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Note: This Rulebook is based off version 2.0 of Jason Mical's Fallout PnP as well as the 3.0 upd
Paweł Dembowski. Dembowski. Most images and pieces of text are from t he fallout wiki (http://fallout.wi
The reason for this update was to bring a more refined portrayal of the fallout univer mechanics have been simplified but keep much of the same gameplay.
Table of Contents
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Note: This Rulebook is based off version 2.0 of Jason Mical's Fallout PnP as well as the 3.0 upd
Paweł Dembowski. Dembowski. Most images and pieces of text are from t he fallout wiki (http://fallout.wi
The reason for this update was to bring a more refined portrayal of the fallout univer mechanics have been simplified but keep much of the same gameplay.
Table of Contents
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Chapter I: Introduction "Imagine all the people, living in harmony." - John Lennon, Imagine Imagine for a moment a world without politics. Imagine a world without religions, where people's views no longer mattered, where there was no longer any distinction between old and young, rich and poor, Atheist or Believer, liberal or conservative. Imagine a world where every person was equal regardless of skin colour or ethnic background. The United States and Russia have over 30,000 nuclear devices in their arsenals as of February 2001. It would take 800 such devices to end most human life on this planet. In the half-hour between the launch of the missiles and the detonation of the last bomb, it would not be difficult to imagine a world where racial, religious, class, and national distinctions no longer mattered. In the days and weeks after the bombs, the remaining people would struggle to survive in a vastly different environment. The Earth as well as humankind would bear the scars of that wound for hundreds if not thousands of years. Fallout is a post-nuclear RPG set sometime after a great nuclear conflict in the year 2077. 99% of humanity and a good deal of other life perished in the nuclear war. Of course, millions still survived, although some were altered beyond imagination. One can play Fallout either as a campaign-oriented RPG, with a series of smaller adventures in a larger story, or as a single-story game with a minimum of involvement in the Special offer for students: Only $4.99/month. larger workings of the world. It can be played on
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Gamemaster needs a set of normal RPG dice well (d4, d6, d8, d10, d12, d20). The group mig want to have a pool of extra 10-sided dice f ease of play and rolling burst attacks all at onc as well. Each player also needs a character she (provided in a separate file), a pencil, and a bit imagination. The Gamemaster needs this boo and a little more imagination. A single hex-she is helpful, although not absolutely necessar Every character can provide their own miniatu figure to use on the hex sheet, and th Gamemaster may want to think about getting few generic critter figures and some scene (trees and ruined buildings, walls, etc), althoug these are not necessary either.
You can pick up dice at any gaming store comic book shop, and hex-sheets are also usua available at these kinds of stores. Other game like Warhammer 40K and Battletech use he sheets, and you can sometimes order them fro these companies’ catalogues. Miniatures are little more difficult; for the budget-minde gamer, green plastic grocery-store arm men/cowboys and indians work very well, and perfectly on a hex sheet (you can also use th vehicles and obstacles some sacks of these to come with). For the aesthetically-minded game you can spend literally hundreds of dollars o detailed miniatures from model railroad stor for that immersive gaming experience.
If you are looking for detailed miniatures, it best to look for mainly 'sci-fi' and 'western' typ miniatures, with a little searching, you should b able to find a wide array of robots andarmoure Read Free Foron 30 Days Sign up to vote this title with energ soldiers, along with some equipped Useful Not useful weaponry (For Cancel BOS anytime. and other well equippe enemies) from sci-fi miniature sets, and th general pieces to represent wastelander
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Glossary of Terms in the Fallout Universe Combat: A sequence of events that takes place on a hex-grid in rounds of approximately 10 seconds each. Ends when all but one party has either been killed or ran away. Critter: A critter generally refers to a non-human NPC. Death: Death occurs when a character's hit points drop below 0 and no medical treatment is readily available. Death is final in the Fallout universe. Once death happens, the character must start new. Experience (XP): A numerical measure of the character's collective experiences in the Fallout universe. When a character has enough Experience points, he or she goes up a Level.
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Experience from their actions that they better grasp of the world around them.
Non-Player Character (NPC): A Characte Fallout universe that is not controlle Player; these Characters are controlled GM.
Perk: A Perk is a special reward a charact every few levels.
Player: The Player is one of the participants in the game, more speci human in control of a character, ca Player Character.
Player Character (PC): A Character in th universe controlled by a Player. The "Alter Ego" in the Fallout universe.
Primary Statistics (Statistics, Stats): statistics measure a Character's basic and include Strength, Perception, End Fallout: A series of games from You'reInterplay Reading a Charisma, Preview Intelligence, Agility, and Luck. Productions, sequels to their popular Wasteland Unlockthe full access a free trial. RPG, set in a post-nuclear universe; samewith Rank: Not a position, but rather a mea universe in which this open-ended RPG is set. the "level" of some Perks. Also, the radioactive dust particles scattered Download With Free Trial after a nuclear device detonates. Rolls Against __: When you see this, a Gamemaster (GM): The Gamemaster is sort of a storyteller and judge rolled into one. The GM relates the story to the players, telling them what their characters are experiencing, and they have a chance to control their character's responses. The GM does the majority of the dice rolls and controls all Non-Player Characters. The GM's word in any situation is final, and overrides Special offer for students: even Only this$4.99/month. rulebook. After all, it is the Gamemaster's world. Being Gamemaster
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requires a dice roll against a specific Stat Rolls against Primary Statistics use 1d must make equal to or less than that p Stat to succeed. If a character’s Stat i than 10, it doesn’t affect the roll agai number – the action will still succeed no what. Some rolls against Stats have pen Read Free Foron 30this Days Sign up to vote title take this is where racial maximums will Useful Not useful Cancel anytime. Rolls against Secondary Statistics and S percentile dice (2d10) to do the same roll of 2 when rolling against Enduranc
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Secondary Statistics (Derived Statistics): These statistics are derived from mathematical formulae using numbers from various sources, such as Primary Statistics, Equipment, and so forth. Skills: A numerical measure of how good your Character is at different skills in the Fallout universe. If you have the right skill, you can do anything. The higher you are, the better you are, and then you can do some things that are very hard. To Hit: After all the modifiers, To Hit is the number you need to roll against in combat to have your weapon connect with a critter and do harm to it.
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technology, as supercomputers, advance robotics, and fusion power all flourished befo the War.
It should also be noted that the nuclear weapo used in the Fallout universe are not as strong the nukes in modern arsenals; they are muc closer in yield to warheads developed and teste in the late 1940s and 1950s, which means th the level of devastation is slightly different (an potentially far less severe) than it would be the “real” world. In addition, the dust clou necessary for nuclear winter never formed, that phase of nuclear war is unheard of in Fallo
In 2052, the Resource Wars erupted, threatenin to tear the world apart. Famines in Africa an the Indian subcontinent, massive pollution Southeast Asia, religious extremists in th Trait: Traits are bred-in abilities that make Middle East and the Pacific Northwest, couple characters more unique. Most are often doublewith an ever-growing need for irreplaceab edged swords, and cannot change throughout fossil fuels, led the planet to a breaking poin the game. This is optional, but make's the player American corporations, desperate for now a LOT more interesting. nonexistent cheaper labour and new markets s You're Reading a Preview they could continue to make profits, becam Turn: A turn in combat consists of one critter or Unlock full access with and a freemore trial. brazen about their ties to th character performing their actions. A turn lasts more American government, which in turn becam for 10 seconds of game time; however, all turns moreFree andTrial more brazen about its imperialist Download With happen "simultaneously" within the 10-second tendencies. combat round. A Record of Things to Come It’s all over and I’m standing pretty, in the dust that was a city. - Nena, 99 Luftballoons
Master your semester with Scribd Unlimited, like the Fallout computer & TheFallout New York Times game series, takes place in an “alternate Special offer for students: Only $4.99/month. universe.” This means that, sometime after
China, along with the European Commonwealt began its own form of imperialism, raidin resources in the American sphere of influenc While the world had not experienced a massiv war in over 100 years, the house of car created by ailing superpowers and limpin Read Free Foron 30this Days Sign up to vote title business interests could not withstand th Useful Not useful strong breeze. As the EC and the Middle Ea Cancel anytime. squabbled over oil, China turned its attention towards North America.
