10 when removed. This happens as a result of the removal process, is immediate, and cannot be reduced or prevented by any skill or perk. If this causes an item’s HP to go to 0, the armor or clothing will simply break and will need to be repaired. Item Modifications cannot be stolen from pickpocketing, but the item they are on can be stolen, meaning a player or character can steal a modified item, remove the modification, then replace the damaged item while keeping the mod (if they choose). The mechanism for measuring the health of items is Durability, which has a maximum value listed on the item, down to zero, meaning it would be broken. Some items, such as clothing, will have notably lower Durability stats than armor, especially Power Armor. As a player takes damage from attacks, the Damage Reduction and Damage Threshold will reduce incoming damage that would otherwise be taken. After this, armor and clothing would selectively absorb remaining damage, then, if any damage (or all damage) bypasses or breaks armor, the player then takes the remaining damage. Some attacks will completely ignore armor and deal straight damage to a player. Creatures like Deathclaws and weapons like the Ripper are notable for these kinds of piercing attacks, which ignore the DR and DT of items. Unless a character is hit by a VATS attack, which is an aimed attack, a player may select which armor is damaged from an attack. The only limit to this is the armor must connect (head and shoulders can absorb, but not head and feet), and if the item breaks from absorbing damage, the remainder cannot be dispersed among other armor and clothing. There is no limit to selecting which pieces can absorb the attack (a player can choose every piece of armor).

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Weaponry On the third page of the character sheet is a place to list weapons which the character has on their person. Characters can attack with two one handed weapons, but suffer a +10 Spread. Characters cannot use VATS aiming until a weapon’s skill is at least 35. If no weapons are equipped, a character will use bare fists. A character can store however many weapons they wish (and can carry) in their gear storage inventory. Unless a weapon is holstered or restrained on the character, it is either in storage, or being held (equipped). Keep in mind, as a character wandering the wastelands, many people will interpret holding out a weapon as a sign of aggression. It’s best to travel with a weapon at the ready, but not a weapon brandished for a fight at any second, as many will be happy to oblige the invitation even if it’s not warranted. The Gear section is a location that allows the character to easily track what is stored where, how and in what quantity. The fields open are Name & Quantity, as well as Use, Value (in caps), and weight. The quantity of an Item will change regularly, especially in a weapon that uses Ammunition. It is best to write ammunition down on a per-magazine basis, that way once a weapon expunges its full capacity, the item can simply be zeroed out until ammo is either bought or crafted in replacement. Use is a field to list any effects or descriptors of an item, such as the healing duration, or page and section on where to locate relevant information on an item. Value will describe the Caps value (as a whole or peritem) how much the item is worth. Weight is the total or per-unit weight of the item. Taking items out of storage tends to be a simple task, unless the item is a weapon, or is stored in a poor storage device (such a a hobo-sack or a gear sled), as shuffling through items haphazardly stored will make finding an item harder and more time consuming.

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Skills The Skills section of the character sheet is simply an area to list the skill level (determined from starting level, and increased every level from first level, see the GM Guide on Skills for starting a character), as well as any adjusted temporary bonuses, such as Magazines, bonuses from circumstance, or gear bonuses, as well as any temporary subtracting factors. Luck applies to every skill. Such factors are instances where, through either poisons, sickness, injury, or other maladies, a character’s SPECIAL is reduced from its base value, or increased. Increasing or decreasing the base value will always increase or decrease a stat by ±5. The ±5 rule is simply to prevent massive amounts of math from clogging up gameplay. SPECIAL can be permanently altered, instead of temporarily modified, as described in the Primary Statistics section. This alteration will result in the base values of skills being altered, depending upon which SPECIAL stat has changed. Refer to the Primary Statistics section for detailed information on those changes. Skills affected by SPECIAL by permanent increases in SPECIAL change Skills permanently, either raising or lowering them. If a SPECIAL stat changes temporarily (from some perks or items), that change is instead ±5. Permanent SPECIAL changes raise or lower thus: Strength ±1, Perception and Intelligence ±3, Agility, Charisma and Endurance ±2, and Luck applies to ALL skills ±1. When creating a character, these are always net positives, as Skills are determined after SPECIAL has been determined. When determining level one Skills, all skills start with 5 points, plus any SPECIAL bonuses for that Skill per point. If a character has 5 Perception and 4 Luck, that character then would add to the Skill Lockpick (governed by Perception) 5 (the base) + 5(3) (Perception multiplied by the skill bonus of three per point of Perception), plus 4 for Luck, as Luck modifies all skills. The level one Skill for that character in Lockpick would then be 24 (5+15+4). Perks like Early Bird or the trait Four Eyes are temporary SPECIAL modifiers, and thus would only modify skills by ±5 per SPECIAL affected.

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Perks and Traits on the character sheet is also a means to track which Perks are chosen, or awarded, as a character levels up. A character, during creation at level 1, can choose 2 Traits, which are similar in function to a Perk, but unlike Perks, have a positive side, and a negative side to them. Perks are gained from reaching an even level (level 2, 6, 8...) until level 50. During character creation is the only time Traits are available. There are also race specific traits, such as those for Super Mutants, Ghouls, and Synths. Perks and Traits At first level, a character may choose up to two Character Traits. Traits operate the same as a Perk, and thus, are located on the Perks section. Like Perks, they will give you a positive bonus to your character, however, they also have a penalty aspect, giving the character a unique feel. Perks are chosen every second level (2, 4, 6, 8, 10, and so on). The requirements must be met to choose that Perk, otherwise it cannot be chosen. You cannot skip choosing a Perk, one must be chosen each time it is available. Perks that modify DR, DT, or other stats that can be effected will always have that effect in action, even when the stat is normally not able to be applied (such as having a DR during a Sneak Attack.) Some Perks are gained as a result of fulfilling a Challenge. Challenge/Special Perks, like Power Armor Training, are acquired through either gaining the Perk from interactions, or from doing something like killing or consuming X amount of objects. These Perks are able to be gained when the conditions are met. Players should be aware of the conditions that must be met, and keep track of these conditions as they change. Unless a Perk has multiple Ranks, it cannot be chosen more than once. Item Requirements Items often have requirements. Most obvious of which is Power Armor, requiring the perk Power Armor Training, which can only be obtained from learning it. Many items have a Skill and Strength requirement. If a skill requirement is not met, if it is a weapon, the skill difference will reduce the roll to hit. For example, a gun has a skill requirement of 75 in Guns, but the character’s skill is only 25; the roll to hit is reduced

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by 50, meaning hitting a target with the gun will be very difficult without using magazines to temporarily boost skill levels. Sometimes, the Strength requirement may not be met for a particular weapon. This is common with top tier weaponry, like the Anti-Materiel Rifle (which requires a Guns skill of 100, and a Strength of 8). For each point of Strength under the required amount, weapon Spread increases by 5. This applies to both Melee and Ranged weaponry. Some items, such as Power Armor require some different things. Power armor cannot be equipped until the Perk, Power Armor Training, is gained. Some items require other perks for their manufacture, such as the Mad Bomber Perk to make the Fat Mine (a land mine using the Mini Nuke ammunition). Depending on the location the game’s scenario takes place, some items may not even be available.

Range Weapons are split into a variety of categories, but the most notable of them is their range of effectiveness, or simply, Range. Many weapons have a spread. Weapons that have spreads above 0 will affect the chance to hit, making it difficult to hit targets if the Spread is high. However, weapons with a spread below 0 will help you attack targets from far away, as they are designed for such purposes. Weapons that do not have a listed spread have a natural Spread value of 5, meaning if you were to improvise and throw a weapon that is unintended for hand-to-hand combat, it naturally unwieldy. Range comes into play with only ranged weaponry. Range is divided into increments of 5 feet, or one square. The first 10 feet in the direction of fire is considered Melee range. Range increments divide a weapons’ effective ranges, with penalties that exist if a weapon is used for extended ranges, or ranges that are too close for effective use. For example, a Sniper Rifle is intended for use at very long ranges, but if used to shoot a character that is close to the shooter, the sniper rifle may be so unwieldy and large that the gun may easily miss, despite the target being within melee reach. Most weapons are divided into subgroups that themselves fall into range categories. Any weapon that has a scope will have an increased effective range, due to Spread reduction.

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All melee and unarmed weapons are only effective in the Melee Zone range, any attempt to throw a melee weapon or use it as a projectile will have a penalty of +5 Spread to the hit roll attempt. All weapons have a spread value listed for them, otherwise use the default 5 Spread for bare hands, or improvised weapons. The listed Spread value of weapons is added to the range chart below to determine the Spread to hit during an Attack action. Weapon Range and Spread Chart Shotguns which fire scatter shot rounds have a maximum range of 220 feet, beyond that the shotgun cannot hit any targets as the shot will not reach with enough power to cause damage. Weapon Classes

Melee Zone (0-10 feet)

Short Range (11-100 feet)

Mid Range (101-200 feet)

Long Range (201-300 feet)

Extended Range (301+ feet)

Unarmed

-

N/A

N/A

N/A

N/A

Melee (one and two handed)

-

N/A

N/A

N/A

N/A

Thrown Melee

-5

-

10

20

N/A

Energy Pistols

-5

-

10

20

30

Energy Rifles

-5

-5

-

10

15

Energy Weapons (Heavy)

5

-

-

25

35

One-Handed Guns

-5

-

10

20

30

Shotguns

-5

-

5

20

35

Heavy Weapons (guns)

5

-

-

25

35

Flame Throwers

-10

-

5

35

N/A

Two-Handed Rifles (guns)

1

-5

-5

5

15

SMGs (guns)

-15

-

15

25

35

Propelled Explosives

15

5

-

5

50

Thrown Explosives

-

-

5

50

N/A

20

21

Weapon Classes

Melee Zone (0-10 feet)

Short Range (11-100 feet)

Mid Range (101-200 feet)

Long Range (201-300 feet)

Extended Range (301+ feet)

Placed Explosives

-5

N/A

N/A

N/A

N/A

Note that some increments on weapons are reduced (-5), meaning the weapon is more effective in this range increment. Some have “N/A”, meaning they cannot be used in that range increment. Some weapons bypass this chart under special rules described within their description. Melee/Unarmed/or improvised weapons that are thrown (but not explicitly a Thrown Weapon) suffer a penalty due to improvised use. That penalty is +5 Spread added to the attack to hit.

Weapon Scopes and Aimed Shots (VATS) Scopes that are present on weapons allow characters to use VATS aiming at only 10 AP, instead of the 15 AP to aim using VATS. This is due to the improved aiming from the scope.

Projectile rules Flamers and Incinerators - Flame Throwers Flame Thrower type weapons, as described in their Item descriptions, are energy weapons by default, and heavy weapons in classification, but fall into their own category. The reason for this is that energy throwing weaponry has less range than their laser, plasma, or conventional firearm counterparts in heavy weapons. Flamers and Incinerators in Fallout do not spray a stream of flames in some cases, but instead shoot small spheres of napalm, allowing greater distances than standard Flamers. Due to this, Flamers are a category unto their own. Incinerators fall into regular Heavy Weapons under Energy Weapons, whereas the Flamer and Cleansing Flame act like a traditional jetted spray of fuel onto enemies, meaning the distance of effectiveness is reduced to only a few dozen feet. Another weapon which falls into this category is the Rad-Thrower, which is a heavily modified Flamer that shoots spray jets of radioactive plasma, not only causing burns, but dealing radiation to any targets. Flame Thrower category weapons use, by default, Cone pattern damage, similar to shotguns. This means only the light-grey area is used, not the light grey and dark grey.

Silenced weapons Some weapons can be silenced, either by default or through weapon mods. Silencers allow a character to attack while Hidden without becoming detected automatically. This means characters can fire silenced weapons, even in proximity to other foes, and not be spotted or heard, as their weapon makes little to no noise. Generally, unless there are extenuating circumstances, only the target attacked by a silenced weapon will be alerted and become

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cautious. However, due to most Sneak Attacks being an instant kill, it is rare that a target will survive this attack and detect the attacker. Most silenced weapons make little more noise than exhaling or turning a door knob. Usually the shell casing hitting the floor will make far more noise than the fired weapon.

Plasma Weaponry Plasma Weapons project a slow bolt of super heated plasma. While plasma-based weaponry delivers heavy hitting blows, the projectile itself travels a quarter of the speed of standard projectiles like bullets. Because of this, their weapon spread increases with range increments by +2 for each new increment. However, within the Melee Zone range increment, Plasma weaponry is at its finest, and receives –10 to Spread, as the bolts of plasma are at their deadliest in such short distances.

Rockets and Missiles Missiles travel at a speedy pace, but still are by no measure bolts of lightning or bullet speeds. Rockets, as well as missiles, will travel on a straight path (unless special rules or circumstances dictate otherwise). Rockets and Missiles can travel, at most, 1,500 feet before running out of fuel to propel themselves. Rockets and missiles deal damage in a unique way, in that when they strike a target, their damage is directional, in a cone. Also, due to their speed, rockets and missiles have +10 spread to the roll to hit if the target(s) is more than 250 feet away, as they will have time to move out of the way.

Multiple Projectiles & Thrown Objects Shotguns prove to be an effective weapon due to the versatile ammunition they use. The scatter effects of shotgun rounds often allow a fire-by-volume effect that can overwhelm targets. While the scatter shot is inherently inaccurate, the volume of shot often hits the intended target. Shots that scatter stay grouped together for a decent length of range, usually 50 feet (10 squares), and every 50 feet the spread increases by 5 feet in either direction, hitting targets until all projectiles either miss or hit any targets in the path of fire. Each pellet in a burst or scatter shot is treated individually when attacking to hit. The maximum range of scatter shot is 220 feet, after which, the spread of a shotgun is +70 when using multi-projectile ammo (atop any existing Spread value a shotgun has). Shotguns use DPR, meaning that when multiple projectile pellets are fired, those individual pellets use the DPR value listed instead of the DMG value. The DMG Value is used for singular projectiles instead of the DPR multi-shot values. 22

23

When weapons fire a burst of shots, or like shotguns can, a pellet, Spread is effected. Most shotgun ammunition with multiple pellets do not list Spread modifiers, whereas singular projectile shells list beneficial modifiers to Spread. Likewise, any weapon that has a Shot value which uses die rolls adds +5 Spread to that hit attempt. The reason for this is that automatic or burst fire weaponry is inherently less accurate than semiautomatic weapons, as their shots tend to have more time between them, causing less swaying and bucking from the weapon.

Armor & Damage Armor and clothing in Fallout D10 are worn not just to keep modesty in check (or sometimes not), but to protect those squishy limbs and organs from being bare against blades and bullets. Armor often has a Damage Threshold value, and rarely, a Damage Resistance. Either DT or DR act as a way of reducing raw damage taken. If a character has a DT of 2 from wearing the Caravaneer Outfit, and is hit for 5 damage from a Straight Razor. This character would only be taking 3 damage, as 2 is soaked by the DT. Durability for armor and clothing operates similar to character HP, but unlike characters, armor and clothing simply break, like weapons, upon reaching zero Durability. Clothing and armor take damage before damage is applied to a character’s HP. If clothing or armor breaks in a general attack or VATS, the effect is immediate, and any benefits the armor affords are lost after that attack’s damage is dealt. Damage dealt from Radiation, Poison, or damage that Ignore Damage Threshold and/or Damage Resistance will typically bypass this armor affect, as sources of damage like Radiation or piercing attacks will bypass (ignore) armor totally.

Durability and Weapons Weapons have a measure of condition, Durability. Durability measures how many times a weapon can be used in failed attacks before the weapon breaks from misuse, or the general condition of the item. Misuse simply means the character trying to attack with the weapon failed to operate the weapon properly, or in a way that prevented the attack from being successful. Durability affects both Weaponry and worn clothing (the exception being backpacks, which cannot be targeted by attacks). Once an item reaches zero durability, it is no longer functional, and is considered “Broken.” Any attacking value, defensive values, or modifiers granted, including item mods, are no longer applicable, and these temporary modifiers are then deducted from the character. 23

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All items, including Armor, Mods, and Weapons grant temporary modifiers to skills, including the benefits or deductions applied to SPECIAL stats, which grant ±5 to Skills. Skills and General Skill Checks Skills represent how apt a character is at preforming a task. These tasks have a difficulty check that accompanies the skill. Skills increase every level according to allocations of points, which depend on Intelligence from SPECIAL. Skills can also be increased through Skill Books, as well as Perks. Skills can also be temporarily boosted through Skill Magazines (the bonus of which is 10 minutes in duration). This temporary boost can push the value of a skill beyond the maximum of 100. This is not an autosuccess, as failure is always possible upon rolling a 1 in the skill check. Skill checks are divided up as so: D% value

Difficulty

Skill level to beat D%

1 - 24

Very Easy

1 to 25

25 - 49

Easy

26 to 50

50 - 74

Normal

51 to 75

75 - 89

Hard

76 to 90

90 - 100

Very Hard

91 to 100+

As Skill checks operate by beating a difficulty, Skills work as such in a skill check: Skill value + 1D10 = Attempt (This is how well you preform the task, if you roll 1, you fail the check. 2 through 0 add to your Skill value’s total against the check). If a Skill were valued at 45, and the D10 roll was 7, the new total for the check is 52. A Skill Magazine would augment this total as well. Keep in mind, skills can become lower or higher as a result of equipping items, or status conditions such as broken limbs or dehydration. When SPECIAL is affected temporarily, each point modifies a skill by ±5 per SPECIAL point lost or gained. A skill check is failed upon two conditions, either failing the check roll, or not exceeding the check value. If the check value is equal to the attempt value, the check is failed. Rolling a 1 always fails a check.

