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Johnjimco
2013-05-01, 04:07 AM
A while back i started trying to make a pen and paper adaption to the fallout 1 & 2 Rules and it was actually kind of easy to transition them to pen and paper as they're very much like them already and a lot was copied from the video game rules. but of course some things had to change to make it smoother. I like what I've done so far and hope to use it in home games once its finished but here's whats done so far.

COMBAT RULES
Combat generally begins with a surprise turn, where the initiator of combat takes an action and his target gets to respond. Regular combat rules follow.
First off, determine who gets to go first. This depends on each character's sequence. The rule here is simple: higher sequence goes first.
When it is your turn, and you choose to take an action, determine if you even have time in that turn to take your action. SPECIAL uses Action Points (APs) to work this out. Each action you can take in combat has a particular cost in APs. If your current number of remaining APs is equal to or greater than the cost of your action, you can do what you have in mind. A character's maximum APs are determined by Agility. Most attacks cost 5 APs by default, though with different weapons, modes of attacks and combinations of perks, this can change. Movement costs one AP per Hex moved.
Example: Joe the Raider is in a bar brawl. He wants to slug the barfly next to him. A solid punch costs 2 APs. Joe currently has 8 APs. He has more than enough APs to do what he has in mind and takes a swing.
It is not enough to decide to attack. You actually have to connect before anything interesting happens. In essence, the target's chance of avoiding the attack is subtracted from your chance of successfully attacking. The resulting percentage is rolled against to determine whether you've successfully hit. Your chance of successfully attacking is mostly due to your skill with whatever sort of weapon you're using, modified by attributes (like Strength or Agility) or perks. Your target's chance of avoiding the attack is mostly due to their Armor Class, which is determined by their Agility and the Armor they are wearing. Additional bonuses or penalties to the attack can apply based on other conditions such as the range at which you attack or the lighting.
Example: Joe the Raider attacks a farmer. Joe has trained hard with his Spear and has a total skill of 89% with melee weapons. The farmer's he's attacking is just wearing his threadbare clothing and thus only has the armor class afforded by his average agility: 5. It's a bright, sunny day and Joe is attacking in melee, so no other special conditions apply. Joe's chance of hitting is calculated as follows:
89% (attacker's weapon skill) - 5% (defender's armor class) = 84%
Joe has an 84% chance of successfully skewering his target. The farmer is likely toast.
Once an attack has been confirmed to be successful, damage must be determined. First, the raw damage is rolled. This is determined by the damage range of the weapon or hand to hand attack being used. Each weapon does more or less damage than any other. A slap from a 90 pound weakling hardly hurts at all, but a point blank shot from a combat shotgun is painful. For melee and hand to hand attacks, damage is modified by strength. Certain perks also can modify attack damage. Different types of ammunition can also have different effects on damage, depending on the Damage Modifier (DM) of the ammunition.

Taking too much damage will typically result in death. Characters have a derived statistic called Hit Points that represent how much damage they can take before they die. If you take damage equal to or greater than your hit points and you are not attended to immediately, you are dead, which is a shame.

RANGED COMBAT RULES
Ranged Combat is first determined by your Skill for the specific ranged weapons you are using. The Base to Hit (BTH) is the result of your Skill -30%. In addition you add 8% or 16% (dependent on the maximum range of the weapon) for each point of Perception - 2, natural or modified by special perks and traits like Night Person to your BTH. Subtract 4% for each hex distance between you and your target. You can also call an Aimed Shot, which also modifies your BTH according to the area you want to hit. In darkness also subtract additional 10% if you are more than 4 hexes away from your target. Keep in mind if you miss there is a slight chance to hit another target.
BTH = Skill + ((PE - 2) * 16) - (HEX * 4) - (AC of Target) [- 10% at night if HEX >= 5] for all
Rifles

If you reach a BTH of 0 or below it is not possible to hit the target.
Weapons also modify your BTH if you don't meet the minimum Strength needed to wield the weapons. For each point below the needed Strength subtract 10% of the BTH.
Some weapon-classes also affect your BTH . Shotguns for example raise your BTH by 20% if you are >=4 and even by 30% if you are >=5 hexes away from your target, while at the same time the damage done by the weapon is reduced.
Sniper-Weapons like the Hunting Rifle can fire in the first 10 hexes away from your target with +4% to the BTH and without any distance modifiers. For Example: Your BTH is usually 55%. While using the Hunting Rifle, you get initially +4% to your BTH. You are 8 hexes away, so your BTW is still 59%. Beginning with the 11th hex distance between you and your target, each hex subtracts 4% of your BTH as usual. In the example, instead of being 8 hexes away you are 12 hexes away, your BTH is reduced to 47%.
There are also special unique weapon modifiers like +20% BTH for the 9mm Mauser because it is "extremely accurate".