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profitable war to quit. America eventually took back most of the Alaskan frontier, but more than a decade of intense warfare left a good deal of the formerly-pristine land a scorched, useless wreck. In the early morning hours of October 23, 2077, the war became the War, and reached its inevitable conclusion. Spears of fire rained from the sky, destroying the planet’s major cities, polluting the oceans, and creating nightmares no scientist could imagine. Tens of thousands of soldiers, scientists, artists, and wealthy people reserved space in enormous underground shelters called Vaults, but because of the constant false alarms, only a fraction made it inside on that day. High-ranking US officials took refuge on an oil platform off the coast of San Francisco, evidence at last of the corporate control over the government and its army. As the radioactive dust coated the planet and the last matchsticks of civilization snapped, the surface survivors died by the billions, leaving a Preview You're Reading those that were left to try to fend for whatever Unlock full access scraps they could find. The Government, safe onwith a free trial. Poseidon Oil’s provided offshore platform, took to calling itself the Enclave and secretly began Download With Free Trial plotting the return of their “pure” version of humanity to the mainland. Their sense of genetic and mental superiority allowed them to justify their actions, just as regular survivors stronger than the others justified atrocities by the same twisted logic. Fortunately, the Enclave’s influence was limited to the extreme American West by its location on the platform, and the Read Free Foron 30this Days Sign up to vote title rest of the world limped toward civilization – or Useful Not useful descended into darkness – at its own pace. Cancel anytime. Special offer for students: Only $4.99/month.
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Eventually, though, the Vaults opened, some at
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Repair(INT), Pilot(AGL), Speech(CHA), Barter(CHA), Gamble(LCK), Survival(END), Climb(STR), and Swim(STR), and Unarmed(END Skills can go up all the time, and can sometimes go down.
Chapter II: Character Creation PART ONE: CONCEPT Think about what your character will be like. Your character is your alter-ego in the Fallout universe. Will your character be a gun-happy sniper? A dune-buggy racer? A sneaky thief? A fast talker who can squeak past the armed guards with a good excuse? A boxing champ, strong but slow? A beautiful seductress who takes what she wants after the moment? The possibilities are endless. It might be a good time to familiarize yourself with the character sheets at this time, and learn a few terms. Throughout the character creation process and a good deal of the game explanation, we will be following the examples of Jack and Jane, our unassuming and politically correct friends.
TRAITS
Traits are an optional part of a character. The are usually double-edged swords, giving a bonu as well as a penalty, making your charact unique.
PERKS
Perks are special abilities a character gains eve few levels, and sometimes just for doin something extra neat in the game. Per sometimes affect skills, or will make gamepla more interesting. Perks never penalize th character, they just do good things.
KARMA
Character Terminology
Just like in the real world, the post-nuclear wor You're Reading a Preview
PRIMARY STATISTICS - S.P.E.C.I.A.L.
Unlock full access with a free actions cantrial. raise and lower a person's karm
has a system of morals. Performing certa
Rather than an abstract idea of moralit There are 7 Primary Statistics, or Stats that Download With Free Trial punishment, and reward, karma in Fallout is describe various attributes of a character: numerical value of how many good or bad thin Strength, Perception, Endurance, Charisma, a character has done. Karma also connotes Intelligence, Agility, and Luck. These are the person's reputation among the other inhabitan character's strengths and weaknesses, and are of the wastes. Do enough good things, and wo the limits by which other aspects of a character gets around. Do enough bad things, people kno are determined. Players determine Stats with a about it. Really good people tend not certain number of Character Points, determined associate with really bad people, and vice-vers by the character’s Race, distributed among the 7 If a character is really good or really bad, Read Free Foron 30this Days Sign up to vote title statistics. In general, Primary Statistics are not the performs an action that heavily affects altered after the game begins. Useful Not useful karma one way or another, Cancel anytime. they can sometim Special offer for students: Only $4.99/month. get a karmic perk. Most of the time, these ju SKILLS describe a usually well-known aspect of
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SECONDARY STATISTICS This is a catchall category for many of the other parts of a character that do not fall under any of the previous slots. Many of these do not change all that often, except for those related to armour. Secondary Stats include Armour Class, Radiation Resistance, Poison Resistance, Electricity Resistance, Healing Rate, Unarmed Damage, Action Points, Carry Weight, Damage Threshold, Sequence, and Critical Chance.
PART TWO: RACE Before going any further, the player needs to choose a race. Most PCs will be human, but
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penalties to their secondary statistics, e
10% resistance to electricity, and gain
every 3 levels. Humans weigh anywhe
110 to 280 pounds, and stand around 1
meters tall. They get 40 Character P
distribute among their statistics. Most p
the Fallout world can still be considered
even though many of them have
mutations, like additional toes, greenish
complete lack of hair. Still, they are n near ghouls or super mutants. Human Minimum Maximum
STR 1 10
PER 1 10
END 1 10
CHA 1 10
INT 1 10
occasionally a GM will allow a non-human race if it adds to the flavour of the campaign. Because some races will not work in all stories, always check with the GM for approval before choosing
When the bombs hit, some peopl irrevocably changed (and not just the on were atomized at ground zero, either) Note that races have minimum and maximum You're Reading a are Preview humans who were alive when th statistic numbers; this means that the statistics went off, and the radiation altered th Unlock full access with a free trial. for any given race cannot go below a minimum cellular level. Ghouls enjoy an extreme number or exceed a maximum number. The cellular mitosis rate, rendering them es Download With Free Trial to the effects of old age. The r player will want to make a note of these immune numbers for later, when he or she assigns his or also changed their outward appearance, her character statistics. Each race has a certain marking them as outsiders. Their skin h number of Character Points as well, distributed their bones, sometimes in shreds, and among the statistics in the next state of creation. eyes peer out from skulls twisted and bu In addition, each race gains perks at a different radiation, giving these unfortunate peop rate; this can combine with various traits that name. Their skin can be anywhere fro effect how fast a character gains perks (see white to dirt brown in colour, with gr Traits, below). The player will want to note the yellow most Read Free Forcommon. 30this Days Signthe up to vote on titleWhen they rate at which his or her character gains perks on hair remaining, it usually does not grow Useful Not useful the character sheet, in the appropriate section Cancel inexplicably anytime. ghouls were merged wit Special offer for students: Only $4.99/month. by the experience points box. species, and have shrubs and moss grow a non-human race.
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often find a population of ghouls around a leaky nuclear reactor or an impact crater from the war.
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germ research from pre-war times. America scientists working deep inside a mounta created a biological agent called the Force Evolutionary Virus, or FEV. The FEV was designe to drastically increase evolution, creating a kin of “super-soldier:” faster, smarter, and stronge Most creatures exposed to FEV suffered on mild effects, but some were twisted beyon recognition. A member of an expedition into th base fell into the FEV vats and mutated into super-intelligent, inhuman monster called “Th Master,” who began creating a master race b exposing humans to FEV.
After "dipping" the person in a vat containin the FEV virus, the victim would emerge an undergo an intense physiological change. The grew much stronger and more intelligent, as we as growing in height and stature. Armies Super-Mutants were once slaves to the Mast and his dream to "dip" every human on th planet, but the Master was eventually killed an Ghouls age very slowly, and their lifespan is a the mutants freed (although to hear them tell whopping 300 years past when they were the aMaster was more of a Messiah than You're Reading Preview exposed to the radiation. Their unnaturally long madman). Like ghouls, mutants age very slowl lifespan does not mean that they can't Unlock be killed full access freeslowly trial. as their cousins. butwith nota as by other means, however, and ghouls are just as vulnerable to disease, falls, and bullets as With Free Trial Download everyone else. Ghouls usually weigh anywhere from 80 to 160 pounds, and stand anywhere from 1.5 to 2.5 meters tall. Whether or not ghouls can reproduce is a subject open to scientific debate. Ghouls have a natural 40% Radiation Resistance bonus along with a 10% Poison Resistance bonus. Ghouls gain a perk every 4 levels. Ghouls start with 5 fewer Read Free Foron 30this Days Sign up to vote title maximum hit points than normal; deduct this Not useful number after fully calculating HPs. For the Useful Cancel anytime. ofOnly the $4.99/month. game, they gain HPs as normal. Special offerremainder for students: Luckily, Ghouls can wear any kind of armour that
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Alpha mutants are by far the less numerous of the two. Many of them were killed in the Master’s war, so in games set after this chain of events Alpha mutants are only allowed with GM's approval.