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Skills are also used for Combat. In combat, the attack skill is multiplied by 70%, then 1D10 roll is added, and checked against the opponent’s Defense (DR + DT), weapon spread, and environmental factors (lighting, weather, perks, Stealth Field). Rolling a 1 will fail the attack. To succeed in combat, the attacker Base to Hit must be greater than the defender’s Defense total.

Weaponry Weapons have a section of their own in the character sheet, and accommodate information for both ranged and melee weaponry. Because of this, some fields may not be used on the weapon’s information panels, as the item may not have any information to use for them. Name, Skill, and Strength Required are common fields that all weapons share, simply allowing players to note what weapon is which, the Skill used for attacking with that weapon, and the Strength requirement to effectively wield the weapon in combat. DMG is the Damage value, which is augmented in some weapons with DPR, a mechanic used in multi-shot weapons like the Tri-Beam Laser Rifle. Shot is a value which describes how many rounds are fired from a weapon per attack action, or per pull of the trigger. In energy weapons, like the Tri-Beam Laser Rifle, each shot consumes 3 units of ammunition from the weapon’s ammunition capacity. Spread is the main mechanic in use to reflect weapon accuracy. Weapons like Sniper Rifles are far more accurate than other weapons with a spread of –5, whereas a weapon like the Hunting Rifle has a spread of 0. Both are accurate weapons, but the Sniper Rifle has a far superior chance to hit due to the weapon being built for accuracy. Crit Multi modifies the chance that an attack will become a Critical Hit. The higher the multiplier, the more likely that your attacks will be critical, dealing more damage, and possibly dropping foes far quicker than normal damage would allow. Crit DMG is the damage value applied during a successful Critical attack. Ammo is a type of ammunition, when used, that a weapon relies on. Examples of Ammo are .308, 5mm, and Electron Charge Packs. Some weapons do not rely on Ammo to function as a weapon. Mag refers to the weapon’s capacity of ammunition storage. Most weapons that use Ammo also use either a Clip, Magazine, or an internal device that contains the 25

26

ammunition. All energy weapons use different forms of battery packs as a form of magazine. If a weapon runs out of ammo within a Mag, the weapon must be reloaded, or it will not be able to shoot. Throw Range is a value used mostly with some melee type weapons, and thrown explosives. This refers to the maximum distance the object can be hurled across the field before gravity brings it to the ground. This distance is not the required distance to throw the item. Some thrown weapons cannot be recovered, usually being explosive weapons. Weight is the weapon’s physical encumbering force on a character, as nearly all objects have a weight value to them. Value is the cost in bottle caps that a weapon is worth if sold or traded. AP Cost is how many Action Points the weapon will consume when used to attack during combat. Durability is the weapon’s item condition. Once this reaches zero, the item is broken and must be repaired, or discarded. A Broken item cannot be used for attacking or defending, offers no bonuses, and any Mods applied to the weapon offer no bonuses unless removed, or the item hosting the Mods becomes repaired. Reload/Recovery is the action point value needed to either replace spent ammunition into the weapon (some spend individual shells or an entire magazine), or the cost to bring the weapon back to ready another attack (for melee). Reloading weapons is necessary to maintain the ability to fire a weapon, otherwise the weapon will only have used ammunition within it. Recovering a weapon is simply making sure the weapon isn’t stuck inside a foe. Some weapons have longer recovery times, such as the Sledgehammer, as the weapon is large, heavy, and cumbersome. A weapon like the Switchblade is the opposite, having a very low recovery time, as the weapon is light and agile. Ammo per Shot is a value that reflects how much ammunition is consumed. Like Shot, ammo per shot simply means when a trigger is pulled, how much ammunition is consumed by that trigger pull. Some weapons, like the Light Machine Gun do not have this value despite being a weapon which fires multiple shots per attack. Most weapons using this value are Energy Weapons, which may discharge their battery capacity 26

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differently than other energy weapons using the same battery type. As an example, the AER14 Prototype Laser Rifle uses 2 ammo per shot, despite firing one shot per trigger pull. The Laser Rifle however fires the same rate, but uses only 1 ammo per shot, despite being the same weapon type, and using the same ammunition type, the Laser Rifle is simply a more ammo efficient weapon than the AER14 Prototype is, but the standard Laser Rifle does substantially less damage. Throw Spread is a similar Spread value, but used on thrown weapons, or if a weapon is not intended to be thrown. If a weapon does not have a listed Throw Spread, it is 5. Effect may vary widely from weapon to weapon, as many weapons do not list an effect. Ammunition used may have effects, which can or should be listed here. Many energy weapons have effects listed. These should only be applied or used on successful attacks, and are handled after normal damage is applied to the hit target(s). Attack type applies mostly to melee type weaponry, and simply represents the possible types of attacks a weapon can do, such as being Extended in reach, sweeping against multiple targets per attack, or being a standard attack. Some types have extended sweeping, allowing a single character to potentially attack 8 foes simultaneously with one swing. Holdout Weapon refers to weapons which are particularly small enough to be concealed with the Sneak skill. Some weapons are Improved Holdout Weapons, requiring a higher level of Sneak to hide from any searches. Some places do not allow weapons, making Holdout weapons very useful in situations where weaponry may be confiscated and limited. Most Melee/Unarmed weapons are holdouts, while some onehanded pistols (guns and energy) are holdout or improved holdout weapons. Critical Effect is a special type of effect applied or used only if the attack resulted in a Critical hit. Critical effects take place after normal damage, normal effects, and critical damage is dealt to any foes affected by the successful attack. Blast is a measure of range which an explosive force will deal damage and affect foes, or in some cases, allies alike. These are typically listed in feet, which translate to the squares on a battle mat. One square equals a 5 by 5 foot area.

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NPC Companions & Group Perks Characters may, at some point or another, end up with a non-player character that accompanies them on their journey. Aside from humanoid characters (which the GM would control), there are a few types of NPCs which can be bought or found that take commands from the player, in essence, becoming an extension of the player. NPCs in this manner, are referred to as Companions. Companions follow the commands of a player character, provide perks to that character, carry gear for them, and can even help out in combat if asked to. Companions could turn the tide of battle, servicing gear, or running ammunition or even medical supplies to a comrade in dire need. There are two types of Companions that player characters can take in as their own, and at most, two can be controlled by a character (1 companion can be controlled until level 30, then 2 can be controlled from level 31 to level 50). Companions have a Starting Level, and their levels cap at level 30. Companions can carry a fixed amount of gear, and perform some tasks, but can also be destroyed or die. Some companions, such as the Eye-Bot, can “die,” but still be repaired.

Companions Eye-Bot Duraframe Companion Eye-Bots were produced in mass quantities before the war, but the Enclave uses them in particular numbers for reconnaissance, as well as spreading propaganda. However, some are upgraded (or found) with what is termed the “Duraframe” model. This model is more designed for long-distance travel and combat, allowing Enclave operatives to maintain armor and weaponry while behind lines or when supplies are scarce. Eye-Bot Duraframe models start out at level 10, and can level up to level 30. ED bots hover, making them less likely to set traps off, but they do make a distinct noise while in hover mode. Due to this, it is possible for a hovering ED bot to give away a position. The sound generated is similar to that of a small fan, so it isn’t much, but anyone within 10 feet would be able to easily hear it without other sounds. ED bots cannot die in the same sense that a humanoid character can die. ED bots can be 28

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repaired with a repair skill of 60, or with a repair skill of 35, 3 Scrap Electronics, 3 Scrap Metal, and 2 Microfusion cells. ED bots can be upgraded with circuit boards, typically found in other Eye-bot remains. However, sometimes the Van Graffs or Gun Runners may carry upgrades for the ED bots, but their price is high (each board is valued at 12560 caps). ED Bots have a base cost of 8955 Caps. The ED companion has the following stats: SPECIAL STR

8

PER

10

END

7

CHA

1

INT

AGL

LUK

5

HP

DT/DR

Level

Companion Perks

180 (increases by 15 per level up, max HP is 480)

8/8 (Armor HP = half of character HP)

10 (max 30)

Enhanced Sensors: Allows Companion’s Player to gain a Perception of 10 (only in the presence of the ED bot), granting better target acquisition (Spread -15), and allows the player to effectively spot invisible targets better.

Carry Capacity: 240 pounds/ 100 units

Action Points: 125 AP Regen: 12

Weapons: Uses Recharger Pistol, Weapon cannot break or be removed

7

Skills: Energy Weapons: 65 Repair: 75 (all other skills are 35)

2

Work Bench Use: Can be used as a Workbench at any time

Reloading Bench: Can be used as a Reloading Bench at any time

Upgrades: ED Bots can be upgraded with Eye-bot upgrade circuit boards, granting ranks in CamaraderE

CamaraderE (gains upon receiving upgrade boards): Rank 1: Daily weapon Repair +25% condition Rank 2: Daily production of random Energy Weapons cells (quantity = 1D6) Rank 3: DT for ED bot +2, +2 bonus DT granted to controlling Player Rank 4: Spread -5 for both ED bot & Player Rank 5: VATS AP cost is reduced by 5 for both ED bot & Player

Cyberdogs Cyberdogs were developed for a multitude of uses, but mostly out of a need to keep something good around for a long time. Cyberdogs originate out of Big Mountain, as they were made for roles ranging from service dogs, police dogs, to military dogs. Their equipment varies from model to model, making them

slightly

customizable, but it also means their worth varies from the base model to the other 29

30

variants. The baseline variant of the Cyberdog is the companion model, which can only bite. There is also a military model, with green Army coloration, which can bite, but also emit a sonic-bark attack as a ranged attack. Cyberdogs cannot be effected by EMP effects, making them immune to the effects that other Robots, such as the ED Bot, may endure. Cyberdogs have a weakness in that, as they are not fully robots, they are cyborgs, they can die from injury, or even age; however, some Cyberdogs, such as Rex from Fallout New Vegas, have lived for over 200 years, possibly suggesting that their cellular degeneration is greatly slowed by whatever mechanical cybernetic enhancements have been placed inside them. Cyberdogs cost 25,000 caps. Cyberdogs can have their brains removed, as they exist in a self contained brain jar with a support system. Because of this, they can be revived with a K9000 Cyberdog gun, or, with a repair of 75, 3 Scrap Metal and 3 Scrap Electronics, it is possible to make a fallen Cyberdog into a K9000 Cyberdog Gun. Cyberdogs can be used to find Items from containers, or fallen foes, and will run off in search of such items if asked to do so. This also allows a player to ferry items from them to someone else using the same command and AP cost. Cyberdogs also feature a work bench, as their bodies have cybernetic enhancements that allow for a mini-workbench to be deployed from their backside, letting the owner work on whatever they may need to craft. Cyberdogs have, by default, a Bite attack weapon. Upon a critical hit, they knock down opponents, pinning them (causing Immobilization). If a target becomes pinned in this manner, they cannot break free until the Cyberdog releases them (this is controlled by the player). Depending on which type of brain a Cyberdog will have, it will randomly have 1 of 3 possible perks for Cyberdogs. To determine which perk, on a D3 or D6 (this is a 33% chance), roll for 1: Faithful Companion, 2: Unshakable Tracker, or 3: Blood Hound. The Three possible perks are listed below. Military/Police Cyberdogs have, on top of this, a sonic weapon, using the same rules as Plasma Projectiles, they deal no damage, will knock targets down on the ground for a round, costs 20 AP.

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Cyberdog Stats: SPECIAL STR

6

PER

8

END

8

CHA

3

INT

3

AGL

8

HP

DT/DR

Level

176 (increases by 12 per level up, max HP is 440)

10/4 (Armor HP = half of character HP)

8 (max 30)

Carry Capacity: 240 pounds/ 100 units

Action Points: 125 AP Regen: 12

4

AP: 25, DMG 40, Crit Multi: 2, Crit DMG: 45

Search & Mark: Cyberdog will alert Player to possible threats, such as traps or foes, usually by growling. This includes foes that are stealthy or invisible. This perk also allows a player to instantly discern whether or not a container has any items within.

Skills: Sneak: 45 Unarmed: 55 (all other skills are 28) Item Finding:

LUK

Weapons: Bite (Unarmed)

Companion Perks

Work Bench Use: Can be used as a Workbench at any time

Cyberdog can be sent out to find Caps (currency), a weapon item, or Aid items from containers (costs 45 AP, takes a full round to search, then another to return with the item).

Upgrades: Cyberdogs cannot be upgraded, but can be repaired with the K9000 cyberdog guns. If a Cyberdog dies, with a Repair of 75, they can be turned into a K9000 gun.

Possible Perks (dependent on creation roll): Faithful Companion: +25 Attack Damage for Cyberdog Unshakable Tracker: Movement costs reduced by half per round Blood Hound: Damage Threshold +10

Model Variants: Cyberdog: Has base stats as listed above Military Cyberdog: +10000 Cap cost, has added attack option: Sonic Bark - knocks down opponents, DT +2, DR +1, Carry Capacity is 200 LBS/80 Units, AP total: 120/AP Regen: 14 Police Cyberdog: +8500 Cap cost, has added attack option: Sonic Bark - knocks down opponents, has same base stats as Cyberdog

Cyberdogs can still set off floor based traps such as trip wires and land mines, so care must be taken when giving them movement commands. As both Cyberdogs and Eyebot companions are smaller than a humanoid, they benefit from having a Small creature size, instead of the Medium creature size. Also, both companion types have benefits bestowed to them based on their movement characteristics, namely the Cyberdogs being quadrupeds, and Eyebots hovering.