S.P.E.C.I.A.L
The name "SPECIAL" is an acronym standing for the Primary Statistics in the system: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. These statistics gives your skills an initial bonus. A task may have a required Stat to even get to roll for success for example Joe the Raider wants arm wrestle a Super Mutant for the wager of 200 Caps. Joe the Raider has 7 Strength and the Required strength to even have a fighting chance is 6. This Super Mutant has a strength of 10 so Joe will have a hard time beating Him. almost all Perks Require certain stats. Additionally no stat may surpass a total value of 10 no matter what.

STRENGTH
Strength is the measure of raw Physical Prowess and it is helpful for melee characters and even ranged characters. Think about it a 90 pound weakling would have trouble handling a Rifle and even most Handguns. Every weapon has a minimum strength requirement to handle properly or the character using it suffers penalties with the weapon. Strengths associated skills are : Big Guns. Unarmed. Melee Weapons and Throwing.
PERCEPTION
Perception is the ability of the five senses and it is helpful for all characters but mostly Ranged Characters as it makes long range penalties less potent. It modifies sequence. It also modifies when you see an enemy before a random encounter and then plan accordingly. Perceptions associated skills are: Small Guns, Energy Weapons, Explosives, Doctor, First Aid, Repair, Science, Steal, Traps , Outdoorsman and Throwing.
ENDURANCE
Endurance is the measure of a characters Fortitude. It modifies Initial Hit Points, Poison and Radiation
Resistance, Healing Rate, additional Hit Points per level and how long you can hold your breathe. Endurance's associated skills are: Big Guns, Outdoorsman and Unarmed.
CHARISMA
Charisma is the measure of appearance and Social Charm. Charisma modifies the number of followers you can have which is your Charisma divided by two rounded down although you may have 1 follower at 1 Charisma. Charisma's associated skills are : Barter and Speech.
INTELLIGENCE
Intelligence is the measure of Knowledge, Wisdom, and the ability to think quickly. A character with an intelligence of 2 or less can only speak in half sentences and gibberish. It also modifies skill points per level. Intelligences associated skills are: Explosives, Doctor, First Aid, Lockpick, Repair, Science, Traps, Outdoorsman.
AGILITY
Agility is the measure of Balance, Coordination, Speed and Reflexes. Agility modifies Action Points and Armor Class. Agility's associated skills are : Small Guns, Energy Weapons, Explosives, Throwing,
Unarmed, Melee Weapons, Lockpick, Sneak, Steal, Traps,
LUCK
Luck is the measure of just that, Luck. It modifies Critical chance . Sometimes there may be situations that have nothing to do with a character but still affects him such as a Super Mutant army attacking his town or some other town. Lucks associated skills are : Gambling and all other skills

SKILLS
Skills are learned abilities of your character. The skill level shows how good your character is at that skill. Skill levels can be increased by allocating skill points earned from gaining levels. The skill points gained from leveling is 5 + your intelligence score. As a characters skills get higher and higher they become harder and harder to increase. a GM may call on a player to make a skill check or the player might want to see if they could do something with a skill. Example of skill use. Joe the Raider's radio is on the fritz and he wants to see if he can fix it. The radio doesn’t need extra parts so Joe only needs a bit of time and a repair check. Joe has a 40% in repair and rolls percentile. Joe rolls a 19% and since he rolled under his skill he succeeds and repairs the radio