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Alpha Minimum Maximum
STR 4 12
PER 1 10
END 3 12
CHA 1 8
INT 1 11
Beta Minimum Maximum
STR 5 13
PER 1 10
END 4 12
CHA 1 8
INT 1 8
Mutants are huge, easily reaching 2.8 to 3 8 meters in height, weigh around 350 pounds, and come either male or female. Their skin is usually a greenish yellow colour, and various bunions HALF MU and growths cover their bodies. They have hair Where there is a will, there is a wa in all the usual places, but it usually grows slowly mutants (or halfies) are the product of (a result of the slowed cellular mitosis from the between mutant and un-dipped human. FEV virus). The virus makes them completely not enjoy as many of the abilities as f ull m sterile, although there are rumours of mutant but neither are they as outcast; many scientists working on a cure for their sterility. can pass for tall, ugly humans. They live Unfortunately, like ghouls, mutants are largely longer than normal, and are a little m outcast from human society. Many of them than their mutant parents. There are prefer it this way, looking on human society as many halfies in the world, and a halfie is diseased or inferior because of the prejudice and have an interesting story or two to tell corruption that still exist. Mutants were once gain 15% bonuses to their Radiation and part of what they see as an attempt to finally Resistance, and gain a perk every 3 unite humanity and overcome humankind's Halfies can wear normal human weaknesses, and it is rumoured that vatsReading of the a Preview You're (although it might be a little tight) and c FEV virus still exist, and a mutant society is at live to the ripe old age of 150 years. The Unlock full access work attempting to achieve this goal, even afterwith a free trial. about 2 meters tall and weight from 15 the Master's death. pounds. Like Super Mutants, Half mutant Download With Free Trial Character Points to distribute. Mutants enjoy a 10% Radiation Resistance bonus, a 20% Poison Resistance bonus, a 0/35 initial Gas HalfResist, and gain a perk every 4 levels. Mutants Mutant STR PER END CHA INT get an extra 10 hit points to their starting total 3 1 2 1 1 Minimum 10 11 9 10 Maximum 11 (this bonus applies only once, at the beginning of the game). Mutants cannot easily use small arms; when using a weapon that requires a roll on the small guns skill, mutants make the roll as PART THREE: TRAITS Read Free For 30 Days Sign up to vote on this title if their Perception were two points lower. These Useful Not useful giant humans have a form of built-in armour: Cancel anytime. Special offer for students: Onlywith $4.99/month. Traits are the details that can mak they start the following initial DT levels: character really unique. They can ad
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resistant. There are lots of combinations and each trait can give you lots of fun…or pain. Well, it happens.
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(racial modifiers are added later). Ghouls cann choose this trait. Fast Shot
Traits are an optional part of the character creation process. They simply describe an aspect of the character's personality or physical description, and permanently affect things like Skills, Primary Statistics, and Secondary Statistics. Some traits are not available to every race, and some traits are only available to robots or animal races. A character can pick two traits, one trait, or no traits at all. A character can never have more than two traits. Bloody Mess
Why take time to aim when you can spray you enemies with a rain of bullets? That’s yo motto! You cannot perform targeted shots, b all weapons take one less action point to us Note that the Fast Shot trait has no effect o HtH or Melee attacks. Fear the Reaper
You have cheated death! You gain perks as if yo were a human, but you are now on death’s sho list. This means that once a month, you must ro against Luck or else drop dead. Only Ghouls ca choose this trait.
By some strange twist of fate, people around Finesse you die violently. You always see the worst way Your attacks show a lot of finesse. You don't d a person can die. This does not mean you kill as much damage, but you cause more critic them any faster or slower, but when they do die, hits. All of your attacks lose 25% of their damag it will be dramatic. Just how dramatic is up to You're Reading PreviewThreshold, and round up) but yo (aftera Damage the Gamemaster. gain a 10% bonus to Critical Chance. Sup Unlock full access with a free trial. Mutants cannot choose this trait. Bruiser
A little slower, but a little bigger. You may not hit With Free Trial Download Gifted as often, but they will feel it when you do! Your You have more innate abilities than most, so yo total action points are lowered, but your have not spent as much time honing your skil Strength is increased. You get a 2-point bonus to Strength, but lose 2 Action Points. Ghouls cannot Your statistics are better than the averag person, but your skills are lacking. You get choose this trait. more Character Points to distribute among yo Primary Statistics, but all skills get a 10% penal Chem Reliant and you receive 5 less Skill Points per level. You are more easily addicted to chems. Your Read Free Foron 30this Days Sign up to vote title chance to be addicted is twice normal, but you Not useful Useful Glowing One Cancel anytime. recover in half the time from their ill effects. Special offer for students: Only $4.99/month. Extreme radiation exposure has left you glowin
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20% bonus. You get a 10% penalty to starting combat skills (Simple Weapons skills and Ranged Weapons skills). Ham Fisted
Genetic engineering – or dumb luck – has endowed you with huge hands. You get a “free” tag skill in Unarmed, but you suffer a -20% penalty to Ranged Weapons skills, First Aid, Doctor, Repair, Science, and Lockpick Skills (these numbers cannot go below 0). Only Super Mutants can choose this trait. Heavy Handed
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. You get a 4-point bonus to Melee Damage, but your critical hits do half of their normal damage (50%) and targets get a 50% chance to avoid a critical hit that would cripple a limb or cause blindness.
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Perception are improved at night but ar during the day. You get a 1-point pe these Statistics from 0601 to 1800, and a bonus to these Stats from 1801 to 060 that the bonus cannot take IN and PE ab character’s racial maximum or bel character’s racial minimum. One Hander
One of your hands is very dominant. Y with single-handed weapons, but two weapons cause a problem. You have penalty to hit with two-handed weapons a 20% bonus to hit with weapons th require one hand. Sex Appeal
This trait increases your chances of h good reaction with members of the attra Unfortunately, this trait tends to members of the sex that finds your unat Jealous twats. When interacting with m the attracted sex, you gain a 1-point b You're Reading a of Preview Charisma for reactions only. When Jinxed Unlock full access with Speech a free trial.and Barter rolls, you gain a 40% The good thing is that everyone around you has for each. When interacting with membe more critical failures in combat. The bad thing is: unattracted sex, you have a 1-point pe Download With so do you! If you, a member of your party, or a Free Trial Charisma for reactions only and have non-player character have a failure in combat, penalty to both Speech and Barter ro there is a greater likelihood the failure will be humans can choose this trait. upgraded (downgraded?) to a critical failure. Critical failures are bad: weapons explode, you Skilled may hit the wrong target, you could lose part of your turn, or any number of bad things. Failures Since you spend more time improving yo are 50% more likely to become critical failures than a normal person, you gain more skil gain a around the character or anyone else in combat. The Read trade-off isFor that you do not Free 30this Days Sign up to vote on title extra abilities. You will gain a perk at o Not useful Useful Cancel anytime.For example, if you n higher than normal. Kamikaze Special offer for students: Only $4.99/month. gained a perk every 4 levels, you would n By not paying attention to any threats, you can
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Tech Wizard
You spent your formative years hunched over a bench learning all about the way things work. The trouble is that you’ve ruined your eyes! You get a +15% bonus to Science, Repair, and Lockpick skills, but you lose 1 Perception. Only Ghouls can choose this trait.
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“fault” himself and start with fewer than th entitled amount of Character Points.
If you chose a trait that affects a Statistic, kee this in mind as you are distributing your point Remember to adjust Statistics for Traits aft assigning your points.
Vat Skin
Examples: Choosing a Race, Traits, and Prima Statistics
Other people find you hideous to behold and disgusting to smell after your “dip” in the FEV vats. The good news is that you gain a +10 bonus to your Armour Class thanks to your extra-tough skin. The bad news is that everyone within ten hexes of your location, friend and foe, suffers a 1-point penalty to Perception (you are unaffected) because of your awful stench. Only Super Mutants can choose this trait.