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Gear Gear is considered anything that a person (character or creature) carries with them. Gear can be equipped, like weaponry and armor, or a carried item, such as a Stimpak or a Weapon Repair Kit. Items have two values that classify how much can be held, and how much can be carried by a character. Units are not similar to weight, in that Units reflect the physical size and dimensions of an objects. Most cases a character can really only hold in their hands a limited amount of units (STR of 1 to 3: 20 units, STR of 4 to 8: 30 units, STR of 9 or 10: 40 units), as characters can only hold so many objects before things start falling to the ground, slipping from their grip, or the pile of items just is too much to handle before gravity and entropy runs their course. Thus, if a character can only old 30 units between both hands, carrying more will result in something getting dropped. So, with this Unit stuff, how am I carrying all this gear that I can potentially lug around? Gear storage is a mechanic that exists in Fallout D10, and is useful in that it keeps your character from having too many items outside of carry weight. Units equal dimension, thus when a hunting rifle is 10 units, it is easy to assume that while you can easily hold a rifle with both hands, using it one handed just won’t work well. Neither would holding a Hunting Rifle and a Gatling Laser, which is theoretically possible if not for the fact both weapons would be inoperable. Holding something like the door of a car would similarly encumber the ability to hold anything else effectively, so while a character can carry well above the weight of a car door, the unit size of a car door prevents carrying anything else. How gear storage is important, as having the ability to keep items contained in bags or on a gear sled will allow a character to have a plethora of items without having to balance carrying a fist full of food, water, chems, ammo, and a pistol. It adds a bit of realism to the idea of being able to loot anything, but being limited by the physicality of hauling all the looted gear. How do I lug all my loot around then? Gear can be contained in backpacks, duffle bags, a sack tied to a pole, pockets, and most armor which naturally has some storage capacity to it. By nature of people having 32

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two hands with which to carry a burden, most characters can carry with both hands 30 Units of items and gear. Wearing armor can add to how much a character can “carry”, as some worn gear increases this number more than other armor and clothing. As an example, the Civilian Engineer Jumpsuit has a Unit storage capacity of 30, and the PreWar Casual Outfit has just 5 for unit storage. This would allow just a pistol, where the Jumpsuit could allow for two pistols, ammunition, and even a weapon repair kit, even some food and water, all without having to use a vest to store more gear, or even a backpack. Gear itself, and the pages used to listing it, are simply any items within the Fallout universe that can be consumed, used for crafting, used as currency or for trade, for quests, or as armor, clothing, or weaponry. Nearly all items have weight, and other statistics that identify the item’s use and how it affects the player or non player characters. Storing Items Item storage is critical to characters. While it is assumed that Companions such as the Eyebot and Cyberdog have harnesses on them allowing for storage of items, player characters have to rely on equipment like clothing or other container devices to store their belongings and loot. Some examples of these are found below. Civilian Backpack is a standard, everyday bag, usually with a large main compartment designed to store books, notebooks, or even a personal computer. They range wildly in quality and design, but often have two straps that are worn on either shoulder to help evenly distribute the weight of the contents. Assumed to be resistant to water, these bags offer a basic solution to carrying gear, however these are often found with patches, replaced enclosures, and jury rigged restraints as the years of apocalyptic wear and tear have taken a toll on these inexpensive and plentiful storage solutions. They have no weight, and can store up to 30 units of items within, with no set weight limit. These bags can be valued anywhere from no caps, to more expensive models with more storage upwards of 200 caps. (ESS) Military Backpack is a heavily specialized survival sack, designed to carry all the needed gear for multiple days of deployment. Often varied in the “3-day” or “5-day” variety of storage, these bags can hold up to 50 units of items, and due to their 33

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expandable design to work with other components expandable systems of storage (commonly referred to as “MOLLE”), these backpacks can potentially hold twice as much gear as they were initially designed to. The backpacks condition may vary widely, as some can be found in surplus storage, military installations, or in use by militaristic forces, but often, like all items, time has taken its toll on a large amount of storage, so some packs may not be able to carry as much as others. They are usually valued around 400 caps, but condition and capacity may raise or lower that total. These backpacks tend to only weigh 2 or 3 pounds. (ESS) Duffel bags can handle a huge amount of gear, and their designs also vary widely for many civilian models. Nearly all duffle bags can be carried one handed, or slung over the shoulders and worn like a backpack. These bags can hold up to 85 units of storage, but they do weigh 5 pounds, and are very cumbersome. Most have a single large compartment, able to hold two or three changes of clothing (sets of armor & clothing), and even some extra ammunition, a weapon, and consumables. Many are designed to work with expandable systems of storage, enabling far higher levels of capacity. Most duffle bags will cost between 200 to 300 caps, and are often resistant to water or other forces of weathering. (ESS) Gear sleds are simply a board with raised edges and some simple form of restraints or netting that can house potentially hundreds of units of items, as it’s essentially a sliding box. The Gear Sled can house at minimum up to 300 units of items, and at minimum up to 250 pounds of gear. These sleds are cumbersome, noisy, and prone to getting caught on natural obstacles like roots, rocks, or changes in terrain elevation. Due to this, they should only be used to transport gear for a whole party, eliminating the need to be concerned about everyone having a gear sled. These can easily operate as an emergency bed or stretcher, as two people could easily lift it and a person’s weight supported by the Sled. This feature adds plenty of versatility to the Gear Sled, but for parties or individuals seeking to not raise suspicion while traveling quietly, the Sled will, if encumbered with gear beyond the weight of 10 pounds, reduce the Sneak scores of anyone within 20 feet of the sled while it is being hauled or moved by 15. The Gear Sleds commonly found will likely weigh between 10 and 20 pounds. Since their quality varies widely, their cost can be as low as 100 caps to as high as 1000 caps. 34

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The Gear Sled, like all items for storing gear, counts towards, when in use, the carrying capacity of whoever is using the containing device, this includes the Gear Sled. Thus if the weight of the gear sled, when added to the weight limits of the character using it, exceed limits, that will affect the character using it, either causing that character to move slower, or possibly injure the character if they over exert trying to haul too much gear. (ESS) Gun Bag is a 20 unit storage bag designed to hold large weaponry safely, for storage, or for transport, and will protect stored items from the elements. These bags often have ways to mount them securely onto other carrying devices, or to mount extra storage onto them. It’s possible to store these bags onto something like the Gear Sled to make transporting weaponry distances safer and easier should a fight break out while traveling. These containers typically weigh only 2 pounds, and cost around 100 caps. They can be carried one handed, or slung around the shoulders like a backpack or sack. These containers are very durable and hardy. (ESS component) Small Pouches are designed to be added onto armor, or carrying gear like tactical vests or backpacks. They were made for military forces before the war, and allow expandable solutions to storage, offering specialization. These pouches can be designed specifically to hold ammunition, grenades, first aid tools (like Stimpaks), or even food and water. They can old up to 5 units of storage typically, and often cost only 50 caps, making them rather affordable. They have no weight to them. (ESS component) Large Pouches are similar in design to their smaller counterparts for expandable storage systems, but have a larger capacity, able to hold a wider array of gear, they can zip or unfasten completely flat, making them extremely versatile to contain gear, able to restrain rifles, hold ammunition boxes, pistols, repair kits, and even a helmet or two. They weigh one pound, and can carry up to 12 units of storage, costing 85 caps, but sometimes may have higher costs. Holsters come in large or small sizes, and often can either be made to sheath a melee weapon or a firearm. Either way, these are worn on the thigh, chest, or back. Their varying sizes allow the concealment or sheathing of 5 to 10 unit sized weapons (one or two handed weapons), but not heavy weaponry. These holsters typically weigh near nothing, but costs may range between 25 to 200 caps.

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(ESS) Tactical Vests were designed for police and military uses, but some civilian models existed as well. These vests are worn atop any clothing or armor, and provide a scalable method of storage, able to be covered with small or large pouches. Weighing only 3 pounds, the vest offers a closer method of carrying gear, though it does limit what could be transported. Each side of the Vests typically have multiple straps and pockets, each side able to hold up to 10 units of storage, but able to accommodate a wider array of expandable storage. Vests come in varying colors and styles, some with camouflage and some just plain colors, but all of them will cost between 100 to 400 caps. What does ESS mean? It’s an abbreviation of the phrase Expandable Storage System, a solution that allows one piece of storage, like the Vest, to have straps and clips that allow other smaller components to be added on in a wide varying array of positions and methods. This allows one seemingly sparse storage solution to have heightened use and capability, adding flexibility and usefulness to an already essential means of storage. How can I use this in a way that doesn’t complicate my item list? It should actually aid in the organization of items, as gear and storage items can only contain so much, you can list what is stored in which, making the tracking of gear simple and streamlined. I keep seeing ammunition, but what about magazines and clips of ammunition? It’s best to not worry about how many magazines a character has, and if it is a concern, just simply assume that of all the scrap metal around, magazines can be readily constructed to house ammunition. In the games of Fallout, magazines and ammunition are depicted often within whatever means they are used with the weapons that use them, this implies that when ammunition is bought, it is bought either inside of a magazine or clip, or in quantities that reflect common weapon capacities. Do we have to use units for our game? No, Units and gear storage simply offer a more realistic layer to items within Fallout D10. Units reflect the dimension and space an item take up, whereas weight simply refers to how massive and heavy an item is. They both simply describe attributes of items, and neither are entirely essential to the game’s mechanics if a more role play 36

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based game is desired. The rules in this guide and the other supplemental guides are simply guides, and can be amended, altered, and changed to suit whatever play style a group wishes. If I wear a backpack, can I wear another backpack with a backpack attached to it? In short, no, as it would vastly limit the ability of a character to perform any actions without great loss of range of motion. Often the complaint of special forces in military branches is having to haul close to their body weight into combat, and thus it slows them down. These soldiers often have many bags and containers on them, on their back, legs, arms, chests, and they can barely move. It’s often the case that if they are in a fight, they simply ditch most of their gear to get back to it later, setting up a temporary base of operations around where ever their gear is left behind. It’s simply unrealistic to expect a character to be burdened with hundreds of pounds of gear divided among many bags to be able to perform any actions without extreme difficulty and hardship. Most individuals have a difficult time carrying beyond a third of their body weight for more than a few hours, and this is in a civilization where food is plentiful, life is peaceful, and health is generally rather well. In the apocalyptic dystopia of Fallout, many characters suffer from hunger, thirst, malnutrition, and lack of medical care, so it is probably impossible for most individuals to realistically haul multiple bags around as though it was a simple effort. Do these bags have limits on what can fit inside them? While it is unrealistic to assume a gatling laser will fit within a backpack, it’s possible, given the unit size, to “fit” one of these into a backpack, however it would be rather cumbersome to fit such a large thing into a sack. It should be noted that nearly all heavy weapons have a backpack type unit on them (assumed to be 5 units, while the weapon itself is 10 units, occupying both hands). In a technical way, it’s assumed that arms each carry 5 units, the head can carry 5 (as head equipment), the torso 10, and legs each 10. While this is a generalized breakdown of what can be accommodated. However, this is not the solid rule, as the arms together can hold well over 10 units of items together. Also, while most head gear takes 5 units, some head equipment takes 15 units, so like the arms, the head and other limbs can bare more than what is listed. Simply assume most limbs could carry +10 units beyond what was mentioned. 37

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Experience, Leveling Up, and Status Effects In the world of Fallout, a character’s deeds extend beyond the slaying of foes. Experience is gained through actions, words, and skills. Successful diplomacy, dismantling an explosive or trap, picking open the locks of doors or safes, building a weapon, or doing someone a favor can all lead to a fulfilled life of leveling up. Killing things also will extend to leveling up. Experience given by such acts if often up to the GM, but one thing that is established is when you get Perks, and what else happens upon leveling up. Every even level, a new Perk may be chosen, but remember, there are only 50 levels in Fallout D10, so only 25 perks may be chosen from leveling, along with any perks acquired through achievements or training. When leveling up derived stats using SPECIAL, use the unmodified base value. Every even level grants more Action points (AP gain = AGLx4.5, or it may be chosen every level with AGLx2, granting more AP faster, but less AP in the long run). Every level up comes with an increase to Hit Points, Skill points, and Damage Resistance. Hit points increase by Endurance x5 every level, Skill points is 10+(Intelligence x 0.5) every level, and Damage Resistance increases by whatever your character’s Endurance score is halved. Status Effects fall into different categories based on how they’re gained. Most of the time, they are not conducive to a healthy character. Status effects include the varying levels of Radiation poisoning, Thirst, Hunger, and Sleep deprivation, but also include Concussions, Crippled limbs, Addiction, Poisoned, Shock, and Immobilization. Some of these effects become exaggerated as a character gains more severe levels of the status effect. Effects that can be compounded, stacking the effect upon itself, tend to increase the lethality of the effect greatly. Poisons and Addictions operate in a varying degree. Due to this, their status effects are difficult to summarize, but each effect is listed under the item that causes it, along with whatever benefits items like Vodka or Beer give to a character. When characters experience increased levels of Rads, thirst, sleep, or hunger, they take on the new bracket of effects listed, not of those effects along with the previous effects.

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Addiction to Chems or Alcohol

Chem and alcohol addictions can last days, and have some nasty effects on the body while it goes through withdraw. Addiction occurs after prolonged repetitive usage. If a character becomes addicted, Fixer can remove this 9 out of 10 times (1D10 roll, fails on a 1). Otherwise, the only way to be treated for addiction is to seek medical help, or to let it wear off. The addiction will temporarily “disappear” if the addicted substance is consumed or imbibed once more, however, the addiction will come back within 1 hour, and each time this is done, it resets the addiction duration (because you’re just feeding that horrible, horrible habit). Alcoholic beverages are unique in that their addictions cannot be cured with Fixer, or letting a withdraw period lapse, alcohol addiction is permanent unless treated by a doctor. If a character is addicted to something, they simply have failed the addiction check (see Addicted in Status Conditions). As some items have a value that can raise the chance of addiction significantly. This value is known as “ACOM,” which is an addiction check compounding factor that adds D10s to the check. The durations of addiction and the percent chance of becoming addicted are listed in the item tables for “Consumables.” Implants Implants function like a Perk, in that they are always an active aspect to a character, even while unconscious, unaware, or asleep. Implants however also have requirements. Among them is that they rely on the Endurance stat heavily. The base value of the Endurance stat determines specifically how many Implants a character can have. A character who has an END of 8 can get 8 Implants, even if the character takes a +1 Endurance implant, or has +Endurance gear. Only the BASE value of Endurance is counted, not the total Endurance after modifiers like Armor, Implants, or items that enhance Endurance, or status effects in effect, such as a reduction to Endurance. A character who has taken a Perk to increase Endurance will have a permanent increase to Endurance, so this is counted towards the number of Implants a character can take. Similar to how leveling up is treated, to take an implant, outside of costs or other requirements, use the unmodified base stat for Endurance.

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Sleeping and Well Rested Sleep is one of the elements in Fallout that reflects daily needs of a character. It also is frequently used to pass time along and carry a storyline through to a new element or setting. Sleep is also very important to keeping a character alive and sane. Usually after enough days have passed, a character’s health will have deteriorated enough to result in death from sleep deprivation. Sleep is essential. For every hour slept up to 12 hours, a character can regenerate Hit Points equal to their Endurance score at the time they begin sleeping. A character cannot sleep unless they have bedding to sleep on to regenerate health, or become well rested. If a character sleeps without bedding, the only benefit that is gained is lowering accumulated sleep due to deprivation. While asleep, a character becomes Unconscious, and observes that status effect until waking. “Well rested” is a benefit of sleeping fully at least 6 hours. After sleeping at minimum of 6 hours, a character is well rested. A character must sleep in a bed to be well rested. Well rested grants a character double AP regeneration while in and out of combat for 8 hours after waking. A character cannot be well rested if they sleep less than 6 hours, or have any other status condition besides being Unconscious. There are different types of beddings that a character may either own, or more frequently, come upon during their travels. The most common is makeshift bedding, which is usually just piled on cardboard, newspapers, and assorted trash. The second most common is a bedroll, which is simply a sheet of well padded foam or a very thick blanket made for sleeping on top of (like a futon). The bedroll, and a sleeping bag are both sleeping devices that a player can easily take with them to sleep on. Some beds, like mattresses of different sizes, are not possible for a character to reasonably transport (the exception being on a gear sled, but if this were the case, only a small Twin size would fit, and easily consume over 80 unit slots).

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Combat Combat in Fallout D10 follows something commonly referred to as “Turn Based” combat, whoever has the highest Agility score has something commonly called “Combat initiative.” Combat in this fashion is supposed to only take a few minutes for each turn, and in game, a person’s turn only represents 10 seconds worth of action. For this reason, some actions will take longer than one turn. These actions include dressing (bandaging) a wound with First Aid kits (Survival skill), removing armor from the body (exception to head and face gear), or putting on armor. If an action requires more than 99 AP, it will require more than one round of action to complete. Usually these actions will total to just over 100 AP, thus not requiring more than 2 rounds of action. Initiative is purely the turn order in round based combat. It is determined by whomever has the highest Agility value. This means, if a character had 9 Agility, and their opponent had 8, the character with 9 AGL would go first, followed by the opponent who has 8 AGL. If two characters have the same AGL value, whomever has the higher amount of Action Points remaining will take their turn first. If the same AP is reaming, roll 1D10 to determine order. Agility for this Initiative in combat also factors in any modifiers to Agility, such as armor, item, status effects, or any other bonuses from Perks to that Agility score total. Movement in combat requires AP, action points, and allows characters to walk, run, jump, dive, or lay down prone to avoid attacks. Moving is simple, as each square has a set cost by default to move. To walk to a new square (moving 5 feet) is 2 Action points. Running doubles this cost, as does being burdened with too much gear. The maximum a character can walk per round is 30 feet (Endurance of 1 through 3 = 20 feet per round, Endurance of 4 through 8 = 30 feet per round, and 9 to 10 Endurance = 40 feet per round). Running doubles this, but requires more action points. A character does not have to move during a round, nor are they required to move fully their maximum distance when moving. If you move, then attack, add +5 to Spread. Combat is handled similarly to a skill check, however there is a key difference. Skill checks require Skill + 1D10 to be ≥ Skill Difficulty. In combat, the formula is altered to 41

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represent the idea that the foe’s ability to defend changes with combat circumstances, as well as a bit of skill challenge towards the attacker. This is where the idea of a Base to Hit falls in, as well as Base Defense. The formula is: Skill(70%) + 1D10 – Defense + Spread + Environment. The Defense of a foe is their Damage Threshold (DT) added to Damage Resistance (DR) and a D10 roll the opponent casts. Spread refers to the attacker’s weapon spread value, which is a default value given to a weapon along with the Range modifier found in the table for short/mid/long ranges. Spread values for weapons can be zero, positive, or negative numbers, and reflect the accuracy of a weapon. Attacking with bare fists (no weapon at all) is always 0 Spread. The ranges which affect a weapon’s default Spread value reflect the optimal ranges that weapons function within. A shotgun is highly effective within 5 to 10 feet (two squares), but out at ranges beyond 200 feet (40 squares), shotguns become highly inaccurate. A shotgun fired at point blank will then have a smaller spread, making attacking easier, and is reflected by the modified spread being “Base”–5 instead of just “Base.” Scopes, and other weapon mods allow spread values to be reduced, as well as Perks. Using VATS, otherwise known as an Aimed Shot, will increase your chance of hitting, changing the attack portion of the formula. As always, round any decimals to the next whole number (even a number like 78.00000001 will be treated as 79). Environmental changes are added to the Base Defense as well. These include lighting, whether the target is obscured by windows or debris, and distances between the target and the attacker. For each square of distance between attacker and defender, add +1 to Environment’s total (if adjacent, this would be +0, as there is no distance). For squares encompassing poor or no light on or between the attacker and defender, add +1 for poor, and +2 for no light per square. For squares that have debris piles that obscure total vision of the target, such as waist high water, trash cans, windows, book cases, or even a table and chairs, add +1 for each square with obscuring terrain. Obscuring terrain is anything that provides any means of cover for a character, including trees, bushes, and pools of water, along with doors or other objects.