Small guns: Initial % is 5 + 3x Perception + 3x Agility + 1x Luck
Big Guns: Initial % is 4 x Strength + 2 x Endurance + 1x Luck
Energy Weapons: Initial % is 5 + Half Perception + Half Agility + 1 x Luck
Melee Weapons: Initial % is 30 + x2 Strength + x2 Agility + x1 Luck
Unarmed: Initial % is 20 + x1 Strength + x4 Agility + x1 Luck
Explosives: Initial % is x1 Perception + x1 Agility +1 Intelligence + x1 Luck
Throwing: Initial % is 10 +2 Perception + x2 Agility + x1 Luck
Doctor: Initial % is x2 Perception + x3 Intelligence + x1 Luck
First Aid: Initial % is 20 + x1 Perception +2 Intelligence + x1 Luck
Lockpick: Initial % is x2 Perception + x2 Agility + x1 Luck
Repair: Initial % is x1 Perception + x3 Intelligence + x1 Luck
Science: Initial % is x4 Intelligence + x1 Perception + x1 Luck
Sneak: Initial % is x4 Agility + x1 Luck
Steal: Initial % is x4 Agility + x1 Perception + x1 Luck
Traps: Initial % is x2 Agility + x2 Intelligence + x2 Perception + x1 Luck
Barter: Initial % is x4 Charisma + x2 Intelligence + x1 Luck
Gambling: Initial % is x5 Luck + x1 Intelligence + x1 Charisma
Outdoorsman: Initial % is x3 Endurance + x2 Perception + x1 Intelligence + x1 Luck
Speech: Initial % is x5 Charisma + x1 Intelligence + x1 Luck

Skill Rate
Every time a character gains a level they obtain a number of skill points which are used to increase a characters Skill level. The number of skill points a character gain every level is their intelligence score +5. As a character becomes more and more adept at a skill it becomes increasingly difficult to improve further as this table shows.

Skill Improvement Table

Ignorant: 1-20: Skill points needed to increase by one is (1)
Beginner: 21-40: Skill points needed to increase by one is (2)
Competent: 41-60: Skill points needed to increase by one is (3)
Proficient: 61-90: Skill points needed to increase by one is (4)
Expert: 91-100: Skill points needed to increase by one is (5)


TRAITS
Traits modify different aspects of play, including (but not limited to): Primary Statistics, Derived Statistics and skills. Traits always have both positive and negative results. One can choose up to two traits when designing a character (or none at all).

Bruiser: +2 Strength -2 Action Points. A little slower, but a little bigger. You may not hit as often, but they will feel it when you do!
Chem Reliant: Your chance to be addicted by chem use is doubled, but you recover twice as fast.
Chem Resistant: your chance to become addicted is only 50% of normal but Chems effects are cut in half.
Fast Metabolism: +2 Healing Rate but Poison and Radiation Resistance start at 0%.
Fast Shot: all Throwing and Firearm Attacks cost 1 less Action Point. But cannot aim attacks. You don't have time to aim for a targeted attack, because you attack faster than normal people.
Finesse: +10 to Critical Chance but -10 on Critical Hit Tables.
Gifted: +1 to 3 Special Stats but – 10% to all skills and 5 less skill points each level. You have more innate abilities than most, so you have not spent as much time honing your skills.
Good Natured: +10% to First Aid, Doctor, Speech and Barter but -5% to Big Guns, Small Guns,
Energy Weapons, Throwing, Melee Weapons and Unarmed.Your combat skills start at a lower level, but other skills are substantially improved.
Heavy Handed: +4 to melee damage but -30 to the Critical Hit Tables. You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical hit, but you always do more melee damage.
Kamikaze: +5 Sequence but no natural Armor Class. By not paying attention to any threats, you can act a lot faster in a turn.
One Hander: +20% to hit with one handed weapons but -40% to hit with two handed weapons. One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem.
Skilled: +5 skill Points per level but you get a perk every 4 levels instead of 3. you start with better skills levels. The tradeoff is that you do not gain as many extra abilities.
Small Frame: +1 Agility but your max carry weight is 25 + x15 strength instead of x25. You can't carry as much, but you are more agile.
Four Eyes: +2 Perception when Glasses are equipped but -1 when they aren’t.
Smartypants: +2 Intelligence -4 Charisma.
Thick Skinned: +5 Armor Class but -1 Intelligence.