Jack wants to make a hand-to-hand fightin character. He thinks playing a fighting muta would be fun, and his character concept something along the lines of one of tho lovable mugs like Rocky Balboa. Jack decides th Heavy Handed trait will work well for him Statistically, Jack begins with: STR 5 PE 5 EN 5 CH 5 IN 5 AG 5 LK 5
PART FOUR: STATISTICS
Since these statistics fit within the raci parameters for a Mutant, Jack is OK so far. Jac Statistics are your character’s…well, their stats. decides a fighter needs to be more agile an Reading a Preview They are the most important aspectYou're of the strong, so he allocates 2 points to STR and character; they influence everything he or she Unlock full access with a free trial. does in the world. They show how smart or lucky points to AG:
they are, how much stuff they can carry, how Download STR 7Free PE 5Trial EN 5 CH 5 IN 5 AG 8 LK 5 much health they have, how fast they get their With health back, how fast they are in combat, how Jack decides his character doesn't need to be a well they resist certain things, and a lot more. that attractive, but could stand to be a litt There are two different kinds of statistics: more lucky. He takes a point from CH and adds Primary, and Secondary. to LK: Primary Statistics
MasterAfter your semester with Scribd making a character concept, choosing a and York picking aTimes trait or two, the player must & Therace, New on Only a character's Special offerdecide for students: $4.99/month. Primary Statistics. Primary Statistics influence the Secondary
STR 7 PE 5 EN 5 CH 4 IN 5 AG 8 LK 6.
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None of these statistics are too high ortoo lo Useful Not useful Cancelracial anytime. parameters. Jack for the Mutant character is well on his way to becoming a pos nuclear pugilist.
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her character a better grasp of the world, and 1 point to PE so her character is more aware: STR 5 PE 6 EN 5 CH 7 IN 7 AG 5 LK 5. Jane decides a character that relies on her wit doesn't need to be strong, so she takes one point away from STR and one from EN. She then allocates these to luck.
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Traps, First Aid, and Doctor. The primar this statistic is to determine the m distance your character can shoot a weapon effectively. The better the sco farther you can accurately shoot. Perception is imperative for a snipe against Perception are used when there detail the character has a chance of n such as the glisten off the scope of th taking an aim at his or her head.
STR 4 PE 6 EN 4 CH 7 IN 7 AG 5 LK 7. ENDURANCE (EN)
She now has a post-nuclear version of a lawyer.
Endurance measures the body’s constitu overall health. Characters with a high En have great immune systems, Primary Statistics: Descriptions cardiovascular fitness, and can outrun A complete description of Primary Statistics, swim others. Characters with high En can swim across the English Channel. Ch with their use, is provided below. with low Endurance can drown in the kid The Hit Point, Poison Resistance, R STRENGTH (STR) Resistance, and Healing Rate secondary s A measure of your character's physical strength are based on Endurance, which also mo Preview Survival skills. Endurance is and muscle power. Characters You're with Reading a high a character's determine if burst hits knock character Strength probably spent a lot of time in the gym Unlock full access with or a free trial. unconscious. Rolls against En even in high school. Characters with low Strength probably got beat up by the characters with high determine things like whether your c Download With Free can Trial hang on to that rope over a canyon Strength. This statistic is used in the secondary resist the deadly cloud of bacteria statistics Carry Weight and Melee Damage. All renegade scientist just sprayed in his or h weapons have a minimum Strength requirement as well. Rolls against Strength are used when characters try to break doors down, bend the bars on their prison cell, and do other feats that require sheer muscle power.
Master your semester with Scribd PERCEPTION (PE) & The New York Times
Perception is your character's awareness and Special offer for students: Only $4.99/month. "street-smarts," sometimes called instinct or a
CHARISMA (CH)
Charisma measures how physically a your character is and how adept they knowing exactly to Read Free Forwhat 30this Days Sign up to vote on titlesay and do situations. Beauty as well as gra Not useful Useful anytime. leadershipCancel ability contribute to Char Charismatic character will be the leade
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INTELLIGENCE (IN)
Intelligence is a character's higher reasoning power. Characters with high intelligence have better memories and are better at solving problems than people with low intelligence. Albert Einstein, Napoleon, and Alexander the Great had high intelligence. General Custer, Forrest Gump, and the guy in "Sling Blade" did not. No secondary statistics are based on intelligence. Many of the non-combat skills use it for their base values, however. Intelligence also determines the number of skill points your character gains each level (see Advancement: Experience in Chapter V: Advancement). Rolls against Intelligence are made when characters are attempting to guess a password or determine the pattern sequence of electric charges running through the pattern on the floor. AGILITY (AG)
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your character is out of ammo and lying ha unconscious on the ground, he happens to fin that loaded shotgun lying concealed an forgotten in the dust.
Secondary Statistics
After determining Primary Statistics, the play needs to calculate the Secondary Statistic Remember that racial and trait bonuses an penalties need to be applied to Seconda Statistics. Formulae for determining initial leve of Secondary Statistics are given with th description of each stat. Secondary Statistics a in different places on the character shee usually grouped together – protective stats a all in one place, and attacking stats are another. HIT POINTS (HP)
Perhaps the most important statistic in the gam Agility measures the speed of a character's as hit points determine whether your charact You're Reading a Preview reactions. More or less, Agility describes how is alive and breathing or dead and rotting. Dea quickly an impulse is received by the brain, is characters be played or revived, ever. H Unlock full access with a freecannot trial. encoded into the appropriate message, travels points can be recovered with time, drugs, th through the Central Nervous System, and correct skills, or an able doctor. The ba Download Free Trial reaches the character's arm, which jerks out of With number of hit points is 15 + (STR + (2 X EN)). the way right before a bullet hits it. Characters addition, a character gains more maximum h with high Agility are jugglers and acrobats. points for every level equal to 3 + 1/2 EN Characters with low Agility dance with two left rounded down (see Advancement: Experience feet. This statistic is the basis for the Armour Chapter V: Advancement). It should go witho Class and Action Point secondary statistics. It saying that hit points can never be healed abov modifies the greatest number of skills as well, the maximum. especially combat skills. Rolls against Agility are made when your character dodges a poison dart Read Free Foron 30this Days Sign up to vote title Note: trap or attempts to jerk his arm out of the sewer If hit points zero, Usefulto Notyour usefulcharacter doe drop Cancel anytime. before a mutated rat bites it off. not die instantly. A character whose hit poin Special offer for students: Only $4.99/month. are between 0 and -5 is knocked unconsciou
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ARMOUR CLASS (AC)
Maybe the second most important statistic in the game, Armour Class increases the chance that a character can dodge a blow, or their armour will deflect a shot (or turn that shot into a non-damaging glancing blow). Armour Class is measured as a percentage. Your character's base Armour Class is equal to her Agility. In addition, any armour she is wearing can make her Armour Class even higher. For instance, if your character's Agility is 6 and she dons a leather jacket with an armour class of 5, her AC is now 11(%). Armour Class affects the chance to hit; in the above example, if the mutant sniper was trying to take a pot-shot at the girl in the spiffy leather coat, his chance to hit would be reduced by 11%.
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might do less damage or make blows s that they do no damage at all. Melee da equal to ST-5 (to a minimum of 1). POISON RESISTANCE
Even in the post-nuclear world, there are chemicals that just don't mix well with anatomy. Poison resistance is equal to 5 character with an endurance of 6 will hav Poison Resistance. That means they hav chance of antibodies eliminating the poi Poison Damage in Combat: Damage and Part III. RADIATION RESISTANCE
In the post-nuclear world, radiation is a concern. Some places are naturally rad ACTION POINTS (AP) like the blast centres where nukes w Some are more radioactive than others; This is perhaps the third most important statistic centre of the blast, you are guaranteed in the game, as it may mean the difference more rads than 5 miles away. R You'rethat Reading Preview is equal to 2 X EN. It can be in between reloading your gun and firing final a Resistance shot, or staring at your empty sidearm as a with chems (see Equipment: Chems) a Unlock full access with a free trial. rocket explodes in your chest. APs are the certain kinds of armour (see Equ number of actions your character can take each Armour). A character with an 8 EN h With Free Trial resistance. This means that 16 turn in combat. Moving one hexDownload (one meter) radiation costs 1 AP. Reloading a weapon often takes 2 rads that hit his skin do not go in. If APs. Making a shot often takes 5 AP. A standing at the rim of a blast crater a character’s base action points are equal to 5+ taking 1000 rads every ten minutes (!), o (1/2 AG, Round Down). Therefore, all characters of those rads would enter his body. T start with at least 5 APs, and it is possible to means he's going to glow like a light bulb have more than 10 APs. skin won't fall off - right away.
Master your semester with Scribd CARRY WEIGHT & The New York Times
How much equipment your character can carry Special offer for students: Only $4.99/month. on his back, in his pockets, or in his backpack.