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These factors all are incorporated into the idea of Environmental defense, as at any time during an attack, a targeted creature could move, duck, or adjust their posture to suddenly cause the shot, throw, or swing to miss because a door was in the way, the window showed a reflection, or they misstepped into a deeper puddle of water than expected. How can I attack more effectively? Using VATS/Aimed shots allows more precise attacking. It raises your attack value by a margin that could allow a better shot than most general attacks. When targeting a foe with VATS, a character selects one of seven targets: The Head, left or right arms, left or right legs, torso, or weapon (if equipped). If the creature has no weapon, and is for example a robot or insect, a different seventh slot will be made known on the creature’s information table. VATS changes the Skill percentage multiplier, making some shots easier, and others harder. Head shots only add +5% to hit, Torso +10%, and arms and legs +5%. Selecting the Weapon/Other target for VATS adds +3% to the Skill percentage multiplier (which is base 70%). Prone is another method to attack effectively. Being prone costs 2 AP and counts as a move action, like moving 1 square. A prone character is one that lays down on their belly or back flat against the ground. This allows for stable long ranged attacks, or allows a character to simply stay hidden more effectively. The disadvantage to being prone is that you move slower, making a quick retreat to safety harder, as to get back up fully would cost 4 AP. Being prone adds +5 to the attack after the 1D10 roll for the Base to Hit portion of attacking. So it would look like this: Skill(%)+1D10+5 – Base Defense. Crouching is when characters take a knee or kneel down, usually halving their total height from when standing. It is the middle stance between Prone and Standing. It follows the same rules as Prone, doubling movement costs, costing 2 AP to crouch, and allowing better long range attacks. However, the bonus to attack is only +3 instead of Prone’s bonus of +5. Crouching and prone both offer the bonus of Sneaking, allowing a stealthy skill use to sneak up on opponents, unsuspecting attack. Sneak attacks can be done when a character is Prone or Crouched, and a target does not suspect their presence. Sneak Attacks always are considered a critical attack. 43

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Lighting Fallout’s locations generally are either naturally or artificially illuminated. Artificial illumination may come from devices like flashlights, Pip-Boys, watches, tritium compasses, lanterns, camp fires, barrels and braziers with fires in them, or other electrically or immolation based illumination. Natural light will depend largely on what light can permeate into a building, as well as vegetation or weather, as well as the season, or lunar cycle. When the moon is Full, there will be far more nighttime light available than if it were a new moon, or a moon that is crescent. Day and night time also vary on day to day basis, but on average, seasons in the United States (or the Wastelands, depending on how you view your apocalyptic future) offer this: Season

Sunrise

Midday

Sunset

Winter

06:30

11:50

15:30

Spring

06:15

12:00

16:30

Summer

06:00

12:15

17:30

Autumn

06:15

12:00

17:00

Using 24 hour time

Light sources (listed below) are examples of how much Illumination a light source provides. There are three types of lighting: Fully light, Shadows, pitch black. Fully lit squares do not impede combat, shadow adds +1 spread per square, pitch black adds +2 per square towards spread. If there is one square fully lit, it must be surrounded by shadow squares, which are then covered with pitch black beyond them. The surrounding squares of shadow and pitch black fully cover 1 Illumination. Should a 3 Illumination value present itself, it simply increases the diameter of the light source present by +1 (thus creating a fully lit area of three squares wide by three high). Light sources are an important aspect to gameplay, and determine what characters can even see. A character blindly fumbling in the dark fighting a Ghoul is far more intense than simply standing in an open field sniping super mutant away in clear daylight (though both are possible). Both examples of light sources to the side simply show lighting if it were in an 44

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open environment. Walls, water and other obstructions and obscurities add another level of complexity to the level design problem for a GM, and the player’s ability to strategize is also affected by the situations created with lighting. A lit match will provide similar light that a small LED might, or even a backlit wrist watch. If there were smoke or haze, instead of full light, there may be just Shadow, surrounded by four shadow squares. While not providing the best vision, it does raise a player’s chance to hit by +1, which sometimes may make or break an attack. Illumination Values (Diameter) are arbitrary and obviously a GM may change them, as some lamps will be brighter, some may be flickering, sometimes a flashlight may be particularly bright. As a rule of thumb: decrease the diameter by 1 when vision would be obscured by haze, smoke, water, rain, or other precipitation. Any affected tiles that would have been fully lit become shadow, often increasing the number of shadow tiles drastically. Flickering light sources follow this rule as well, only they never offer “fully lit” tiles, and thus all tiles in the diameter range are shadow tiles. Should there ever be an instance where

Source

Illumination Diameter

Match

1

Candle

2

considered to have a double thickness

Desk lamp

7

instead of the pyramid & square pattern

Burning corpse

5

most diameter base AoEs operate.

Flashlight

25

Lit barrel fire

25

tiles for lighting (or anything involving diameters) be even numbered, it must be

See below for an example. When a character has a source of illumination,

4 square diameter

they can be holding it with the illumination surrounding them, which can be seen as

3 square diameter

the tiles with numbers on them (even number diameters have slightly more flexibility this way).

1 2 3 4

The character however is visible clearly while 1

holding an illuminated object. While attacking someone in shadow has it’s disadvantages, if a character has an illumination source on them, the

attacker receives a –5 Spread bonus (facilitating easier hitting). 45

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Character Sizes & Targeting Characters come in a variety of sizes. The basic premise is that smaller targets are harder to hit, whereas larger targets are easier to hit. Also, targets which are airborne are also harder to hit, as they can swiftly move aside, dodging attacks with ease. Creature Size

Effects

Diminutive

Many small critters like Fish and Squirrels fit into this category. They gain +2D10 when rolling defense.

Small

Animals and some small robots, such as Dogs, Coyotes, or Eyebots fit into Small size. Children also would fit into this category. They gain +1D10 when rolling for defense.

Medium

Most creatures will fit into this category, which include Humans, Ghouls, Lakelurks/Mirelurks, or even most robots, like Sentrybots and Robobrains. They do not gain any Size benefits towards defense rolls.

Large

Large creatures, such as Deathclaws, Centaurs, or Yao Guai will fall into this category. They are substantially larger than a normal humanoid, and suffer a penalty reflected in their ability to avoid hits. Attackers gain +1D10 when attacking large creatures for hit rolls.

Monstrous

There are few Monstrous creatures, many of these are Legendary creatures, or are creatures such as the Super Mutant Behemoth, which are the size of small buildings or houses. These creatures are so large and cumbersome, movement for them can be difficult, so dodging attacks is usually out of the question, they simply take the damage as it comes, and tend to shrug it off as minor inconveniences. Monstrous creatures suffer, and attackers gain +2D10 when rolling to attack monstrous creatures.

Creatures that are quadrupedal have a +5 to defensive rolls always, as they are swifter and surefooted on nearly all surfaces, as well as more adept at swimming than bipedal creatures are. Creatures that can hover or fly have a +10 to defensive rolls always, as they can simply float out of the way, or soar quickly to avoid damage. Creatures like Cazadors will often use this to their advantage. Flying creatures cannot set off traps that are floor based (such as pressure plates or strings). Creatures that are waterborne, like Lake and Mirelurks have a +10 to defensive rolls when they are swimming, or in water (submerged or floating). However, this bonus is lost once they are outside of a body of water.

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Conditions and Durations of Combat In combat, time is managed by Rounds, each Round is 10 seconds (rounds consist of every involved player taking a turn. When all turns are completed, the round is finished and another begins). As stated before, some actions may take more than one single round to complete, as in reality, they would take more than 10 seconds to preform. However, actions are not the only factors limited by the timeframe of Rounds. Poisons, item effects, and burning alive all take some time. Most round durations are either predetermined, or a die is rolled to determine the length of rounds/time an effect takes its toll. Directional Damage / Effects Some items and weapons will only effect things in cones and arcs. Weapons like the Bumper Sword or the Claymore Mine have directional effects. These Damage types are known either as “Cone”, “Sweep”, or “Splash”. Darker grey squares represent an extended area of effect.

Area of effect for Cone When a weapon uses ammo with multiple projectiles, those projectiles can hit as many targets as there are projectiles. If there are fewer targets than there are projectiles, they are hit with however many are left by a 50-50 chance using 1D10. Divide up remaining projectiles amongst the targets.

Area of effect for Sweep

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Areas of effect, namely for cone and splash effects, have varying distances for their areas of effect. For the Cone effect, nearly all spread-shot guns and flame weapons use the light gray arc, with the arc widening every 25 feet. Splash effects have a listed Diameter, which is the distance from one end of the area effected to the other. Most grenades have the displayed area of effect. The Mini-Nuke has a diameter of effect that is 30 feet. Point of origin on these diagrams is the darkest grey square.

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Area of effect for Splash

Grenades’ splash damage is extended to the darker grey area when the detonation of the grenade is still in the air. If it detonates on the ground, underwater, or in a container, it will only effect the adjacent squares. Mines also use this, and follow the same principal, with their listed diameters effecting the Area of Effect for that item. The extension of the diameter is only an additional 5 feet if the burst is in the air. Before damage is dealt, remember that if a character has a Agility SPECIAL score above 7, they can have a 50-50 chance (1D10 roll, @ 50-50 odds) of reducing damage by half. This applies to any Cone, Sweep, or Splash area of effect damage dealing weapons or items. Remember that if an explosive detonates in air, it will have a spherical blast, using the same diameter blast zone as it does for the ground. If an explosive with a blast diameter of 15 feet detonates in air, it effects anything above and below it in a 15 foot diameter as well. However if detonated in air, the effect on the ground is different as it may be reduced to only effecting one 5, or no squares at all. Know the height of the detonation, this will allow you to know the effected ground diameter. Ending Combat Combat ends upon any number of conditions met, but often the most common will simply be the opposing side being wiped out and killed. While turn based activities may be completed as combat finishes, GMs may decide when it will finish. It should be noted that loot from corpses constitutes anything worn, carried, or held on a person, so everything can be looted. Some perks allow even for the consumption of killed foes, but sometimes at cost to karma. 48

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Critical Attacks Critical attacks are determined after any successful attack. To do this, the Critical Chance (Luck x 1) must be higher than the difference of the Base to Hit – Base Defense outcome (when attacking, the BtH–BD will usually result in a number higher than zero for a successful attack). If an attack’s result was 21, a successful attack, for it to crit, the Critical Chance must be at least 22. This means that generally, attacks will not result in critical attacks, but instead regular damaging attacks. This can change when the Critical Multiplier (the % modifying Luck) is altered by the Crit Multiplier on weaponry, gear, or by items temporarily altering Critical Chance. For example, a Luck of 5 with a Crit Multi of 1% will only result in a Critical Chance of 5, but if a weapon increases this by +4, that multiplier becomes 5% (Luck x 5), making the Critical Chance jump to 25. If a critical attack occurs, deal Critical damage, along with any Critical effects, after normal damage and effects occur. Sneak Attacks Sneak attacks are always an attack which is successfully attempted against a foe while Hidden, and can only be done while Sneaking. Sneak Attacks are always a Critical attack, and double ALL damage dealt in the attack. This means if an attack deals 45 damage plus 40 critical damage, it would then be 90 damage plus 80 critical damage, totaling up to 170 damage. Sneak attacks can be done in a general attack, or a VATS/ Aimed attack, but the attack must be done while Sneaking successfully. Sneaking and Sneak Attempts How can I Sneak, and what is Stealth? Sneaking (and performing a Sneak Attack, or avoiding foes) uses the stealth oriented Sneak Skill, which harnesses the SPECIAL statistic Agility. Sneaking requires the character to be Crouched or Prone. To sneak successfully, a character must avoid detection. Characters can be further aided by items which afford their character Stealth Field points, which help escape detection, but not avoid it should they be found. Sneak attempts do not need a check if the character is more than 200 feet away from a foe. To check for success, first determine the distance in squares from the for to the sneaking character. If the distance is 40 or more squares, no check is needed. 49

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Characters moving must factor in how many squares they will move. Similar to how a combat hit is determined, there are factors which govern if a Sneak attempt will be successful or result in a failure. Sneaking, because of this, can be very hard against foes with a high Perception skill. Sneak Attempt: Sneak Skill > (Distance traveled + Foe’s PER)x1D10 As an example: Sneak = 56, Distance traveled during sneak attempt will be 5 squares. The Foe’s Perception value is 8. The foe rolls 1D10, the result is 8. So the check result will be: 56 versus (5+8)8, which becomes 56 vs 104. The sneak attempt fails in this example. Are there any bonuses to being prone versus crouching? Yes, being prone gives a +5 to your Sneak score, but only while prone. What happens when a Sneak attempt fails? Using the above example again, when a Sneak attempt fails, look at the difference between the two values. If the difference is higher than 20, the foe is alerted to the presence of your character, and is either Observing (neutral), or Pursuing (hostile). Should the failure simply be a difference between 1 and 20, the foe hears or sees something to make them suspicious, garnering a Cautious status for the foe. What happens to my character? Naturally during Sneaking, when crouched or prone, your character is Hidden, which means their presence is not known to any foes nearby. Most cases, foes will be ether Oblivious to any characters until attacked or spotting a character, or they will be Cautious, expecting attackers any second, keeping a vigil eye on their camp or settlement. Because foes will either not be expecting your presence, or they’re expecting anyone (and are hostile to anyone), it is safe to assume that at the worst, you will be Obscured, but likely will remain Hidden. Obscured is the native state of being hidden without attempting to hide, and may be as simple as standing in a square without any lighting (pitch black), being behind a wall, or hiding in a closet as a patrol walks by. Obscured is, for most purposes, similar to Hidden. Sneaking while Hidden will make a character move slowly, and use more Action Points for movement as a result. If a character is still Hidden and decides to stand up, they are 50

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Obscured. If a character is within 30 feet of a Foe when they stand from Hidden to being Obscured, perform a Sneak Attempt check immediately, with no distance traveled as a penalty. If at any time your character is in Danger from being Pursued, it does not automatically mean the foe knows exactly where you are. It simply means they are aware that someone is near them who they are hostile towards. It is possible for a foe to pursue your character, not find your character, and revert to Cautious without ever posing a true threat. Characters sneaking, when found, can use Stealth field. Sneaking works to help prevent being spotted by foes, but sometimes, be it breaking a twig, knocking over a cup, or stepping into a deep puddle of water unexpectedly, some sneak attempts go horribly wrong. In cases like that, it’s important to be able to recover quickly, but also to be hard to hit. Stealth field does this. It is the Combat mechanic equivalent to Sneaking, and operates as a pure Defensive mechanism. For example, a Stealth Field of +20 will add +20 to the environment defense when you are being attacked. In some cases, such as the camouflage item Stealth Boy, not only increases Sneak, but gives a +75 Stealth field for 2 minutes, or 12 rounds of combat. This not only makes a character nearly impossible to detect (sometimes able to have a Sneak score temporarily over 220) but impossible to hit, having a defensive score of 75 with just the Stealth Boy bonus. Poor lighting, being prone, or even having some armor or clothing may push your defense score well beyond untouchable. This mechanic exists for the simple reason that some opponents or characters are indeed nearly invisible to the naked eye, and may very will be impossible to hit, as they are indistinguishable from their surrounding environment. How does using items while Sneaking effect Action Point use? Sneaking while using an item, or performing any action, tends to double the cost, except for Attacking. Attacking costs the same, but movement, taking gear off, reloading, or using a Stimpak will all cost twice as much AP. This includes performing acts like Lockpicking, or disarming a trap. The reason for this is that Stealth requires some sacrifice, and that primary sacrifice is swiftness. If you should decide to run while sneaking, it does give foe’s a +5 to their total to spot you under the Distance value. 51