PERKS
In the SPECIAL character system, perks are bonuses obtainable by the player character or companions. The number of ranks each perk has determines how many times the perk can be obtained. In contrast to traits, perks are almost purely beneficial with only some exceptions. A character usually obtains a perk every 3 levels.

Level 3 Perks

{table="head;width=900"] Name|Effect|Requirements|Ranks
Awareness|Examining a target shows hit points, weapon and ammunition count|(6) Perception|(1)|
Bonus HtH Damage|+2 points of damage for hand-to-hand and melee attacks|(6) Agility (6) Strength|(3)|
Earlier Sequence|+2 to Sequence|(6) Perception OR (6) Agility|(3)|
Faster Healing|+2 to Healing Rate|(6) Endurance|(3)
Healer|1d4 more hit points healed when using First Aid or Doctor skills|(7) Perception (5) Intelligence (6) Agility 40% First Aid OR Doctor|(3)|
Night Vision|Remove the -10 % to attacks in the dark|(6) Perception|(3)|
Quick Pockets|Inventory access during combat cost 1 AP less|(6) Agility|(2)|
Scout|+20% to outdoorsman for the purpose of seeing enemies before random Encounters|(8) Perception|(3)|
Strong Back|+50 to Maximum Carry Weight|(6) Strength (6) Endurance|(3)
Toughness|+5 to Armor Class|(6) Endurance|(2)|
Thief|+5% to Sneak, Lockpick and Steal|(1)
Gun Nut|+5% to Small Guns and Repair.|(5) Intelligence (4) Agility|(3)|
Intense Training|+1 to any Special Stat|(3)|
Rapid Reload|Reloading a weapon costs 1 less Action Point|(6) Agility|(1)|
Educated|+2 Skill Points every level|(7) Intelligence|(1)|
Drunken Master|+20% to Unarmed when under the influence of Alcohol|60% Unarmed|(1)|
Steady Arm|Burst Attacks cost 1 less Action Point|(6) Strength.|(1)|
Team Player|+10% to all rolls while another party member that has this perk as well is within 10 Hexes. This Perk does not stack|(5) Charisma|(1)[/table]


Level 6 Perks

{table="head;width=900"] Name|Effect|Requirements|Ranks
Bonus HtH Attacks|Hand-to-hand attacks cost 1 AP less (including Melee attacks)|(7) Agility|(2)|
Bonus Move|Two extra APs per turn that can be only be used for movement|(6) Agility|(1)|
Bonus Ranged Damage|+2 points of damage for attacks with ranged weapons|(6) Perception (6) Luck|(3)|
Ghost|+20% to Sneak in dark conditions|60% Sneak|(1)
More Criticals|+5% to Critical Chance|(7) Luck|(3)
Rad Resistance|+15% to Radiation resistance|(8) Endurance|(3)
Ranger|the chance of hostile random encounters is lowered by 20%|(8) Perception|(2)|
Silent Running|You can run and sneak at the same time|(6)Agility 50%Sneak|(1)|
Snakeater|+20% Poison resistance|(8) Endurance|(1)
Harmless|+10% to steal|below (5) Strength (6) Charisma|(1)
Gambler|+10% to Gambling|(8) Luck|(1)|
Negotiator|+10% to Barter and Speech|50% Barter 50% Speech|(1)|
Pack Rat|+50lbs to Maximum Carry Weight|None|(1)|
Lead Belly|-50% of Radiation when drinking Water|(6) Endurance|(1)|
Shotgun Surgeon|When using shotguns you ignore an additional 10 points of a target's Armor Class|45% Small Guns|(1)|
Run 'n Gun|You may fire a Small Gun or Energy Weapon once during Movement|65% Small Guns or Energy Weapons|(1)[/table]