GASRead RESISTANCE Free Foron 30this Days Sign up to vote title
Useful Not useful Cancel anytime. One of the nastier weapons in the was attacks can cause massive amounts of
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gasses and the second variable representing Contact gasses. Unless they have a racial modifier, starting Gas Resistance is always 0/0. Note that robots are never affected by gas attacks. ELECTRICITY RESISTANCE
This measures how resistant a character is to electricity. Whenever the character takes damage from electricity, the amount of damage is reduced by their electricity resistance (a percentage). Unless a character’s race has built in electrical damage, this number always starts at 0. DAMAGE THRESHOLD
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A character with 7 EN would have a healing ra of 2 and heal 2 hit points in a 24-hour perio where he or she was active (fighting, walkin around, etc) and will heal 8 hit points in any 2 hour period where he or she is resting (sleepin watching TV, etc.) See Healing under Comba Damage and Death in Part III, below. Note th Robots do not naturally heal themselves, an therefore automatically have a Healing Rate “0”. CRITICAL CHANCE
This is the base chance to cause a critical hit combat. High weapons skills and weapons high quality can modify this number later. If a t hit roll is successful and low enough that it fe within the character’s Critical Chance, the h becomes critical (see Combat: Chance f Criticals in Part III). A base Critical Chance equal to a character's Luck. A character with Luck has a 3% base chance to critical hit.
Damage Threshold represents the actual amount of damage that a piece of armour can stop. Note that on the character sheet, there is no Damage Threshold under Secondary Statistics; rather, it is under Armour. A character does not have any Examples: Calculating Secondary Statistics an Reading a Preview actual Damage Threshold until he orYou're she is Adding Race and Trait Modifiers wearing armour of some kind, unless that Unlock full access with a free trial.
character’s race includes some built-in armour. See Before Combat: Wearing Armour in Part III, Jack and Jane calculate their character Download With Free Trial secondary statistics. Harry's maximum Hit Poin below. is 32; Maverick's is 27. Harry's Armour Class is and because he is a mutant, it probably won SEQUENCE get a whole lot better. Maverick's AC is only but he can find some armour and prote Sequence determines who goes first in a combat himself a little better. Harry gets 9 Action Poin round. Of course, if you are the one initiating the and Maverick gets 7. Harry's Carry Weight is 20 combat, you automatically get to go first (you lbs, where Maverick's is only 125. Harry's Mele sneak up on a guard and clobber him in the Damage is a whopping 4 points because of h Read Free Foron 30this Days head), but all the combat turns after that get Sign up to vote title Heavy-Handed trait, and Maverick's isonly broken down by Sequence, with highest Useful Not useful CancelPoison anytime. Resist and Maveric Harry enjoys a 45% Sequence going first, and so on down the line Special offer for students: Only $4.99/month. gets 20%; Harry's Radiation Resist is 60 (see Combat: Sequence in Part III). Sequence is because of his race and Maverick's is 8%. Neith
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Skill Families
Unarmed
One major difference between the computer Fallout games and the SPECIAL system introduced here is the inclusion of skill families and slightly different skills. Weapons especially are now organized differently, to reflect a more realistic approach to weapons knowledge – if you are good with a regular pistol, you are equally as good with an Energy pistol, for example. Also, the formulas for determining initial skill levels have been changed to reflect the latest SPECIAL changes. Everything else remains basically the same, with the exception of skills added for a more complete role-playing experience, such as Athleticism and Pilot.
This is the skill of beating people up w fists and feet, from boxing to brawling martial arts. The better you are at this s more likely you are going to hit them in This skill also covers the use of weapo enhance unarmed combat such a knuckles, spiked knuckles, and the le Power Fist. At higher skill levels, you w new techniques of fighting. See the Unarmed Attacks section directly belo guide to the advanced martial arts tec skilled users can learn. Initial level: Unarmed skill is equal to 10 + (2 x END).
Melee Weapons Tag Skills
This covers the use of melee weapons Every character gets three tag skills to start out any weapon used in close combat to bl with. These skills could best be described as the stab, slash, or wallop a target. Knives, character's "gifted" areas, or areas of study in hammers, and crowbars are all melee w youth. Every character must take three tag skills, Initial Melee Weapons skill is 10 + (2 x S You're Reading and only three, no more, no less (unless the a Preview character gets an extra tag skill because of a RANGED WEA Unlock full access with a free trial. trait). Each tagged skill gains an increase to its base value by 15 points. When facing an opponent with a giganti Download With Free Trial knife, it’s usually better to shoot them f Skill List rather than run up and see how close you Ranged Weapons cover the art of pli This is a complete description of skills, and how target from a distance, whether the me one finds the base skill percentage. Base missile delivery be a hunting bow or a p percentage is figured before ANY other skill grenade launcher. Factors such as s adjustments are made - from tag skill combat, eyesight and targeting, unders adjustments, to traits, to addition of skill points. complex parts, and dealing with recoil a Skill points are added only after a character goes Read Free For 30 Days Sign up to vote on this title Ranged Weapons skills. up a level (see Advancement: Experience in Not useful Useful Cancel anytime. Chapter Advancement). Skills are based Special offer for students: OnlyV:$4.99/month. Explosives entirely upon one base stat and have starting
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Small Guns This skill covers the use of any small weapon that uses conventional ammo...such as .45, .308, 9mm, 50 cal, etc. higher your Guns skill, the easier it will be for you to hit your target, and the longer the effective range you will have in combat. Initial level: Starting Small Guns skill is equal to 10 + (PER + AGL).
Big Guns Big Guns skill is equal to (STR) +(ENx2) + (PE).
Energy Weapons
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to try to steal from them. Your sneak skill rolled when you start sneaking, and once minute while still sneaking. Initial Level: Startin Sneak skill is equal to 10 + (2 x AGL)
Lockpick
If you need to open locks without the proper ke this is the skill for you. Use it to get what yo want, but other people don't want you to hav Having an actual lockpick will improve yo chances, but it is not necessary. There are tw types of locks in the Fallout world: normal an electronic. Lockpicks work against normal lock but to even attempt an electronic lock, you nee an electronic lockpick. Certain locks can b harder to pick than others, and certain loc require that the picker has a lockpick. Initi Level: Starting Lockpick skill is equal 10 + (2 PER)
The use of energy weapons is not a very common skill in the post-nuclear world. Energy weapons were just coming into actual warfare when the world blew up. Lasers and plasma weapons are covered by the Energy Weapons Disguise skill. Basically, if it uses an energy cell or power pack, and not cartridge ammunition,You're it falls Reading a Preview Sometimes hiding and being silent just isn under this skill. Initial level: Starting Energy enough. Sometimes you need to be someon Weapons skill is equal to 10 + (2 x PER). Unlock full access with a free trial. else entirely. Disguise covers both hiding yo identity as well as impersonating someone. Wi Download With Free Trial THIEVING the proper tools you can use your full level Disguise. With makeshift tools you can still u No one ever said life in the Wastes would be easy. your full level in Disguise when trying to hid Some characters tend forego hard work in favour your identity or half your level in Disguise whe of the dishonest route to wealth and fame. The trying to impersonate someone. Without an Thieving skills cover all the ways a character can tools you can only hide your identity at half you pilfer, purloin, and place painful things on her level. You can always use your full level whe rise to the top. These skills are derived from a impersonating someone else's voice. Initi character’s ability to move quickly, not ice Level: Starting is equal Read Free Forskill 30this Days Sign Disguise up to vote on title to 10 + (PE surroundings, and to use brains instead of brawn. + CHA) Useful Not useful
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TECHNICA
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Science Science is the skill of working with electronic devices such as computers. It also covers how intuitive a character is. Characters with a high Science skill will notice things that others might miss, and characters who actively apply their Science skill to tasks can intuit answers to problems. Science skills are used when rolling to use (or break into) computers, determine what part a vehicle might need to run properly again, or to notice a vein of silver in an otherwise unremarkable rock. Science skill can also be used like First Aid to repair robots. Initial Level: Starting Science skill is equal to 10 + (2 x INT).
Medicine
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personable level, and a certain amount grace and tact will be necessary to suc interact with most NPCs. The Social sk into account a character’s witty nat general likableness, the ability to read person, and plain dumb luck when what another person wants to hear.