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To break down attacker/target Sneak status: Status

Oblivious

Cautious

Observing/Pursuing

Hidden

Can Sneak attack

Can sneak attack

Cannot sneak attack

Obscured

Can Sneak attack

Cannot sneak attack

Cannot sneak attack

Detected/Danger

Cannot sneak attack

Cannot sneak attack

Cannot sneak attack

Attacker status

Target Status

Target Status

Target Status

Oblivious is a character unaware of the presence of others whom are obscured or hidden. Cautious targets can only be sneak attacked when they fail to detect a Hidden attacker (failing to detect means remaining Hidden). Observing/Pursuing targets are either aware and unconcerned, or aware and hostile of any attackers present, and cannot be sneak attacked for (1D10 + Perception) rounds. Hidden attackers can sneak attack, and move at half speed. Obscured is similar to Hidden, but Obscured does not require prone or crouching, and implies a well concealed attacker, they can only sneak attack Oblivious targets. Detected/Danger attackers are attackers that have been spotted or revealed, and are being observed or pursued by targets. Often times, while making a sneak attack, while the attack may dispatch the target, it may leave behind live targets that automatically become Cautious. Because of this, it is always critical to be aware of your status if you engage multiple targets while Sneak attacking. Also, be aware that when you use VATS in a turn to Sneak Attack, while it does increase the cost, it is possible to attack two or more targets within the same turn, possibly dispatching all of them given that VATS would allow targeting the heads of two or more creatures, and assuring critical hits on both (given the attack succeeds). Action Points, The Cost of Combat Turn based combat is sometimes very chaotic. It requires some thought, planning, and coordination. Teamwork often wins the day, but even more so, the ability to carry out actions is what carries a group through to victory. How do you preform actions that take time in a turn based system? Each round takes a minute, 60 seconds, and slices that 52

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minute into smaller 10 second rounds. So, each round of turn-based combat is 10 seconds long. How do you do things like attack, or use an item? Action Points. Action points regenerate each round based on the rate listed on the character sheet. They always regenerate, and with some perks, upon dispatching a foe, they may recharge to full instantly at the end of your round. Action points represent a character’s ability to preform tasks and not become exhausted, or lose focus. Some characters just don’t have many points, where others may have many points. Some weapons, you may note, take much more AP to use per attack than others. This represents a few factors, namely, the investment of energy to use that weapon. Even if skill and SPECIAL requirements aren’t met, a weapon can still be used, only as long as it has the ammunition, and the action points required (and as long as the weapon isn’t broken). What about actions like talking to team mates? Some actions are often called “Free actions.” These actions are often attributed to the natural ability of people to do one thing, and say something too, or observe an event, or listen for sounds, or smell an odor. Some actions a player may elect to do, such as listen for a floor creaking under the weight of their footsteps, may not take any effort at all. Free actions also often imply other actions. So, what if I expect something to happen, can I prepare myself? If you are shooting your gun, and expect it to run out of ammo, and it did, for example, you can reload it. There are some rules that apply to guns and hand to hand weapons that are unique to each class, however. Guns require ammunition, melee & unarmed require muscle movement. Some guns, like bolt or pump-action, must have a round chambered after each shot fired. Weapons that operate in such a manner have a relatively short reload time. This reflects the design of the weapon only requiring the loading of one round at a time, the opposite of loading an entire box magazine of 30 rounds into a rifle. Many long-range and shotgun rifles demand this style of reloading. In a way, they must be loaded twice, once to put the ammunition in, then a second to chamber that round after spending a round from firing. Melee/unarmed weapons operate in a similar fashion to this, in that the reload time is not really representing a reloading of ammo, but bringing the weapon back to an “at53

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rest” position, allowing an effective attack to follow, instead of leaving the weapon inside the target. A broken down version of all AP costs simply just reflects how much time something takes. Talking, whispering, or even a simple motion do not require AP. What would require AP would be something like using sign language to speak to someone, as that not only requires hands to be free, but keeping focused on the person being communicated to. Military signs and gestures also require a small AP allocation for use as there are many different signs, across various former government organizations. It is likely that, during the creation of the Vault systems, Vault-Tec carried along some of these signs as a way to communicate without audible words commands during construction and population of the Vaults. Doing any actions like walking or running cost Action Points, likewise, reloading a weapon will cost AP, as will sheathing or storing a weapon, or taking one out of storage. Any gear bags that are MOLLE bags reduce those AP costs of taking out gear by 1. To take out gear (like a weapon) costs 2 AP. Guns that do not have clips or magazines reload per round instead of the full capacity. Melee/Unarmed weapons have a Recovery value listed in place of Reloading. Many small one handed weapons have low recovery times, but some larger, sweeping weapons much higher times. Thrown weapons must be retrieved, otherwise they are considered abandoned weapons. Any action that takes more than 100 action points will consume an entire round, so consider that for every 10 AP, it represents roughly 1 second of action, 100 AP represents either 10 seconds (a full round), or a complex act that is limited to within that 10 second round. Actions that combined take up more than 99 AP may still be preformed in a single round, as characters who have a high enough Agility, or enough AP, can still perform more actions than a character might usually be able to do. So, while shooting twice may cost 101 AP, it can still be done if the character has the AP to perform the task (as it is unlikely they will be able to do anything else that turn). If such a case rises that AP cost is close over 100 (such as 105 AP), the character can, at the discretion of the GM, perform their turn normally. 54

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Some examples of action

Action point costs

points costs, shown left,

Walking 1 square (5 feet)

2 AP

Running 1 square (5 feet)

4 AP

Moving 1 square Prone (5 feet)

6 AP

Moving 1 square Crouching (5 feet)

4 AP

Running while crouching 1 square (5 feet)

8 AP

VATS attacking (*must add AP cost of weapon per attack)

15 AP*

than other actions will.

Lockpick attempt

50 AP

These examples encompass

Hacking a computer or robot

50 AP

many common situations

Dropping a weapon

Free

Picking a weapon up

5 AP

Removing a weapon from a holster

2 AP

Removing worn armor & clothing

10 AP for head gear 30 AP for body gear

represent commonly found situations in which a character may take an action during their turn. Some actions require far more AP

while in turn based gameplay. Characters often have to interact with their environment, sometimes in way unexpectedly. Because of this, GMs must remember

Placing a Trap Kit

50 AP

to be mindful of how much

Disarming a trap

25 AP

time an action or round’s

Opening a door normally

10 AP

worth of action might take,

Kicking a door open

20 AP

and if needed, adjust their

Jumping 1 square (5 feet) distance

6 AP

AP usage.

Swimming in water 1 square (5 feet)

8 AP

Telling an ally to watch out for the weak floor

Free

If needed, GMs can decide to ignore the cost of some actions simply to move

things along with the gameplay (such as healing someone). In actions such as using VATS, also keep in mind it is possible to spend the 15 AP for VATS, and select multiple foes to attack, or multiple limbs on a single target, given the character has ample AP to commit such an attack. It is generally a good rule to not commit actions which extend beyond 100 AP per turn, as it should then indicate your next turn is forfeited to complete your long action’s tasks.

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Skills and Skill Checks Skills are used based on what they govern. For example, nearly all weapons use skills like Explosives or Energy Weapons, or Melee. However, skills exist outside of Combat, skills such as Science, Survival, or Repair. These skills allow characters to hack computers, craft ammunition, and fix broken weapons and armor. These skills are essential for surviving the wastelands, but using them is different than the way combat skills are used. Generally, skills act as a baseline measure against the difficulty of an action, such as picking a lock. Some locks are very easy, other are very hard, and as such, having a low skill in lock picking prevents players early on from even attempting highly complex hard locks. Similarly, using the Repair skill to take two items (such as two Hunting Rifles) and repair them doesn’t result in a failure, but more of a gauge of efficiency. For this reason, some skills may require much more early investment than others, as being able to carry out a task may rest entirely on how much skill points rest invested towards that skill. Skills for combat rely heavily on investment to be successful, whereas skills in Survival, Repair, or Medicine unlock more possibilities for efficiency as their skill level increases. It is also common that skills may be used in speaking to other characters, testing your character’s abilities and knowledge in ways beyond combat expertise. Repairing Gear Repairing gear requires (usually) two items of the same type (Jury Rigging’s perk changes this broadly), allowing a character to break down the items and cannibalize them for parts. This combines the target item with the parts item, “healing” the target item. When an item is repaired, its item health is restored based on taking the skill level of repair as a % and applying it to the remaining item HP of the parts item (the item being cannibalized to repair the target item). With a Repair skill of 74, and two hunting rifles with the following item HP and durability values: [HR 1 (Item HP: 123/300, Durability: 13/20)] [HR 2 (Item HP: 105/300, Durability: 15/20)] Both hunting rifles have varying amounts of health and durability remaining. In this case, the character decides to parts up their second Hunting Rifle. To figure out how many points of HP is given to their first rifle: 105(.74) = 77.7, which then becomes 78 (all 56

57

decimals are rounded up). This means that Hunting Rifle 1 now has 201 item HP, and fully restored durability. Durability is always fully restored when repaired. Some items like armor and clothing do not have a durability value, thus only item HP is changed when repaired. When an item breaks, it is unusable, and simply takes up space and weight. It is nearly worthless, and cannot be used to repair another item, as it would restore no HP. It can be repaired, which with unique or rare items may save them should they ever take excessive abuse. What items repair which items? Can I repair a Hunting Rifle with a Laser Rifle? No, unless the Perk, Jury Rigging is taken, only similar items can repair similar items. With Jury Rigging, this broadens to items within the same category (for example, repairing a Plasma Pistol with a Laser Pistol is possible with Jury Rigging, but not possible without). Some unique items, like the Paciencia are repaired by their common counterpart (in this case, the Hunting Rifle). Nearly all unique weapons are listed along with their common counterparts for ease of reference in the Items manual. Lock Picking and Hacking Lock picking is simply a measure of the ability to open a locked mechanism (container or door usually) with the Lockpick Skill. While some acts of lock opening are bad for karma, generally most locked boxes lay long forgotten and rusted in the ruins of settlements. Picking locks takes a substantial amount of Action Points, and often attempting a single attempt will consume most of a character’s round. There are two methods of lock picking, the more advanced version being found in the Game Master handbook. The simple version establishes the difficulty of the lock (1 through 100), and is compared to the Lockpick skill. If the skill is greater than lock’s difficulty, the lock is opened. If the Lockpick skill is less than the lock’s difficulty, the attempt to pick the lock fails. To force the lock open, a character spends +25 more AP, adding 1D10 to their skill level of Lockpick + their Intelligence value, and if this total is greater than the difficulty of the lock, the lock is forced open successfully, but cannot be closed (meaning a door forced open cannot fully shut). If the total is equal or less than, the attempt fails and the lock is broken, unable to be opened as the mechanism jams shut. 57

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Hacking a computer is very similar to picking a lock, but unlike the lock breaking, the computer simply locks the user out of it’s database and seizes. There is no forcing a computer to unlock. Characters with a Pip-Boy get a +10 bonus while attempting to hack computers. There is a more advanced variant to hacking computers in the Game Master handbook. If I break a lock, can I still open the container? All containers can be forced open, be it by shooting a lock off, blasting it with explosives, or simply prying the lock mechanism apart till the container or door opens. It is possible to bypass having to pick locks, however, it also leaves behind clear evidence that someone forced their way in, which may put your party in danger in some situations. Forcing open containers and doors may also damage the contents within by using guns or explosives, or even prying open a container could set off a trap within. A door or box could easily have a grenade primed to detonate should the lock not be unlocked upon opening that door or closure. Always expect things to be trapped. Medicine The Medicine skill remains very similar in function compared with its Fallout 3 and New Vegas counterparts. Whenever health is restored, Medicine aids in the amount restored. Whenever health is gained from item use, bonus health gained is +35% of your Medicine skill (a Medicine skill of 43 would result in +16 HP restored to a character’s health whenever they gain health from using a HP restoring item, such as Stimpaks). This bonus is applied instantly. Medicine is also used in Healing Checks, which can be anything from noticing the condition of someone using too many addictive drugs, to stopping another character from dying. A GM may determine if items are required to heal someone if items like Stimpaks or a Doctor’s Bag are unavailable (such as using a Medical Brace for a crippled limb). Performing a Heal Check costs 50 AP, and includes the act of mending a wound or assessing someone’s health.

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Locks and Traps !

Lockpicking is the poor man’s way to an easy life in the eyes of some. In the

eyes of many wastelanders, it’s a method of unlocking survival. Many postwar ruins have inside of them untouched containers, unopened doors, and buried valuables waiting to be unearthed. However, among the ruins of the former glory, there are also more recent additions to a location’s structure. These would be Traps. Traps in the Fallout games ranged from bear-traps that sprung shut on unobservant travelers, snapping off limbs without mercy, to bouquets of fragmentation grenades, precariously hung from ceilings, in boxes, and cartons, waiting to obliterate the unlucky who wander too close to a holdout of desperate survivors. Unlike the Fallout games though, players in Fallout D10 can make their own traps. These are referred to as Trap Kits. Often, these traps are set up to make an area safer for the character to sleep a night in. However, they can also be deployed during combat. Locks Locks come in a wide variety, often locks are simply dead-blots that keep a door or hinged shutter from opening without the key. In some cases, a key is easy to find, sitting in the pocket of a long burnt up human’s husky, charred skeleton. However, some buildings were graced with nuclear-generators and plasma batteries that last eons in a dormant state, keeping only the most essential of necessities running, such as water, and power to locks and lights. These electrical locks are nearly impossible to pick, and usually require a more scientific approach, using the machine terminals of old to hack into security systems and disable locks. If a character is lucky enough, and doesn’t care for the condition of the contents, in some instances, a more brutish method may be applied to “unlock” a locked object. Keep in mind though, some doors and mechanisms have withstood the apocalyptic nuclear war, so it must be taken into account that if they survived a nuclear blast and remain unopened, it should be assumed that a crowbar or shotgun slug is not likely to pry it open. Keep in mind, if a lock is picked, it can be relocked and the player can reset the lock’s difficulty, making any pursuing foes have a harder time to sort out locked doors.

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To disarm traps and pick locks, a character uses the Lockpick skill. To use and deploy Trap Kits, a character uses Survival. To hack computer terminals, a character uses their Science skill. Unlike in the Fallout games, Fallout D10 does not have the mini-game style of lock picking and hacking, instead, it uses skill checks. However, skill checks can always be circumvented for a more role-play based approach. In either case, there are additions to the game that allow lockpicking and hacking to work a bit better with roleplaying. New items that exist for FOD10 are items like the Lockpick kit, which include tools to make picking locks easier, as long as the lock is not too difficult to pick, also the kit adds a bonus to the Lockpick skill. There is also a mod kit for the Pip-Boy 3000 that benefits hacking attempts, granting a bonus to hacking and reducing the action point cost to hack. This mod kit also allows hacking into robots and power armor without penalty (normally hacking a robot reduces Science skill by 10). In addition, if a user’s science skill is high enough, a character can hack other Pip-Boys for information, or even robots and terminal computers, downloading information onto their Pip-Boy. They can even forge disinformation into computer terminals, robots, or other Pip-Boys with a high enough skill in Science while hacking. Trap Kits are versatile in function, with a simple setup. They are stored in a container for storage, and can be disarmed and re-stored without a check as long as the deploying character is also the character to store it. Remember, Trap Kits do not know friend from foe, and even if a character plants the kit, they can still set it off unless they make aware they’re avoiding their own traps. As a rule with Traps, even Trap Kits, unless a character is aware of a traps’ presence, unless they have a Perception of 8 or higher, they MUST search for a trap, or it is hidden to them, and they are considered Oblivious. Traps always make a Sneak Attack attempt on any victim, and thus, deal normal and Critical damage, regardless of the status of awareness of the target. Traps have a “Sneak” value to them, and some even have a stealth field (basically some sort of optical distortion that makes visible identification harder. This can include the addition of a Stealth Boy, or camouflage). The only time a character can be aware of an object or creature with a Stealth field higher

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than 15 is when that character has a Perception of 10, or a Science skill level of 85 or higher. Otherwise, that object or creature is Hidden or Obscured. Trap Kits Kit

Survival skill needed

Sneak Value

Stealth Field value

Trap detail

Effects

Unit size

Weight

Value

Frag Grenade x 4, each rolls 5 feet in a random direction

3

4

500

Frag Bouquet

15

25

10

A cluster of 4 Fragmentation Grenades that fall and roll, abruptly detonating in a short period of time.