Level 9 Perks

{table="head;width=900"] Name|Effect|Requirements|Ranks
Animal Friend|animals will not attack the character|60% Outdoorsman (7) Charisma|(1)|
Better Criticals|+20% on the critical hit tables|(6) Perception (4) Agility (6) Luck|(1)|
Bonus Rate of Fire|Ranged weapons cost 1 less Action Points to shoot|(6) Perception (7) Agility|(1)|
Dodger|+10 to Armor Class|(8) Agility|(2)|
Master Trader|25% discount when buying items|65% Barter (8) Charisma|(1)|
Mutate!|Change one of your Traits|None|(1)|
Pickpocket|You have the same chance of stealing from an NPC in any conditions|75% Steal (8) Agility|(1)|
Light Step|Half the chance to set off Mines|(7) Agility (5) Luck|(1)
Size Matters|+15% to Big Guns|(7) Endurance|(1)|
Nerd Rage!|+50 Armor Class and Strength increased to 10 whenever health is 20% or lower|60% Science (8) Intelligence|(1)|
Quick Draw|Drawing a Ranged weapon that is not a big gun costs 1 less Action Point|(7) Agility|(1)|
Tunnel Snake|may move at walking speed while Prone|(8) Agility|(1)[/table]

Level 12 Perks
{table="head;width=900"] Name|Effect|Requirements|Ranks
Action Boy/Girl|+2 Action Points|(8) Agility|(2)|
Cult of Personality|NPC's will always view you favorably, no matter your reputation and their alignment|(10) Charisma|(1)|
Lifegrower|+4 hit points every Level.|(7) Endurance|(3)|
Master Thief|+10% to Sneak, Lockpick, Steal and Traps|(10) Agility|(1)|
Medic|+10% to First Aid and Doctor|(8) Perception (8) Intelligence|(1)|
Mr. Fixit|+10% to Repair and Science|(8) Intelligence (7) Perception|(1)|
HtH Evade|+2 to Armor Class for each unused action point instead of +1|80% Unarmed OR 80% Melee weapons|(1)|
Finesse|+5 critical chance|None|(1)[/table]

MISC RULES and general information
Healing Rate
Healing Rate is how fast you heal with rest. The initial value is 1/3 of your endurance score rounded up. With every 24 hours of relative bed rest your healing rate number is added to your Hit Points. This rest has a 40% chance of restoring Crippled limbs with every week of rest.

Melee Damage
Spears Clubs Knives Axes and much much more! Melee damage bonus is added to your melee damage roll. characters with 5 strength have +0 but those who have less or more recieve - and + respectively. Certain perks may alter this value.

Poison Resistance
Poison can be a very dangerous thing in most amounts and it can easily kill the average 90
pound weakling! Poison is also very hard to resist even for very healthy individuals and if you get the odd Gallon of poison coursing through you theirs only a couple of remedies. The initial
value of poison resistance is Endurance x5. The resulting number is rolled as a percent whenever poison finds its way into your veins. When resisting poison you must roll under your resistance however many times the poison that has afflicted you says to. Naturally it is important to not come into direct contact with poison in the first place but that luxury is hard earned in the Wasteland.

Chems
Chems are the drugs of the wastes. Chems can be very helpful in the heat of the moment but the long term effects are always undesirable. For example Joe the Raider is having a hard time fighting a Super Mutant so he takes the popular Chem “Jet” which heightens his Agility by 2 points giving him the extra AP to make an extra attack each turn and soon the Super Mutant is dead but now after taking Jet Joe must make a unmodified percentile roll to avoid addiction. Jet being one of the most addictive Chems in the wasteland has a 50% addiction rate. Joe rolls 49% so he fails and becomes addicted to Jet. If Joe becomes addicted he has 2 choices. 1 to feed his addiction which means using at least 1 Jet a day and if he does feed the addiction every month after the addiction is acquired Joe must take 1 more Jet each day. If Joe cannot get his required fix he will go into withdrawal which is explained later. Joe's second choice is to try and kick the addiction which means he must go through withdrawal symptoms for 1d4 months. Withdrawal symptoms depend on how much the GM hates you and may include reduced stats, sickness or even permanent changes to your Character. Again it is whatever the GM can think up that the symptoms are but no matter what they are always bad. Withdrawal also may include rolls to see if your character can resist his addiction and if he fails he may do anything to get his fix.

Bottle Caps
These Caps which are usually from the popular soda brand Nuka Cola are the main Currency in almost all of the Fallout World. for Example Joe the Raider wants to buy a 10mm Handgun and some ammo the Trader he is buying from has a limited stock so he tells Joe that he can buy them for 300 Caps. Joe Realizes that this an overestimate of the value but he knows that the nearest settlement is a week away
so he buys it anyway. Different factors may come into play such as a character wanting to make use of his Barter skill or the Trader using his!