Speech
This is the skill of dialogue. The bett Speech skill, the more likely you will be get your way when talking to people there is a chance that an NPC might ta word, believe your lie, or just follo instructions, this is the skill that is use Level: Starting Speech skill is equal 10 Speech can be divided into:
Persuasion Intimidation Deception Repair is the practical application You're of the Reading Science a Preview Seduction skill. As things are constantly breaking in the Unlock fullservice access with a free trial. wastes, and there aren't customer Barter hotlines anymore, a person with a high Repair skill is always good to have around. Repair Download With Free The Trial skill of trading. In the post-nuclea covers fixing all manner of mechanical things, currency is not always commonly used from guns to vehicles, arming and disarming will allow you to get more for less when traps, and can also be used to intentionally equipment, weapons, and other items. sabotage or disable mechanical things. The Barter skill will lower the prices you Repair skill can also be used like Doctor to repair items you purchase, and increase the mo robots. Initial Level: Starting Repair skill is equal get for selling excess equipment. A goo to 10 + (2 x INT). skill isn't important if you're killing every for th it certainly isvote a on valuable skill Read Free For 30 Days Sign up to this title Pilot berserkers out there. Initial Level: Startin Not useful Useful Cancel anytime. skill is equal to 10 + (2 x CHA). Special offer for students: Only $4.99/month. This skill is how well a character can drive landbased vehicles (from Brahmin-driven carts to
Repair
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eXodus Wasteland
Everyone has a built-in survival instinct, but how well those skills are honed is another story. Survival skills cover everything your character learned at summer camp: how to hunt, fish, build shelters, and survive in adverse and unusual conditions. They also include swimming and climbing, two of the most important skills when a character is out in the wilderness and cannot, for whatever reason, travel by road. A character’s stamina, resourcefulness, and pure physical prowess all contribute to his Survival skills.
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needs Speech and Barter, and she decides th Maverick will be a good Gambler, too, so sh tags that skill as well.
When the skills were all calculated, this is ho the characters measured up to each other. Harry:
Small Guns 37% Big Guns (tag) 36% Energy Weapons 16% Unarmed Combat (tag) 80% Outdoorsman Melee Weapons 50% Throwing (tag) 52% First Aid 26% This is the skill of outdoor living and survival in Doctor 15% hostile environments. Basically, what they teach Sneak 29% in Boy Scouts and Girl Scouts, modified for the Lockpick 23% post-nuclear world. Outdoorsman has many uses, Steal 24% from finding food and water in the middle of a Traps 23% vast wasteland to avoiding hostile creatures to Science 20% knowledge about what plants and animals will Repair 15% help you or kill you. It's always good to have Pilot 26% You're Reading a Preview someone in the party who's an avid Speech 26% outdoorsman. Initial Level: Starting Survival skill Unlock full access with a free trial.16% Barter is equal to 10 + (2 x END) Gambling 24% Outdoorsman 20% Download With Free Trial Athleticism
Maverick:
The skill of athletic ability. This skill will show how well the character is at performing athletic feats whether it being climbing up a steep cliff or swimming away from an angry group of
MasterMirelurks. yourHaving semester with Scribd a higher rank of athleticism can mean the difference between making that & The jump, Newor York Times falling 30ft into the gorge below. Special offer for students: Only $4.99/month. Starting Athleticism skill is equal to 10 + (STR +
Small Guns 25% Big Guns 10% Energy Weapons 10% Unarmed Combat 48% Melee Weapons 38% Read Free Foron 30this Days Sign up to vote title Throwing 20% Useful Aid Not useful First 22% anytime. Cancel Doctor 16% Sneak 20%
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Skill Athleticism Barter Big Guns Detection Energy Weapons Explosives Gambling Lockpick Medicine Melee Weapons Outdoorsman Pilot Repair Science Small Guns Sneak Speech Steal Throwing Traps Unarmed
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Description Proficiency at performing athletic feats such as running, swimming, climbing etc. Proficiency at trading and haggling. Proficiency at using large projectile weapons. Proficiency at finding hidden objects, enemies, traps. Proficiency at using energy-based weapons. Proficiency at using explosive weaponry, disarming mines, and crafting explosives. Proficiency at gambling Proficiency at picking locks. Proficiency at using medical tools and drugs. Proficiency at using melee weapons. Proficiency at piloting vehicles. Proficiency at repairing items and crafting items and ammunition. Proficiency at using small projectile You're Reading a Preview weapons. Proficiency at remaining undetected. Unlock full access with a free trial. Proficiency at persuading others. Proficiency at stealing. Download With Free Trial Proficiency at using throwing weapons. Proficiency at setting, disarming and making traps. Proficiency at unarmed fighting.
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Associated Stat Strength/Agility Charisma Agility Perception Agility Perception Luck Agility/Perception Intelligence/Perception Strength Endurance/Intelligence Perception Intelligence Intelligence Agility Agility Charisma Agility Agility Agility/Perception Agility/Strength
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Chapter III: Combat Equipping Weapons and Armour Holding Weapons or Objects
The character sheet has sections labelled "left hand" and "right hand." That is where a character can fill in the necessary information regarding their weapon(s). No more than two weapons can be equipped at the same time, one per hand. Some weapons require the use of both hands. Note that you can still hold two weapons and use a two-handed weapon in combat - that's what the straps are for. Characters usually start with only the basic weapons, although it is up to the Gamemaster. Objects to be used must be held in the hands as well. This means that a character cannot inject a healing chem, shoot a two-handed gun, and dig a hole all at the same time.
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up, it represents normal wear and tear; howeve when that last box is filled, the weapon is eithe jammed or broken, and must be repaired thrown away (see Repairing Weapons). Ofte when characters find or buy weapons, they a not in perfect shape and already have one more boxes filled. If 6 or more boxes are fille the user suffers a –5% penalty to their to-h rolls; the damage is beginning to interfere wi its effectiveness (a weapon with 8 boxes fille would hit with a -15% modifier). The GM ma determine other situations where the weapo suffers damage, such as when the charact accidentally drops his backpack in a vat of acid. Repairing Weapons
When a gun jams or an axe breaks, it is problem. If it happens in combat and you hav no backup, it is a major problem. There nothing to do but wait until combat is over an attempt to repair the item.
Usinga Preview Repair skill on a gun takes 1 hour. If th You'reto Reading Remember that a character is not limited roll against Repair skill fails, the character carrying just the two weapons in theirUnlock hands; full access with a free allowed totrial. make a roll against the sk they can carry whatever they want in belts, associated with that weapon – melee for the ax holsters, backpacks, and so forth. smallFree armsTrial for the gun - to take one box off (th Download With weapon is not fixed, but it is usable for the tim Of course, guns are only effective if they have being). Successful use of the repair skill emptie they kind of ammunition required to use them. two boxes on the condition bar. Repairin Note that two kinds of ammunition that would weapons is not necessarily limited to the time work for the same gun - Armour Piercing and which they break; a little preventativ Jacketed Hollow Point (AP and JHP) for example maintenance never hurts. cannot be used in the same clip. If you find that your JHP bullets are ineffective, you must reload Armour Condition with AP rounds (see Reloading, below). Read Free Foron 30this Days Sign up to vote title
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Like weapons, armour also loses its effectivene Not useful Useful Cancel anytime. over time if not repaired. Every time a play receives damage greater than the base AC
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Condition
Modifier
0-5
None AC – 10% AC – 20% AC – 30% AC – 40% AC – 50%
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In the result of the value being a fraction, round the value to the nearest whole number. Repairing Armour
Repairing condition boxes on armour works in much the same way repairing condition boxes on weapons and vehicles does. The task takes 4 hours, and if a successful Repair skill roll is made, two condition boxes are emptied. Combat Rolling Rules
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dead bodies can do more than stink. Com tool that can get you out of trouble or trouble, based on the player’s choices. Jim the Raider, our sample Combatant
To show the combat rules with actual n here is a sample character. S.P.E.C.I.A.L 4.6.7.3.4.9.7
Health Points (HP) 15 + 4(STR) +14(ENx2 (NOTE: Characters gain {3 + 1/2 EN} ea they level)
Armour Class (AC) 9(AG) +5 (Leather Jack
Detection Class (DC) 6(PE) +2 (Leather J 8
Judgment Class (JC) 3(CH) +2 (Leather Ja
To make an attack, you must roll the associated weapon skill using 2d10. Pick two different d10 Action Points (AP) 5 + 4(AG/2, rounded Previewrounded down) = 12 (Preferably visibly differentiable)You're and Reading decide a 3(EN/2, which is the 10s place and which is the 1s place. Unlock full access with a free trial. Base AP Regen 3 + 9(AG) = +12 Now roll them. If the 10s place is a 0 (Or a 10, based on the label of the dice), then that means Download With Trial AP Regen 3 + 4(AG/2 rounded Walking the roll is between 1 and 9. You only get a 100 if Free both dice show 0s (Or 10s). Don’t feel bad, +7 though. 100 is a critical failure. Jogging AP Regen 4 (AG/2 rounded down When you roll your stat, you are trying to get a result AT OR BELOW your current skill level. For almost every case, rolling closer to 0 is better. And if you roll between 1% and your luck stat, you’ll score a critical.