Land Mine disguise

30

50

10

Alters the appearance of a mine to look like it’s a stuffed animal, or a pile of rubble.

Depends on placed explosive type disguised

2

3

900

35

25+ 1D10

9+ 1D10

Uses 3 Overcharged Microfusion cells wired into the water source.

22 DMG, 45 crit DMG, crit mult x2

3

5

350

9+ 1D10

A shotgun (not included) is rigged to fire when weight occupies a 5-foot square, or a doorway is walked through. Once the string or pressure plate is trigger, the gun fires at the target.

Depends on shotgun (or gun), and ammo used. If modified (+25 skill needed) to fire other weapons, it will continue to fire the weapon until ammo is gone (such as SMGs)

4

9

350

9+ 1D10

A old, rusty bear trap, it has two hinged jaws on a spring loaded plate in the center. Kit comes with dirt pile for concealment.

50 limb damage, 1 in 1D10 chance limb becomes automatically crippled (limb that activates trap)

5

10

650

Switch activates another trap

1

1

75

Electrified water source

Rigged shotgun

Concealed bear trap

35

15

39+ 1D10

20

String trigger

25

85

0

A tensioned string that, when displaced by force (such as stepping on or pulling), will activate another trap

Pressure plate

45

85

0

A large plate that requires 25 pounds of force to displace and activate

Switch activates another trap

8

15

250

0

Two small sensor modules and a laser array form a beam of non-visible light, acting as a trigger, similar to the String Trigger, but without Strings

Switch activates another trap

3

2

2500

Beam trigger

61

80

95

62

Kit

Caltrops

Chained IBeam

Chained Animal Carcass

Chained Engine Block

Survival skill needed

5

35

35

35

Sneak Value

45

20

5

10

Stealth Field value

Trap detail

Effects

Unit size

Weight

Value

0

A caltrop is simply two double ended spikes that are bent at angle and fused so that three points will rest as a tripod, while a fourth spike protrudes up. Each spike itself is 1 inch long

Unless wearing heavy armor, the character will take 1D10 limb damage on whatever limb the caltrop hits

0.10 (per caltrop)

0.25

1

0

Suspended from a ceiling via two chains, and usually triggered elsewhere, a steel beam will fall and plunge into an unsuspecting character. The beam can be concealed to match its surroundings, adding +25 to its sneak

Upon collision, damage dealt is 30D10 + 3D10 limb damage to whichever limb is directly effected (see random limb rule below)

50

450

680

0

The rotting carcass of a large creature is suspended from meat hooks on a ceiling, in a similar manner to the Chained I-Beam. However, it cannot be concealed, and is often found in dwellings of Super Mutants, and Raiders

Upon collision, damage dealt is 10D10 + 3D10 limb damage to whichever limb is directly effected (see random limb rule below)

35

340

150

0

Often found in factories or old machine shops, engine blocks are suspended from a ceiling, often by chains, and released similar to the Chained I-Beam or Animal Carcass. The engine block has a large bladed fan on its front end that, if it is the point of impact, deals an extra 50 damage

Upon collision, damage dealt is 25D10 + 3D10 limb damage to whichever limb is directly effected (see random limb rule below)

45

400

590

50 gallon drum, +20 Rads per round (2D10 duration) for every gallon dumped (1 gallon effects 1 5x5 square, up to 50 5x5 squares)

30

190

250

When ignited: deals 90 Fire damage +5D10 fire damage for 1D10 rounds

10

25

300

Radioactive Waste

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20

0

The waste barrels that stored radioactive materials were supposed to never release that material once stored. However, over the course of many years, and a few nuclear bombs, many containers began to leak. Some of these containers leak easily, making an excellent trap when spilled

Flammable Gas

85

90

0

A canister of natural gas, will fill a 20‘x20’ room with explosive fumes

62

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Random Damage Rules Sometimes, damage is dealt in a random method. These are usually due to the chaotic nature of a source of damage, often with traps. While a trap like the Flammable Gas will burn anyone in the 20‘x20’ area, the Chained I-Beam will only hit one character. However, that character will be effected in a way similar to how a character targeted via VATS will be hit, by taking Limb damage. The Limb damage inflicted is a random roll to determine the source of the injury. Characters that are crouched or in another position are more likely to be hit on the arms, torso, and head than their legs. Characters that are prone (crawling) are more likely to be hit on their head or arms than any other part of their body. If an object like the Chained I-Beam were to hit someone crawling, it would have to hit either the head, arms, or miss completely. A character’s weapon can also be hit, and can be hit in any of the three normal positions (standing, crouched, or prone), as can

multiple limbs (such as being hit in the

head, then the trap falling and landing

on a leg or arm). Caltrops can only 1

effect multiple limbs if there are

multiple caltrops on the same 5’x5’

square. While traps will usually

4

5 2 or 3

are other examples used, such as thrown

where these can be

Right

! Left

attacks that often miss, but

!

force’s ability to advance. 6

63

use these rules, there

7

weapons, or blind fire

! for suppress 0 = Roll secondary limb (or reroll if second roll) 8 = Weapon 9 = Miss

an enemy

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Stealth Field and Camouflage The Stealth Field acts as a bonus if a character is spotted. Much like camouflage acts, it reduces the ability for an attacker to hit a character under the effects of a Stealth Field. One point of Stealth Field is equivalent to a +1 in Defensive rolls. Items such as the Stealth Boy will not only provide full Sneak bonus (+100 to Sneak for 2 minutes), but also +75 Stealth Field for 2 minutes. This is equal to a +75 on a defensive roll, meaning a character can become nearly impossible to hit, reflecting that their camouflage is so effective, that despite being spotted, it is hard to near impossible to stay on target and discern exactly where that target is to hit them with effect. Some items, such as the kits for Ghillie Netting or the Weapon Stealth Kit permanently add a small number of Stealth Field to equipment, and in turn, that benefit is passed onto a character, making them harder to hit in combat due to their optical distortion (camouflage). Limitations to this are gear which uses these kits can break, and upon breaking these bonuses are voided, as is all benefits gear provides when broken (broken gear still has a unit and weight value). Another limitation comes from characters with a high perception: If a character has a Perception of 10, the benefits of Stealth Field are reduced by half, as the character can distinguish finer details easier than most other creatures can (either visually, audibly, or by other sensory means). If the quantity halved is fractional, it is the next highest number. The Stealth Field does not equate to the Sneak Skill, as they are two different mechanics. For example, having a +10 Stealth Field will not grant +10 Sneak, as Sneak refers to a characters ability to avoid detection. Stealth Field refers to a characters ability to escape detection.

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Melee Attacks and Defending: Special Rules Melee attacks operate slightly differently than a ranged attack. Ranged attacks have a chance to miss, but really no chance for grappling against the incoming projectile. However, Melee attacks are usually defendable, and thus, a character can use their Melee weapon not only to attack, but to defend as well. If a character has a Melee or Unarmed skill above 25, you can Defend with your Melee or Unarmed weapon (as well as a ranged weapon). Instead of you taking full damage, the weapon absorbs damage proportional to the skill level of that weapon’s skill. As an example a weapon, such as the Baseball Bat (melee skill required 25, strength required 4) is used to take some damage from an attack. The baseball bat has a base of 400 HP, allowing it to take up to that much in damage, such as Defending. An attack hit for 55, but the skill of the user is only 35 in Melee, meaning only 35 damage can be taken by the baseball bat, the remaining 20 damage is applied to the defender normally then. Special effects such as fire damage, explosive blasts, and critical damage and effects cannot be absorbed by a weapon for Defending. Special Damage Effects and Conditions Some weaponry applies different types of Effects upon conditions being met. Most of these effects fall in to sources of damage that deal damage over time, or “DOT.” Damage dealt from these sources often lasts multiple rounds, and sometimes can increase the effectiveness of a weapon dramatically, dealing mild, but constant damage to a foe. Some effects establish a different mechanic to a weapon, or add an extra level of possibility towards an attack. Fire Damage: Fire Damage is dealt by weapons such as the Incinerator, or most Energy Weapons. Fire damage is implied to be an effect that deals a burning wound, using heat, or superheated materials (like plasmas or napalm). Many weapons that deal this type of damage as a special effect only deal it upon chance. Weapons that are flame based will always deal fire damage. Some ammunition, such as incendiary rounds, deal fire damage upon hitting a target. Some grenades deal fire damage, as well as some traps (usually using gas-air traps).

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Energy/electrical Damage: Electrical damage can also be dealt by some types of weaponry, as well as some trap kits. Electrical damage can be amplified (double damage per round) if the target effected is in water, or conductive liquid. Also, if a target is wearing Power Armor, or uses Energy Weaponry (rifles or pistols), the items in use will also take Electrical Damage. Electrical damage can also jump from the first target if they are on conductive surfaces or liquids, meaning any character near the original target who is also in or on the conductive material will also have a 50% chance to take the Electrical Damage being applied to the initial target. If a secondary target is effected by Electrical Damage, there can be a daisy-chain effect of targets with a 50% chance near any effected creatures that can take electrical damage. This type of effect can make electrical damage a very damaging weapon effect in places with many metal surfaces (such as bunkers and Vaults), or places that have water covering the ground. Most Pulse weaponry deal Energy/electrical damage. Poison Damage: Poisons are nearly always delivered with melee weapons. Some thrown weaponry can also deliver the plethora of toxins that exist in the Wastelands. Because poisons come in such a vast array, they each will deal damage differently. However, they all have a listed duration of effect. Some are more random than others’ effects, but many last for a set amount of rounds. Depending on the Poison Resistance, damage or effects may be lessened or mitigated entirely. Another factor is the size of effected creature: the defense roll bonus applies to Poison resistance as well, meaning smaller creatures get a bonus, and larger creatures suffer a penalty towards Poisons. Fatigue: Fatigue damage is representative of damage which is dealt from non-lethal weaponry. Such weapons would be the Flash Bang grenade, or the Boxing gloves. Fatigue damage that is taken is equal in potency to being dealt 5 normal damage, but the damage does not reduce actual health. Once enough fatigue damage is accumulated, a character will be rendered unconscious (when Fatigue damage’s equivalent value equals or surpasses remaining creature’s HP). 66

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Paralysis: Some special damage types include a Paralyzing effect. While this does not deal extra damage, it does immobilize a target, preventing them from performing any actions at all for #D10 rounds. Being paralyzed can simply mean a character loses a turn of action. Concussion: When a head is wounded to the point of being crippled, a character has a concussion, which lasts for the full duration of having a crippled head. Concussions effect Perception by lowering the stat 4 points. This can severely limit combat effectiveness and many actions, including spotting foes who are Sneaking. Dislocation: Limbs (the exception of torso and head) can be dislocated. Only Unarmed & Melee attacks can do this, and only upon targeting those limbs in VATS can a limb be dislocated. A dislocated limb makes that limb unusable, and crippled. Dislocation lasts as long as the limb is crippled. Dislocated legs cannot move (halving movement, if both are dislocated, a character can only crawl 10 feet per round), and dislocated arms cannot aim. A character can still make an attack with a dislocated arm, but if it is a twohanded weapon, they cannot. Attacks made with dislocated arms suffer a penalty of 20 to the attack hit check as Spread. Unconscious: Some attacks may knock a creature unconscious, causing them to lose all control of their character for a random duration of time. The duration of this can be minutes to days depending on the circumstances of the injury. For example, a creature who has all limbs crippled may be unconscious for days until health is restored to all limbs. Unconsciousness may apply to characters who are asleep, in which case they have a –10 to all skill checks, and Perception is –2.

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Status Conditions Addicted: Occurs from over use of an addictive chem or consumable item. Addiction checks are: (Endurance + Poison Resistance) as a % > Addiction % + ACOM Consuming multiple addictive substances over 24 hours adds their ACOM score (if any) with each use, so if two items have different ACOM values (for example a +3 and a +2), those would be combined together on the next addiction check (becoming a +5 instead of +2), increasing the likelihood of addiction for some substances. Addiction effects and durations can be found with the consumable items table. Poisoned: Occurs from Poison resistance not being high enough to counter the base check of the poison used. Poisoning attempts compound if done within the same round against a target. Poisons all have a Poison chance, and for a target to be poisoned, that chance’s percent value must equal or exceed the target’s Poison Resistance. Damage dealt by poisons is reduced by Poison Resistance. Crippled: Occurs when a limb has no health remaining due to damage incurred. Arms being crippled reduces Agility by 1 for each arm. Legs becoming crippled will reduce Agility similarly to Arms, but will also reduce movement by 10 feet per leg, and running is no longer possible. Crippled Torsos will result in a turn being lost, as well as Endurance being lowered by 2. A crippled Head will result in a Concussion, which reduces Perception (see Concussion rules). Drunk: Occurs when a character becomes addicted to an Alcoholic item, and lasts for 8 hours. During this time, Endurance is lowered by 1, and Agility by 1. Immobile: Occurs when a character is either too injured to move, unconscious, or is restrained in such a way that movement is impossible (such as being pinned under immense weight). Being Immobile simply reduces movement to zero, and halves a character’s current AP until the character is no longer Immobile. Shock: A character is in Shock when damage dealt is so heavy in a single round, their HP is reduced to half or below. This indicates massive injuries, and often will send a character into a dazed, and confused state. Characters in shock lose a turn, and their Action Points currently are halved until their health can be raised. Movement is reduced to 10 feet per round, and they suffer a –10 penalty to all skills.

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Radiation: Radioactive poisoning occurs due to exposure to radiated locations or materials. Some weaponry in Fallout D10 deals radiation points. Radiation is measured in “Rads” on a per round basis. While characters have Radiation Resistance, this only reduces incoming Rads, and not the total Rads present in their character’s body. When a character has gained beyond 100 Rads, they feel nauseous, and lose 10 HP every 24 hours. When a character has more than 100 Rads up to 200 Rads, they may feel fatigued, and suffer a –1 penalty to Strength. Beyond 200 Rads up to 400 Rads, they may find themselves vomiting uncontrollably, losing 20 HP every 24 hours, also suffering a –1 penalty to Strength and Agility. Beyond 400 Rads up to 600 Rads, characters may notice outside of their misery that their hair is falling out, and their skin feel numb, they are quite ill. They suffer losing 40 HP every 24 hours, as well as reductions of –2 towards Strength and Agility, and –1 to Endurance. Beyond 600 Rads, a character’s skin begins to flake and peel off, they are looking very grim and weak, suffering –60 HP every 24 hours, –20 Action Points every 24 hours, Strength is –4, Perception, Endurance, and Charisma are –3, Intelligence is –1, and Agility is –5. Upon reaching the lethal level of 1000 Rads, a character is in so much agony they may become Immobile, even in shock, they lose 100 HP every 24 hours, 30 Action Points every 24 hours, and suffer –6 to Strength, –5 to PER, END and Charisma, –3 to Intelligence, and –6 to Agility. If any stat reaches zero because of these penalties, the character dies instantly. If a character does not reduce their radiation levels within 24 hours, they have a 50% chance of dying instantly. If they manage to survive, they have a chance of becoming a Ghoul, gaining any perks associated while losing any associated with being Human. Thirst, Hunger, and Sleep: Characters must eat, drink, and sleep to live, otherwise they will die, either from dehydration, starvation, or sleep deprivation. Characters suffer penalties for each, similar to Radiation poisoning, as their levels increase as time passes. Measured in 24 hours or hourly values (whichever is simpler for the player), characters must take actions to keep their characters alive. Often eating food benefits characters, giving stat bonuses and temporary modifiers that could help them accomplish tasks, but likewise, not keeping characters fed, watered, and rested has downsides, including death. 69

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Condition

200 to 399

400 to 599

600 to 799

800 to 999

1000

Thirst

Endurance –1

PER –1, END – 2

INT –1, PER –2, END –3

INT –1, PER & AGL –2, END –3

Death

Hunger

Strength –1

CHA –1, STR –2

PER –1, CHA – 2, STR –3

PER –2, CHA – 2, STR –3

Death

Sleep

Agility –1

INT & AGL –1

END –1, INT –2, AGL –3

END –2, INT –2, AGL –3

Death

Minor

Advanced

Critical

Deadly

Fatal in 24 Hours

Upon reaching 1000, the penalties from Deadly Thirst, Hunger or Sleep carry over to Fatal, and a character has 24 hours to remedy their condition or suffer dying. Items with have a –# to thirst, sleep, or hunger reduce the accrued stat, which is good. Items that increase these stats, while sometimes providing other benefits, will adversely cause one of these stats to increase. One example is Pork N’ Beans, as it restores some health, reduces hunger, but adds some Rads and +20 thirst. Be aware of these benefits and downsides to consumable items. Encumbered: Occurs if a character has too much items being carried. Items have weight and unit values, and there is a carrying maximum that exists. Characters who are encumbered cannot run, suffer -25 to Sneak, and if they carry enough items for 24 hours between their listed carry weight and maximum carry weight, they take -50 HP to their Legs every hour they carry their load of items. Dropping gear and resting for any amount of time will relieve this stats, as well as throwing away junk to lower the total weight carried. Well Rested: Upon being unconscious or sleeping for 6 hours, a character becomes rested enough that AP regeneration is doubled during combat conditions for 8 hours after waking. This can only occur if a character is not ill with other status effects or is sleeping on a bed, bedroll & sleeping bag, or makeshift bed.