Hunger
Food in the wastes is a scarce thing and even by scavenging you may only find an old can of beans. A character must eat at least twice a day to function decently or suffer a temporary loss of -1 to all stats for every day without eating. fortunately there are many animals in the wastes to hunt unfortunately almost all of them have the power to kill an unprepared traveler. Hunting can be extremely lethal especially if you run into some of the more deadly creatures such as Deathclaws or yao gui. Of course it is better to hunt with a group unless you're Chuck Norris or Rambo. Every animal has Radiation inside of it but try not to think of it when you're savoring that delicious Giant ant meat. Additionally a character must drink at least half a gallon of water a day to act decently and dies if he gets no water for 3 days.

Sleep
Sleep is very important for a character and he must sleep at least 5 hours every day or suffer – 3 to perception, strength, endurance and Agility.

Death
Death can be a very emotional drawn out thing but most of the time you just get shot in the head and left to rot. Maybe you started a fight or maybe you looked at someone funny either way you’re dead. Death happens when a Characters hit points fall to 0 or below and when that happens the Character has 1 round starting from his incapacitation and ends when a combat round passes back to his turn. During that time a kind soul may try to raise a character above 0 hit points through any means and if the kind soul succeeds the character stays alive but remains unconscious until the end of combat or special means are used.

Carry Weight
How much you can carry on your person. The initial value is 25 + strength x 25 an average character with a strength score of 5 will be able to carry 150 Pounds. Certain perks and traits may alter your maximum carry weight. If you exceed your Max Carry Weight you can move at an
extremely slow walking speed and you can not travel more than half a mile at a time. Certain perks may alter your Max Carry Weight.

Critical Chance
The initial critical chance is your characters luck score x 1. every time a character attacks the critical chance is used in this way. If a characters critical chance is 5 they score a critical hit or a critical fumble when they roll a 95 to 100 or 1 to 6 respectively meaning that a critical chance of 1 means you fumble 10% of the time and only score critical hits 1% of the time. The character then rolls on the critical hit or fumble tables to see what happens.

Armor Class
Starting armor class is equal to your Agility. Average characters will have an armor class of 5. This statistic can be further modified by Armor and Perks. In addition, at the end of each combat round, your AC increases by 1 for each unused Action Point.


Action Points
Everything you do in combat such as attacking an enemy, changing Equipment and even moving around costs Action Points. The initial Quantity is equal to your Agility and may be increased by certain perks and perhaps even in-game adjustments.

Action Point Table

Moving one hex costs one AP.
Drawing a pistol (or small melee weapon) from a holster costs 0 AP
Taking Something From your Pack (or any chosen container) costs 4 AP
Drawing a Rifle (or something of equal size) costs 2 AP
Using a Chem (or anything that requires the same effort to use) costs 2 AP
Throwing a weapon costs 2 AP
Picking up an item Costs 2 AP
Attacking with a weapon depends on the specific Items AP cost
Using a Skill costs 5 AP
Reloading a Rifle costs 4 AP
Reloading a Pistol costs 2 AP
Reloading a Heavy Weapon costs 6 AP
Putting on armor Costs all AP
Anything else is at the GM's Discretion

Sequence
This value can be found by adding your Agility and Perception scores together. After the surprise turn, characters with higher sequence act earlier than those with lower sequence, though everyone has a turn before anyone goes again.
Because everyone must have a turn before a character can have another, the main benefits to having a high sequence are:
If the player started combat (the surprise turn), a sufficiently high sequence will allow the player to have two turns in a row (by being first to go during the first normal turn).
Otherwise, the player will be able to influence combat much earlier. A player with very low sequence might never get a turn before dying. Conversely, a player with very high sequence (and a good weapon) might be able to swing the tide of battle before the enemies have much of a chance to do anything.

Surprise Turn
The Surprise Turn is the first turn of combat. An attacker starts the combat, be it a player character or not. If combat may be ended before the target can react (usually through killing), there are usually no consequences for the action. If not, the target gets a turn to defend himself/herself/itself. After the defender reacts, the normal rules for combat turns are restored.