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Carry Weight 25 + 100 (STRx25) = 125 lb
Melee Damage (MD) 4(STR) – 5 = 0 Melee damage cannot be negative) Read Free Foron 30this Days Sign up to vote title Not useful Useful 35% Cancel anytime. (ENx5) Poison Resistance
Rad Resistance 14% (ENx2)
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Critical Failure Zone 89 + 7(LK) = 96% or more Small Guns 12 (PEx2) + 18 (AGx2) = 30% Big Guns 4 (STR) + 14 (ENx2) + 6 (PE) = 24%
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movement rate; 2X would require that th character spend 2 times the normal AP amou to move. Characters who are prone or hav broken limbs can take a long time to crawl ov certain kinds of terrain. For more information o Swimming, see Swimming in Life in the Waste below.
Sequence Regardless of who begins combat, all participants must state a secondary stat… their Sequence. This affects the turn order for the duration of the combat. Each combatant receives one turn in the sequence, which cycles from highest to lowest until combat ends. (NOTE: Combat ends when all aggressive targets surrender, are killed, or have fled). To work out which order each player in the Sequence is, each player rolls a d10 and adds their Sequence t o the result.
Performing Actions
Terrain Type Open, flat ground Rough, wet ground Torn, muddy ground
Modifier x1 x2 x3
Using An Item
If your Character is holding an item in her han she can use it in combat, provided it is an ite that's use takes under 10 seconds (GM discretion). Healing chems, Geiger counters, an a police whistle are all examples of items player can use in combat. Note that an ite MUST be in hand to use it; see Before Comba above. Using an item takes 3 AP.
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Equipping Items Unlock full access with a free trial. Any action in combat requires the use of Action Points. The higher a character's agility, the more Just like in the original Fallout, any ite action points they get (see Character Creation: Download With Free Trialyou need to do for the tu management Secondary Statistics). A character's Turn is over involves opening up the inventory, which takes when all AP are used, or they declare that they AP. Inventory Management does not just app are going to defend, and they forfeit the rest of to your inventory, though. Pick pocketin their AP (although not entirely, see Defending, planting grenades, looting bodies, openin below). The possibilities for action are: lockers, and pretty much any form of ite swapping all cost 4 AP Movement
Master your semester with Scribd This includes moving closer to a target, moving & Thebehind Newa tree York Times or other cover, or bravely running Special offeraway. for students: $4.99/month. It costsOnly 1 movement point to move 1 hex. A hex is 1 meter across (this becomes much
Taking Items Read Free Foron 30this Days Sign up to vote title
Useful Not useful Cancel anytime. You can take an item on the ground, in container, or off the bodies of your enemie
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clip. If not, you can place as many bullets as you have in the clip. It's generally a good idea to head into combat with fully loaded guns, so you aren't prancing around trying to get those rounds in while the baddies are shooting. Note that a gun can only be loaded with the kind of ammunition it is supposed to use, and that two different ammunition types - AP and JHP cannot be combined in one clip. Note that mortars, artillery pieces, and vehicle weapons other than machine guns take one full round to reload, using all of a character’s Action Points for that turn. Using Skills
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consciousness. The target does not get until the round after he/she/it was heale the First Aid and Doctor skills in this wa towards the character’s total uses of that the day (remember that First Aid can used 3 times in a 24-hour period, and Do only be used twice). If the fallen comr robot, a player can use either the R Science skills to achieve the same results Getting Up
If you have been knocked down the combat round, or for some reason are starting combat on the gr takes 4 AP to clamber to your feet. Ch who are on the ground receive no Armo bonus either from unused AP or their making their AC without armour equal Note that Getting Up is not the s Changing Positions, below.
Sometimes, it becomes necessary to use certain skills in combat. Although the battlefield isn’t always the best place to try to pick locks or repair a broken computer, there are times when using your talents are necessary, especially if it means you can escape those crazed cyborg commandos. Some skills, like Doctor, just take Laying Mines too long to use in combat. The GM should You're Reading a Preview determine if the task that the character wants to Devious parties can use mines to their ad perform can be done in combat (cracking safe,with having Unlock fullaaccess a free trial. one or more members circle beh for example, would be just a little too time enemy while the rest of the party engag consuming). Then the GM should Download calculate how in combat. The minelayers then set u With Free Trial many APs, and how many rounds (if necessary), cowardly weapons and clear out wh the action will take. Characters using skills gain others drive the enemy into the explo no Armour Class bonuses from Agility or unused takes 6 AP and a successful roll against AP, so their armour class is limited to what they lay a mine in Combat. For more inform are wearing when they are using their skills. mine laying, see Mines in Life in the below. Healing a Fallen Comrade
Master your semester with Scribd A character can use his or her First Aid or Doctor skillYork in combat to heal a fallen comrade (or foe, if & The New Times they are inclined), but only if the target has Special offer for students: Onlyso$4.99/month. been knocked unconscious (see Combat:
Defending Read Free Foron 30this Days Sign up to vote title
Useful Not useful Sometimes, discretion is the better Cancel anytime. valour. If a character has some (or all) and doesn’t want to do anything else, t
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thrown weapons and guns, may be made so long as the target is in range and there is a clear or semi-clear line of sight. You cannot attack someone behind a wall or other complete cover. The GM (and common sense) ultimately determine what "complete cover" is. Attacks may only be announced if the character has enough AP to cover the action. Those AP are deducted immediately. There are three kinds of attacks, besides the normal HtH and Ranged: a Normal (Single) Attack, a Targeted Attack, and a Burst Attack. Some weapons, like Assault Rifles, SMGs, and others can do all three. Single-shot and melee weapons can only make a normal Single attack or a Targeted Attack. Some weapons such as Rocket Launchers and Flamethrowers cannot make Targeted attacks (they are just too bulky and unpredictable to snipe with). S ome weapons, such as Miniguns, can only fire in Burst mode. The options for attack will be listed on the weapon's description. Burst Mode
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Attack Step One: Determining and Rolling Against To Hit
To Hit for attacks is determined based on number of factors. A formula will be presente at the end to simplify the process.
First of all, the target must be open and in rang The attacker must be able to see their target, o at least know fairly specifically where the target it. In addition, each weapon has a individual range, and a character's range is base on his Perception. If a target is beyond th character's range, the penalties begin to add u See below for range penalties based o perception. Thrown weapons, such as throwin knifes, spears, and grenades, are based o Strength as well as Perception: they ca potentially suffer penalties from both stats! Base Chance
You're Reading Preview First,athe base chance To Hit is the attacker's sk
in with the aparticular Unlock full access free trial. weapon he is using - Unarme
for fists, feet, and “unarmed weapons” like bra In the Fallout game, Burst Mode is knuckles; Melee Weapons for things like knive interchangeable with the military orDownload police With Free Trial and sledgehammers; Small Guns for pistols, rifl definition of a three-round burst (3 shots) AND fully-automatic fire (holding the trigger down and SMGs; Big Guns for rocket launcher flamethrowers, and the like; and Energ and spraying that deranged nuke pooch for all Weapons for lasers and other fun toy you’re worth). Remember to deduct 5% for each condition bo past 5 from the base chance. Burst mode is assumed to be the number of shots a weapon can fire in fully automatic mode in one round of combat; the minimum number of shots in a burst is three (a quick squeeze of the trigger), and the maximum number of shots Special offerinforastudents: $4.99/month. burst is Only given in the weapon descriptions. This number represents the maximum number
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Quick-Shot Read Free Foron 30this Days Sign up to vote title Let’s say our raider Jim isNot firing his 10mm pist useful Useful Cancel anytime. at a deathclaw. The 10mm pistol, being a sm firearm, has an AP cost to quick-fire of 3. Sin
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Hitting with a Quick-shot With an quick-shot action, a player must take their associated weapon skill (In the case of Jim’s attacks, this would be Small Guns), then subtract the AC of their target. Finally, any range penalties or bonuses need to be added to the skill (Take the range of the weapon, and subtract the distance in hexes the player is from the target. Multiply the result by the weapon's range volatility {In Jim's case, 3%}, and add it to your skill. This will increase the skill for closer targets, and decrease it for more distant targets). To hit, a player must roll AT OR BELOW the resulting number. NOTE: Add (PE/2, rounded down) to the range of any weapon used. Obviously, don’t add it to melee weapons.