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Character Traits, Perks, and Implants Remember that a Character does not need to choose Character Traits, but a character can choose up to two of them at level one, and these are only available at the beginning of the game (unless the GM states that a character gains one of these due to a change in the character, but if a character already has two, the player must choose to lose one). Built to Destroy

Modifier for Luck in Critical check is: Luck + 4

Durability loss on missed attacks is -2 instead of -1

Fast Shot

While using Guns and Energy Weapons, Action Point requirements are reduced by 25%

The check to Hit will always have a -2 penalty

Four Eyes

Perception is increased by +1 (stackable with items that increase PER) while Glasses (of any kind) are equipped

Base Perception stat is naturally –1 without glasses, but normal once Glasses are equipped

Good Natured

Increases your Speech, Medicine, Repair, Science, and Barter skills by +5

Decreases Energy Weapons, Explosives, Guns, Melee Weapons, and Unarmed skills by –5

Heavy Handed

Melee and Unarmed damage is increased by 45

The modifier for Melee and Unarmed critical hits reduced by x1 to a minimum of x1

Kamikaze

Action point total is raised by +10

Damage Threshold is reduced by 2 (cannot be negative)

Loose Cannon

Thrown weapons, including grenades, have a reduced AP cost of 25%

The range of thrown weapons is reduced by 25%

Small Frame

Agility is raised by 1

Limbs are more fragile, Endurance multiplier is x3

Trigger Discipline

Guns and Energy Weapons are more accurate, Spread is reduced by an additional -10

Action Point cost for Guns and Energy Weapons are raised by 10 AP for all shots taken

What is your profession?

Choose a weapons Skill, that skill is now +10

Weapons of any other type than the skill chosen will break upon the first failed attack (equal to having 1 Durability instead of default value)

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Claustrophobia

+1 to all SPECIAL while outdoors

-1 to all SPECIAL while indoors

Early Bird

+2 to all SPECIAL from 6AM to 5PM

-1 to all SPECIAL from 6PM to 5AM

Hoarder

+25 pounds to carry total

-1 to all SPECIAL while current total carried weight is under 130 pounds

Hot Blooded

+50 Damage to successful attacks when character health drops below 50%

Perception and Agility -2 while below 50% health

Logan’s Loophole

Chems, skill magazines, and consumables last twice as long, and addiction chance is 0

Level cap is 30

Skilled

+5 to every skill

Experience gained is -10%

Knowing is Half the Battle

Skill books also grant the same temporary bonus a Magazine would

Intelligence is -3 when no skill books or magazines are in inventory

Do You Feel Lucky?

When pistols have only 1 round remaining, they will deal +25 damage until reloaded

Pistols have -10 Durability

Like the Boss

NCR and Legion currency is worth twice as much when bartering or trading

Caps hold no value

A Good Blaster at Your Side

Energy weapons deal +15% damage

Melee, Unarmed, and Guns all deal -50% damage

Can’t Quit the Good Stuff

Addictions to substances are removed upon consuming that substance again, addiction is suspended for 1D6 hours

Addiction effects are doubled

Science!

+10 to Science skill

All other skills are -5

Brutus

Strength is +2 while using a knife weapon, including Combat Knives, Rippers, and Cosmic Knives

Charisma and Perception are -1

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Scoundrel

Barter, Speech, and Sneak are all +15, these skills are not effected by SPECIAL reductions

Failed Speech checks will often result in confrontations, as people will often believe you’re trying to swindle them if they’re not bought by your charms

List of Perks Perks are taken with every even level gained by a character. These cannot be changed once taken, as with Traits and other perks. Some perks, with Ranks, can be taken multiple times, as with Intense Training.

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Perk

Lvl

Other Required

Rank

Effects of Perk

Black Widow♀/ Lady Killer♂

2

-

1

+10% DMG to members of the opposite Gender. Speech checks against opposite gender are given a +10 bonus

Cherchez La Femme♀/ Confirmed Bachelor♂

2

-

1

+10% DMG to members of the same Gender. Speech checks against same gender are given a +10 bonus

Friend of the Night

2

PER 6, Sneak 25

1

All squares that would be pitch black are treated as shadow for lighting bonuses

Heave, Ho!

2

STR 5, Explosive s 30

1

Spread on thrown explosives is reduced by 10

Hunter

2

Survival 30

1

Deal +75% critical damage to Animals and Mutated Animals

Intense Training

2

-

10

Raise any SPECIAL stat by 1 permanently

Rapid Reload

2

AGL 5, Guns 30

1

Reloading any weapon costs only 2 AP

Retention

2

INT 5

1

Skill magazine effect duration is doubled

Swift Learner

2

INT 4

1

Experience point gain is increased by 10% whenever it is gained

Cannibal

4

-

1

When no one can see you, you may consume the corpse of fallen humanoids, but lose karma

Comprehension

4

INT 4

1

The gain of reading skill Magazines is doubled, skill Books grant +4 (instead of +3) to that skill

Educated

4

INT 4

1

You gain 2 more skill points per level up

Entomologist

4

INT 4, Survival 45

1

Damage done to mutated insects is increased by 50%

Rad Child

4

Survival 70

1

Restore +100 health per level of radiation poisoning, except for Fatal poisoning

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Lvl

Other Required

Rank

Effects of Perk

Run ‘n Gun

4

Guns or Energy Weapons 45

1

Moving no longer increases Spread on ranged weaponry (normally, moving before shooting is +5 Spread)

Travel Light

4

Survival 45

1

While wearing no armor, or light armor, you can move an additional 10 feet per round at cost

Bloody Mess

6

-

1

Damage dealt is increased by 10% to all creatures

Demolition Expert

6

Explosive s 50

1

+20% damage with all explosives

Ferocious Loyalty

6

CHA 6

1

+5 DT to any allies within 10 feet of you when your health is at or below 50% (until healed)

Fortune Finder

6

LUK 5

1

You will find Caps more often when looting or searching in containers

Gunslinger

6

-

1

One handed guns spread is reduced by 5

Hand Loader

6

Repair 70

1

You will find ammo components more often, and will also be able to load any ammo type at Reloading benches

Lead Belly

6

END 5

1

Radiation no longer effects you when eating or drinking irradiated consumables

Shotgun Surgeon

6

Guns 45

1

While using Shotguns of any type, you will always ignore up to 10 points of DT for foes

The Professional

6

Sneak 70

1

Sneak attacks deal 20% more damage when using any revolver, pistol, or SMG

Toughness

6

END 5

1

Damage threshold is increased by 3

Vigilant Recycler

6

Science 70

1

You will find more drained cells, and can recycle any energy weapon ammunition type at workbenches

Light Touch

8

AGL 6, Repair 45

1

While wearing light armor, you gain +5 to critical attack checks, and enemies’ critical attack checks against you are reduced by 15.

Commando

8

-

1

Rifles, shotguns, sniper rifles, or any two handed gun have spread reduced by 5

Cowboy

8

Guns 45, Melee 45

1

+20 damage with Dynamite, hatchets, knives, revolvers, or lever action guns

Living Anatomy

8

Medicine 70

1

Ignore up to 5 DR of a humanoid foe

Pack Rat

8

INT 5, Barter 70

1

Items that weight a pound or less now no longer factor into weight totals

Perk

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75

75

Quick Draw

8

AGL 5

1

Readying or holstering a weapon no longer costs any AP, but is a free action

Rad Resistance

8

END 5, Survival 40

1

+25% Rad resistance

Scrounger

8

LUK 5

1

You can find 2x more ammunition when searching or looting

Old World Gourmet

8

END 6, Survival 45

1

Characters’ chance to become addicted to alcohol is reduced by 3%. Foods that are not made from cooking give +50 HP upon consumption, and Scotch, Vodka, and Wine also grant +25 HP when imbibed, along with their standard effects granted upon consumption.

Stonewall

8

STR & END 6

1

+5 DT against melee or unarmed attacks, cannot be knocked back or knockdown

Strong back

8

STR & END 5

1

+50 pounds to Carrying weight limits

Super slam

8

STR 6, Melee 45

1

All melee attacks have a +20% chance to Knockdown

Terrifying presence

8

Speech 70

1

If foes are next to you, there is a 20% chance they will lose their next turn

Here and now

10

20

Level up, +100 experience towards next level

Animal friend

10

2

1st Rank: Hostile animals are neutral, 2nd Rank: Animals will aid you if you are under attack

Finesse

10

1

+5 critical multiplier, +10 Critical damage on all weapons

Math wrath

10

Science 70

1

+25 AP to total AP, AP regeneration is increased by +3

Nerd rage!

10

INT 5, Science 50

1

When hit points are at or below 20%, DT is raised by 10, and STR is raised to 10 for 5 minutes

Plasma spaz

10

Energy weapons 70

1

All plasma type weaponry has an additional -5 Spread

Fast metabolism

12

1

Stimpaks heal for +25% more

Ghastly scavenger

12

Cannibal perk

1

Bonus to eating limbs is doubled, but so is karma loss

Hit the deck

12

Explosive s 70

1

+15 Damage Threshold against explosive weapons

Life giver

12

END 6

1

+40 Hit Points to maximum hit points

CHA 6, Survival 45

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Long haul

12

END 6, Barter 70

1

Carrying capacity is increased by 50 pounds

Piercing strike

12

Unarmed 70

1

All unarmed and melee attacks ignore up to 15 DT

Pyromaniac

12

Explosive s 60

1

+50% damage to any fire & burn effects

Robotics expert

12

Science 50

1

Damage done to robots is +25%, can sneak up and shut down robots (hacking attempt)

Silent running

12

AGL 6, Sneak 50

1

Moving while sneaking no longer incurs any penalty, can move at normal speed (walking)

Sniper

12

PER & AGL 6

1

VATS attacking a head reduces spread by 10, deals +20% more damage

Splash damage

12

Explosive s 70

1

Explosives area of effect is increased by 10 feet in all directions

Unstoppable force

12

STR 7, Melee 90

1

Ignore an additional 10 DT & DR of foes while melee attacking

Adamantium skeleton

14

1

Limb health is doubled

Center of mass

14

Guns 70

1

A VATS attack to torsos will deal 20% more damage

Chemist

14

Medicine 60

1

Chem’s consumed bonuses last twice as long, addictions are 10% more likely

Jury rigging

14

Repair 90

1

Repair any item with a “similar” item, only you can use that item (cannot sell or trade)

Light step

14

PER & AGL 6

1

Cannot activate floor based traps or explosives by moving over them

Purifier

14

1

+50% DMG to centaurs, nightstalkers, spore plants/ carriers, deathclaws, super mutants, and feral ghouls

Action boy/girl

16

AGL 6

2

+35 action points to your total action points

Better criticals

16

PER & LUK 6

1

+50% damage with critical hits

Chem resistant

16

Medicine 90

1

Addictions last half as long

Meltdown

16

Energy Weapons 90

1

Foes killed by Energy Weaponry become explosive, behaving like Plasma grenades. This effect can chain with other creatures and friendly creatures.

Tag!

16

3

Add 25 points to any single skill

Weapon handling

16

1

STR requirements for all weapons are reduced by 2

STR under 10

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18

INT 7, Science 70

1

If you become locked out of a computer, you can attempt to re-hack the terminal instead of being permanently locked out

Concentrated fire

18

Energy weapons & Guns 70

1

When using VATS, spread is reduced by 5 each consecutive successful attack on a targeted limb of a foe

Infiltrator

18

PER 7, Lockpick 70

1

If a lock is forced open, and the lock breaks, the lock instead simply opens

Paralyzing palm

18

Unarmed 70

1

When using VATS, an unarmed strike has a 50% chance to Immobilize a target

Explorer

20

1

You always know the layout of any location, building, or area you are in, and always have a map. You’ve planned ahead.

Grim Reaper’s spirit

20

1

Killing a foe restores 25% of your base action point total

Ninja

20

Melee & Sneak 80

1

Sneak attacking has a reduced spread for melee attacks (spread –10), damage for a melee sneak attack is +10%

Solar powered

20

END 7

1

+2 STR and +20 HP/minute restored from 6:00 AM to 6:00 PM (must be outside)

Laser commander

22

Energy Weapons 90

1

When using Laser weaponry, you deal +50 damage, critical multiplier is increased by 5

Nuka chemist

22

Science 90

1

You can craft any Nuka-Cola variant, including NukaCola Quantum

Spray ‘n pray

22

1

Your attacks that deal damage to team members or friendly characters is reduced by 50%

Slayer

24

AGL 7, Unarmed 90

1

The AP cost of all melee and unarmed attacks is reduced by 5, and you ignore 10 DT

Nerves of steel

26

AGL 7

1

AP restored from AP regeneration is increased by 10

Rad absorption

26

END 7

1

Every round of action your Rad level is reduced by 5

And Stay Back!

30

Guns 70

1

Shotguns have a 10% chance to knockdown a foe

Heavyweight

32

STR 7

1

Weapons with a weight of more than 10 pounds have their weight reduced by half

Kneecapper

32

PER 7

1

Targeted limb damage to legs is increased by 25 upon successful melee and ranged attacks

Computer whiz

77

78

In Shining Armor

30

Repair 20 & Science 70

Junk Shot

12

LUK 6, Repair 50

1

Ammunition casings can be crafted from Scrap Metal & Tin Cans

Eye for an Eye

20

-

1

For every crippled limb your character currently has, your character deals +50 damage

Fight the Power!

10

-

1

+2 DT, +15 critical damage to anyone wearing NCR, Legion, Brotherhood of Steel, or Enclave armor

Grunt

6

Guns 45, Explosive s 25

1

+25% more damage with Guns and Explosives

Home on the Range

8

Survival 70

1

Whenever there is a Campfire present, a character can sleep, and still gain the benefits of being rested, also reducing their Sleep counter

Sneering Imperialist

10

-

1

Critical multiplier +2%, attacks against Raiders and tribal foes have Spread reduced by 5

Better Drink My Own...

16

Survival 70

1

Limb Damage reduced by 50% from any Animals, Mutated Animals, and insects. Poison Resistance increased by 25%

1

Damage done to armor is always reduced by 25%, because you keep it oh so clean

ATOMIC!

28

END 6

1

While in areas that are Radiated, AP for attacking and moving is reduced by 1 AP, DT +2, and STR is increased by 2. While irradiated (rads above 199), AP regeneration is increased by 10

Mile in their Shoes

24

Survival 25

1

All AP costs for movement use the base value for walking (2 AP)

Them’s Good Eatin’

30

Survival 85

1

Any living creature has a 50% chance to drop Caravan Lunches

Brainless

30

END 6

1

Head can no longer be crippled, chem addiction periods are reduced by 10 hours, +1 DT

Heartless

30

END 7

1

Cannot be poisoned, healing from items is increased by 20%, critical damage reduced by 15% when attacked by a successful critical attack

Spineless

30

END 7

1

Strength +1, DT +1, Torso cannot become crippled

Big Brained

30

END 6

1

Head can no longer be crippled, Intelligence +1, Perception +1, DT +1

Cardiac Arrest

34

END 6

1

Poison resistance +35, healing items boosted +50%

Reinforced Spine

34

END 7

1

Strength +2, DT +5

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79

DNAgent

36

-

1

Sneak increased by 25, critical chance multiplier +5%

DNAvenger

36

-

1

Maximum HP +50, Unarmed skill +25

Alertness

12

Perceptio n less than 8

1

+2 Perception while crouching or prone, must not move during round to benefit

Walking Instincts

18

Survival 50

1

+1 Perception and Agility while outdoors

Voracious Reader

22

INT 7

1

Damaged books can become Blank Books, can use Blank Books in crafting Skill Magazines or Skill books.

Irradiated Beauty

22

END 8

1

Sleep removes 50 Rads per hour slept

Lessons Learned

26

INT 6

1

Magazines bonus granted is increased by 20

Roughing It

28

Survival 99

1

Sleeping outside for more than 8 hours grants the “Well Rested” benefit

One Does not Simply Walk...