Hit Points
Hit Points (HP) are a game mechanic used to measure the health of a character. During combat , wounded characters lose HP. The initial value is 15 + Strength + Endurance x2. When a character gains a new level, additional HP is awarded. Should a characters HP drop below 0 he/her has 1 turn to receive medical attention that raises him to 0 or above or that character dies. HP can be restored using various medical items/food items such as Stimpack. HP can also be restored by sleeping or getting a doctor (both of these methods have a chance to restore crippled limbs but a Doctor has a much higher one). Every level after 1 you add your own Endurance score +2 to your maximum Hit Points.

Radiation Resistance
It could be argued whats worse Poison or Radiation? Whatever the conclusion is it cant be said
that either is easy to handle. Radiation covered most of the planet so you would be hard pressed to not find at least some Radiation almost everywhere. Over the years since the world was burned to a cinder people have built up a little bit of Resistance to it which translates to that in small amounts radiation wont affect most people but when its in large amounts thats when things get fun. Everything from an extra toe to slight undeadness may occur. Initial Resistance is Endurance x2. as you might have noticed Radiation is much harder to resist than Poison which in itself makes it more deadly. Resisting Radiation works along the same lines as Poison
except for one distinction which is that you can not get rid of Radiation by resisting it and there is few means that can remove it. Also a character may acquire special Clothing or equipment that may add Resistance or even alter the way in which it you resist it.

I'm extremely sorry for the mind numbing length of this post thank you so much if you actually were able to read through it all. as you can see a lot of stuff isn't done yet and its still a work in progress so please suggest extra rules that might benefit the game.

darklink_shadow
2013-05-01, 05:24 AM
Make some tables. Especially for perks.

Explain critical fumbles... it sounds like higher luck means higher chance to fumble.

This looks pretty fun. I would play it. Needs a little more organization, and a lot more items.

Also how much bonus to melee do it get per point of strength over 5?

Alias
2013-05-01, 05:35 AM
Rather than build a completely new game system I created a Fallout setting book for the Savage Worlds system. If nothing else, you can idea mine it.

https://www.facebook.com/download/preview/148811251957788

Johnjimco
2013-05-01, 06:58 AM
Make some tables. Especially for perks.

I'll try but I'm not very good with tables.


Explain critical fumbles... it sounds like higher luck means higher chance to fumble.

Would a flat number for fumbles fix the problem or should it be modified by something else?


This looks pretty fun. I would play it. Needs a little more organization, and a lot more items.

like i said a lot of things aren't done yet items included.


Also how much bonus to melee do it get per point of strength over 5?

+1 probably but it might get adjusted after I've got weapons nailed down.

darklink_shadow
2013-05-01, 02:01 PM
I'll try but I'm not very good with tables.



Would a flat number for fumbles fix the problem or should it be modified by something else?



like i said a lot of things aren't done yet items included.



+1 probably but it might get adjusted after I've got weapons nailed down.

Just do it for the perks. They really need a table. I could do it for you, but not until Friday. Im pretty busy. I only post in class. :P

I would also say critical good is normally 100 or higher and fumbles are 11 or lower. Each point of luck decreases both those numbers by one.

So 10 luck would result in 100-10 = 90 or higher on crit and 11-10=1 or lower for fumbles.

Omnicrat
2013-05-01, 02:06 PM
I personally like it better where luck isn't necessarily good luck. So higher luck would increase the chance of critical failures as well as critical successes.

darklink_shadow
2013-05-01, 02:16 PM
Then taking a 1 in luck isn't a bad thing to do.

Which is dumb. You just made luck a dump stat for everyone.

Johnjimco
2013-05-01, 03:08 PM
Fixed critical chance. Working on table now.

Grinner
2013-05-01, 04:39 PM
I personally like it better where luck isn't necessarily good luck. So higher luck would increase the chance of critical failures as well as critical successes.

But then you will have just unbalanced the stats. Improving luck would both help and harm you, but improving the other stats would only help you.

See the problem?

If every stat had a downside like that, then it would be another story.

Johnjimco
2013-05-02, 01:05 AM
I've finally gotten the perk tables up and i realize a lack of 12th level perks. any suggestions would be appreciated.

And on the topic of critical tables can anyone point me to some good ones so i can get ideas and copy some obvious stuff over.