30

STR & END 6

1

Legs cannot be crippled

Streakers and Sneakers

30

AGL 8

1

While Sneaking, maximum distance per round able to be traveled is +2 squares (10 feet)

Certified Technician

40

Science 75

1

Robots can be shut down without having to sneak, or reprogrammed to be an ally

Better Them Than Me...

50

Karma Less than -250

1

Luck +4 after a successful critical attack, lasts for 3 minutes

It Ain’t Like that Now

50

Karma between -250 and 250

1

AP regeneration increased by 25%, AP cost of all weapons reduced by 25%

We Thought You Died

50

Karma more than 250

1

Health regeneration +25%

Challenge/Gained Perks These perks are earned based on the conditions required, these conditions are tracked by the character, and act as rewards for feats performed. All perks listed below are attainable at any level, unless specified otherwise in the Requirements.

79

80

Perk

Requirements

Ranks

Effects of Perk

Abominable

Kill 20/50/75 abominations

3

Deal +5%/+10%/+15% damage to Aliens, Centaurs, Deathclaws, Ghost People, Night Stalkers, Sport Carriers & Plants, Tunnelers

Animal control

Kill 20/50/75 animals

3

Deal +5%/+10%/+15% damage to mutated animals

Beautiful beatdown

Kill 100 foes with unarmed attacks

1

AP costs for unarmed attacks are reduced by 25%

Bug stomper

Kill 20/50/75 insects

3

Deal +5%/+10%/+15% damage to mutated insects

Camel of the wastes

Drink 30 water items

1

Water items provide +15% more hydration against Thirst

Day tripper

Become addicted 25 times

1

The duration of chems last 25% longer

Dine and dash

Cannibalize 25 corpses

1

Eating human remains heals +15%

Fast times

Use Turbo 20 times

1

Turbo’s effects last +50% longer

Free radical

Use 20 RadAways

1

RadAway’s effects are increased by 25%

Lord death

Kill 100/250/500 foes

3

Deal +15/+20/+25 more damage to all enemies

Machine head

Kill 25/75 robots

2

Deal +5%/+10% damage to robots

Meat of champions

Cannibalize 50 Feral Ghoul Reavers

1

+1 Luck, Strength, Charisma, and Intelligence for 60 seconds (6 rounds) each time human remains are cannibalized

Melee hacker

Deal 2,000 damage with one handed, then two handed melee weapons

2

Rank 1: AP cost of melee skill attacks reduced by 20% Rank 2: AP cost of melee skill attacks reduced by 40%

Power armor training

Must be taught

1

Ability to wear all variants of Power Armor

Set lasers for fun!

Deal 2,000 damage with pistol energy weapons, then with rifle energy weapons

2

All energy weapons gain +10% critical chance multiplier

80

81

Perk

Requirements

Ranks

Effects of Perk

Tough guy

Have limbs crippled 50 times

1

Limbs gain +20% hit points

Mutant Massacrer

Kill 20/50/75 Super Mutants

3

Deal +5%/+10%/+15% damage to Super Mutants & Super Mutant Behemoths

Lonesome Road

Reach Level 30

1

+10 to hit using VATS when any allies are not present within 100 feet

Ghost Hunter

Kill 10 creatures who are “cloaked” with Stealth Boys

1

Perception +1, enemy stealth fields –50 if within movement range of your character

Signal Interference

Disable 20 robots

1

Robots seem to be effected by some sort of Electromagnetic field surrounding you, probably from downing so many robots. Robots within 20 feet of you have a 50% (1D10) chance to short circuit and shut down.

Unclean Living

Be addicted to alcohol for more than 7 days

1

The effects of being addicted are no longer detrimental, but only as long as you have one or more alcoholic substances in your inventory. If your character does not possess any alcohol, your character’s addiction effects are doubled

Mad Bomber

Detonate your own explosive within 5 feet of yourself while your HP is less than 20%

1

Damage done by explosives on your character are reduced by 50%, however, damage your character does to any other creature or character by your explosives is boosted by 50% Opens recipes for crafting special explosive devices.

Comrade!

Heal a companion who is 25 HP or less remaining

1

Health gained from healing yourself or someone else is increased by +50

Implants Implants are a type of unique Perk, can only be taken once, and have a limit. Implants can only be given to a character if that character has enough Endurance to permit so, as the limit of implants is equal to the Character Endurance minus 1, meaning if a character wanted 9 implants, they must have an Endurance of 10. Taking the Endurance implant does not count towards this limit, meaning if a character did take that implant, it would still bestow all other benefits, but even if taken at 9 Endurance, the maximum number of other implants that character could take would remain at eight.

81

Implant Perk

Level Required

Cost

Effects of Implant Perk

Agility Implant

10

4000 caps

+1 Agility

82

Implant Perk

Level Required

Cost

Effects of Implant Perk

Charisma implant

10

4000 caps

+1 Charisma

Endurance implant

10

4000 caps

+1 Endurance

Intelligence implant

10

4000 caps

+1 Intelligence

Luck implant

10

4000 caps

+1 Luck

Monocyte breeder

15

12000 caps

Restore +5 HP per round

Perception implant

10

4000 caps

+1 Perception

Strength implant

10

4000 caps

+1 Strength

Sub-dermal armor implant

12

8000 caps

+4 Damage Threshold

Implant RX+

30

END 8, 9000 caps

A sub-dermal injector is implanted inside your arm that allows you to consume up to 5 chems every 24 hours, being immune to any addiction from those 5 for 24 hours

Implant C-13

40

8000 caps

Damage done by melee and unarmed attacks is increased by 10%

Implant M-5

40

10000 caps

While Sneaking, foes within 25 feet have Perception lowered by –3

Implant Y-3

40

12000 caps

Drinking from irradiated water no longer gives you any Rads

Implant Y-7

40

20000 caps

Eating any food grants an additional +25 HP, and restores 25 AP

Ralph X10

45

20000 caps

Unarmed damage has increased base of STRx10

Regenerative Cellular Collectives

45

25000 caps

Action Point regeneration +15%

35000 caps

Hit points are regenerated while in irradiated areas, granting +5 HP for every Rad per round being absorbed. Rads are converted to health, meaning Rads are no longer harmful, as the implant absorbs the radiation instead, granting health. Immune to all radiation, cannot die from radiation

Cellular Scrubbers

49

Special Attack Perks Special attack perks are automatically gained upon attaining the requirements listed, similar to Challenge perks, however all of these are Perks which exclusively change rules of Combat.

82

83

Perk

Requirements

Description

High Capped

Guns 35

Ammunition capacities are now all +5 for any weapon using the Guns skill.

Firestorm

Guns 45

Weapons which fire “#D#” (relying on dice roll for amount of rounds fired) can instead be declared. Just say how many rounds you fire. Number of rounds declared fired beyond the first adds 1 AP to the cost of the attack for each added round (6 rounds adds +5 AP cost for example).

Precise Needles

Guns 75

Any scoped weapon which scores a headshot instantly deals bonus damage equal to the Guns skill. This ignores Damage Threshold.

Fragmented Hits

Guns 100

If a round misses in a burst fire, roll again to hit. If this roll hits, deal half damage for any rounds that missed (ricochet rounds).

Counter attack

Level 2, Unarmed 35

Upon defending against a melee/ unarmed attack, a character can immediately attack after that attacker’s turn is completed as long as an attack can be made. This does not allow for a full turn, only a single attack.

NCR Takedown

Level 2, Friendly reputation with NCR, Unarmed 50

When preforming an unarmed attack, the character will lunge back, then jump onto the target, tackling them to the ground. (Requires unoccupied space of one 5 foot square behind the character) Once the attack is successful, the target is Immobilized until the character moves off the target.

Khan Trick

Level 2, Friendly reputation with Great Khans, Unarmed 50

If the character is near dirt or sand, or has some dirt or sand substance (such as powder from ammunition), it can be thrown at the face of a target as an unarmed attack within 10 feet of a target. This will temporarily blind the target, and cause them to drop their weaponry if it is currently held in hand.

Legion Assault

Level 2, Friendly reputation with Caesar’s Legion , Unarmed 50

The character must have a running start of 20 feet (4 5x5 squares), and successfully perform an unarmed attack. The attack will deal +100 damage, and disarm the target. It also has a knock-back effect that will force the target to be “kicked” back 10 feet away, landing prone on their back (if attacked from the front, on their belly if attacked from behind).

Brotherhood Counter

Level 2, Friendly reputation with Brotherhood of Steel, Unarmed 50

The character must have been the target of a failed melee or unarmed attack: Upon a failed attack by the target, the character can grab the attacker’s arm, and disarm them, while also dealing an Unarmed attack damage to their grabbed arm (dealing straight damage to that limb, as would an aimed VATS attack).

Improvised Fighting

Level 5, Unarmed 50, Melee 50

Everything can become a weapon, cups, books, plates, forks, spoons...anything...as long as it can be moved or picked up (for example, it must weigh less than the carry weight of a character). All objects that don’t have a set damage value deal damage equal to their weight, plus the character’s Unarmed damage value. Objects used have a item HP and durability value equal to their weight. Items weighing more than 20 pounds reduce the chance to hit by 1 for every 5 pounds above 20. Items can be thrown, and follow the same rules as throwing any thrown item. The AP cost of using improvised weapons is always 20 AP.

Gun Club

Level 10, Guns 50, Unarmed 50, Energy Weapons 50

Your character can, when being attacked in melee/ unarmed range, use the weapon at hand as a melee weapon, dealing half damage, plus unarmed damage.

83

84

Perk

Requirements

Description

Flawless Brawling

Level 25, Unarmed 80, Melee 80

When attacking a target in Melee or Unarmed, the character no longer has to suffer penalties associated with Recovery in fighting close range.

Shattering Blows

Level 35, Unarmed 90

With Unarmed attacks, an aimed VATS attack on Legs or Arms will increase the critical multiplier by +4 (making a x1 into a x5, and a x2 into a x6), which increases the chance of a critical hit. On Sneak Attacks, this instead adds 5D10 (between 5 and 50) damage to the hit’s damage total on the target’s targeted limb.

Make It So

Energy Weapons 50

If a target is hit with a one handed pistol type energy weapon, the target takes additional damage equal to the skill of Energy Weapons, this damage ignores DT.

Spider? Get it off!

Explosives 50

Thrown explosive weapons deal double head damage when thrown using VATS.

Silence is Golden

Sneak 50

Sneak Attacks using silenced weapons have a reduced Spread of –5

Mine Craft

Explosives 45

Placed explosives such as Bottle Cap Mines and Plasma Mines have a spread of –15 when used as part of a trap kit

84

COMBAT/CONDITIONAL STATISTICS

NAME: GENDER:

Action Points (85+ (AGL x 3)):

85

Level

AP Regen: AGLx3 per Round

RACE:

Melee Damage Bonus (STR x 0.5):

AGE:

Critical Unarmed (STR x

SIZE:

Karma

0.5 + 5):

Damage

NATURAL WEIGHT:

Experience

Unarmed Base DMG (Unarmed skill + STR x 2):

EYE COLOR: HAIR COLOR:

Damage Threshold (From armor):

SKIN COLOR: APPEARANCE NOTES:

Damage Resistance (ENDx0.5): Poison Resistance (END x 5):

%

Radiation Resistance (END x 2):

%

Fire Resistance (From armor):

%

Charisma:

DERIVED STATISTICS Current Max Hit Points (100+(ENDx20)): _________ / _________ HP Regen per round (END +6): ______ Encumbered Carry Weight (45+(STRx10)): ______ Maximum Carry Weight: __________________ (85+ (STRx10)) ↖︎ Cannot carry beyond this amount Current Total Weight: Use total weight of ALL gear __________________

Intelligence:

Land Speed in feet per round: ______

Agility:

Skill Rate

Luck:

(10+(INTx0.5)):______ Hunger level (24/END)x40):

_________ / _________

Sleep level (24/END)x55):

_________ / _________

Thirst level (24/END)x80):

_________ / _________

PRIMARY STATISTICS: SPECIAL BASE

Strength:

Temp Modifiers (±)

Perception: Endurance:

(Per Level)

Armor/Clothing Condition Equipped Gear

Effects

Slot

Durability

Current

Daily

Current

Daily

Current

Current

Daily

RAD Level:

RADs per round x Radiation Resistance

Head

Shoulders

Chest

CHARACTER CONDITION Limb Health

Legs

LIMB CONDITION

Accessory

Max

CRIPPLED LIMB?

_________ / _________

_____

Right Arm (20+(ENDx5)): _________ / _________

_____

Left Arm (20+(ENDx5)):

_________ / _________

_____

Torso (30+(ENDx5)):

_________ / _________

_____

Right Leg (25+(ENDx5)):

_________ / _________

_____

Left Leg (25+(ENDx5)):

_________ / _________

_____

Head (15+(ENDx5)): Slot

Current

Accessory

85

Backpack

Armor and Clothing 86 Name:

Durability:

Durability:

Effects:

Effects:

DR:

Name:

DR:

MODS:

MODS:

DT:

DT: Faction:

Weight:

Faction:

Weight:

Value:

Worn:

Value:

Worn:

Notes:

Notes:

Name:

Durability:

Effects:

DR:

Name:

Durability:

Effects:

MODS:

DR:

DT:

MODS:

DT:

Faction:

Weight:

Faction:

Weight:

Value:

Worn:

Value:

Worn:

Notes:

Notes:

Name:

Accessory 1:

Effects:

DR:

Name:

Accessory 1:

Effects:

MODS:

DR:

DT:

MODS:

DT:

Faction:

Notes:

Faction:

Value:

Value:

Weight:

Weight:

Notes:

Armor and clothing are worn by a character only one per “slot,” being Head, Shoulders, Chest, Legs, two Accessories, and a backpack. VATS ignores Backpacks. 86

Weaponry 87 Name

Strength Required

Skill

DMG

DPR

Weight

Shot

Spread

Value

AP Cost

Crit Multi

Crit DMG

Durability

Ammo

Mag

Throw Range

Reload/ Recovery

Ammo per shot

Throw Spread

Attack Type

Effect:

Blast Holdout weapon

Critical Effect:

Name

Strength Required

Skill

DMG

DPR

Weight

Shot

Spread

Value

AP Cost

Crit Multi

Crit DMG

Durability

Ammo

Mag

Throw Range

Reload/ Recovery

Ammo per shot

Throw Spread

Attack Type

Effect:

Blast Holdout weapon

87

Critical Effect:

Gear NAME/QUANTITY

USE

VALUE

88

88

WEIGHT

89 Skill

Level (1 to 100)

Level Adjustment Amount

Description

Barter (CHA)

Proficiency at trading and haggling. Also used to negotiate with other characters to increase rewards for tasks your character performs. Salesman Weekly and Tales of a Junktown Jerky Vendor increase this Skill.

Energy Weapons (PER)

Proficiency at using energy-based weapons. Future Weapons Today and Nikola Tesla and You books increase this Skill.

Explosives (PER)

Proficiency at using explosive weaponry, disarming mines, and crafting explosives. Patriot’s Cookbook and Duck and Cover! increase this Skill.

Guns (AGL)

Proficiency at using weapons that fire standard ammo. Milsurp Review and Guns and Bullets increase this Skill.

Lockpick (PER)

Proficiency at picking locks. Locksmith’s Reader and Tumblers Today increase this Skill.

Medicine (INT)

Proficiency at using medical tools, drugs, and crafting medical supplies excluding chems. Today’s Physician and D.C. Journal of Internal Medicine increase this Skill.

Melee (STR)

Proficiency at using melee weapons. Tales of Chivalrie and Grognak the Barbarian increase this Skill.

Repair (INT)

Proficiency at repairing items and crafting items and ammo. Fixin’ Things and Dean’s Electronics increase this Skill.

Science (INT)

Proficiency at hacking terminals, recycling energy ammo at workbenches, crafting chems, and many dialog checks. Programmer’s Digest and Big Book of Science increase this Skill.

Sneak (AGL)

Proficiency at remaining undetected and stealing. ¡La Fantoma! and Chinese Army: Special Ops Training Manual increase this Skill.

Speech (CHA)

Proficiency at persuading others. Also used to negotiate for better quest rewards and to talk your way out of combat, convincing people to give up vital information and succeeding in multiple speech checks. Meeting People and Lying, Congressional Style increase this Skill.

Survival (END)

Proficiency at cooking and surviving in the wastes, as well as crafting traps. Lad’s Life and The Wasteland Survival Guide increase this Skill.

Unarmed (END) 89

Proficiency at unarmed fighting. Boxing Times and Pugilism Illustrated increase this skill.

Level

Perk/Trait

Rank

Description

90

90

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