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be difficult, but there are three ways to it. Find cover and Hide
Get a bit of distance from the enemies aware of you (Like… 4 hexes) and then re stealth check. If the stealth succee enemies will be suspicious and cont search for another 3 rounds, then giv critical success will keep you hidden p meaning you won’t have to make any checks to remain hidden. A failure me enemy knows where you are, and will c to pursue you. And a critical failure me not only are you exposed, all opponents hexes spot you instantly. Of cours Overseer is the only one who will kn result (As stealth is a roll made in sec players won’t know if they’re exposed u start getting shot again.
Jim’s pistol has a range of 7, and with his perception that makes the total range 10. He is standing 3 hexes away from his target. 10-3 = 7, Get some Distance, or get some Obstacl and 7x3% = +21% to the Small Guns skill for these attacks. We haven’t given You're the deathclaw Reading a Preview an AC yet, but let’s say that it is 7. Jim’s smal l If a player gets a distance of 15 hexes or Unlock full access a freecheck trial. (using the player’s luck, of c guns started at 30%, went up to 51% because ofwith luck range, and then dropped to 44% because of the made by the overseer. If it succee target’s AC. That means that to hit, he must With roll Free Download Trial lose interest and will not purs enemies a 44 or less on percentile dice (2d10), or in other fails, then they continue to pursue until words it means he has a 44% chance to hit. luck check can be made (The next turn player is 15 hexes from all enemies) It practical to try crippling your enemies’ prevent them from keeping up with y If Jim were to roll a 24, then a 46, then a 6, and letting a faster friend distract the enemi finally a 97, he would have a standard hit, a miss, you escape. a critical hit, and a critical miss (respectively). These four attacks hit at 20% proficiency (44-24 Read Free Foron 30this Days Sign up to vote title = 20), miss at 2% ineptitude (44-46 = -2), hit at Talk or Bribe your way out of Combat Useful Not useful 38% proficiency (44-6 = 38), and miss completely Cancel anytime. Special offer for students: $4.99/month. (44-97Only < -15). For 2 AP, a player may take a speech against all enemies. The speech ne
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Jim decides to hide, and thusly sprints twice (For 2 AP each) to move 7 hexes and dives behind a rock. The Overseer then makes a stealth check. Jim’s stealth is a 24%, and the Detection Class (DC) of the deathclaw is 13% (They can smell fear). 24 – 13 = 11, but with a 15% bonus for cover Jim’s skill is essentially 26%. He rolls a 13, remaining hidden for the round. Which is good, because he’s out of AP.
NOTE: This is a one-on-one fight. If hiding from multiple enemies, the DC of all enemies who are within their PE in hexes of the hiding player is removed from the Sneak skill. This makes it almost essential to gain cover bonuses, which is actually quite reasonable.
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value. However, it’s burst damage is 2 per bulle and its range is 15. With his PE/2 range bonus 2, that’s 17 range. A cone of bullets will spra from his hex forward for 17 hexes, with eac target closest to his gun being hit with percentage of the bullets. This minigun fires 2 bullets in each burst.
NOTE: When using a burst attack, there is n bonus nor penalty to hit for range. If the sho falls out of range, it is assumed to have missed.
The Brotherhood knight has a big guns skill of 6 and he is 3 hexes away from the deathclaw. H rolls his 2d10 and gets a 70, which is between 4 (100-60) and 100, so it is considered a succes 70 + 15 (Big Guns/4) + 4 (Luck) is the percentag of bullets that were aimed correctly. 89% of th bullets will reach his first target, which is th closest creature in that direction (Th Next turn… the deathclaw moves cautiously in deathclaw). Upon reaching the target, th that direction, and slashes the air a few times. It wasteland critter applies its defenses. Howeve has a perk that lets it increase its You're DC byReading a Preview it has a slightly different effect in this case. increasing the terror of its victims, and this Unlock full access with a free trial. action pumps its DC to 16%. Jim’s turn again, and he stays put. He’ll be back to full AP next turn (Since he’s not moving), so he can make aDownload run for With NOTE: The skill used for the burst attack Free Trial it if he needs to. The Overseer makes another divided by four and added to the percentage stealth check. Jim’s skill is now at 23% from the bullets that hit. The attacker's luck stat is als raised deathclaw DC, but he rolls a 22. One more added to the percentage of bulets that hit. turn and he will have vanished. Another stealth check is made by the Overseer, and this one fails. The deathclaw turns to find a knight of the OTHER NOTE: If the initial skill roll to burst fi Brotherhood of Steel, standing tall with his was a failure, all targets in range get a tempora minigun set to fire. +25% to their AC for the attack. Burst shots th Read Free Foron 30this Days Sign up to vote title miss tend to do more damage to thescene Not useful Useful Critical than to their targets. failure rules a The Burst Attack Cancel anytime. Special offer for students: Only $4.99/month. normal, and critical successes add the weapo attriubute (Usually EN for big guns) to th Some weapons have the capacity to fire a slew
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of the bullets hit at this point. 82% of 20 bullets is 16.4 bullets, and a grazing bullet is a hitting bullet. That means 17 bullets hit, inflicting 34 damage (# of bullets x damage per bullet), and the remaining 3 move on to the next closest target. Up next is a small cactus, insignificant and incapable of defending itself. Because it lacks an AC, it takes exactly 89% of the remaining bullets. 89% of 3 is 2.67 bullets, or rather 3 bullets. There are only two targets left in range… the rock Jim is
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hiding behind, and the person the hiding… Jim. Lucky for Jim the bullets are up.
The deathclaw has now taken 47 damag flees to tend to its moderate woun remains wounded behind his cover u brotherhood knight leaves, and thusly ends.
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eXodus Wasteland
Chapter IV: Life in the Wastes Trading and Barter “Everywhere the atom bombs are dropping, it’s the end of all humanity, no more time for lastminute shopping, it’s time to face your final destiny!” - Weird Al Yankovic, Christmas at Ground Zero
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person is. Usually, the GM determines wh actions will earn or lose a character Karm points, although adventures may outlin changes in Karma points for performing specif actions or quests. Some examples of actions th might earn or lose a character Karma points are
Help a person in trouble: +10 Attack an innocent person: -10 Kill an innocent person: -30 Steal from an honest merchant: -10 Steal from a crooked merchant: +5 Run over someone’s dog: -5 Kill a notorious bandit: +50 Join a notorious bandit: -40 Disable a ticking nuclear bomb: +100 Detonate a nuclear bomb: -500
Much of the Fallout universe uses a system of bartering due to the lack of money backed by a bank. Money is used only in large cities and casinos, and generally consists of rudimentary gold coins for slot machines and gambling. Otherwise, bartering for goods is done on a value-per-value system. Notice that the items at the end of this book have different values. If a And so on. GMs are encouraged to be as creativ character wanted to buy a gun worth 1000, and as they want when doling out Karma points, bu had a pistol worth 600 and some ammo worth not to use them to corral adventurers in 500, the merchant would be glad to make the performing certain actions. Remember that ev deal – the merchant is getting the better part of characters can have just as much fun as goo the bargain. But the merchant might just throw characters. You're Reading a Preview in that knife worth 100 to even out the deal, or add 100 gold coins to make things right. Unlock full access with a free trial. Karmic Perks
Sounds easy, right? Not really. A character's Download With Trialuniverse, certain actions will ear In theFree Fallout Barter skill influences what he or she can buy the character Karmic "Perks." These perks can b something for, or get for something. Barter skill good or bad, depending on how you look works like this: the character compares his or them. Below is a list of Karmic Perks, with th her Barter skill to the merchant's. Whoever has actions required to earn them (although most the higher Barter skill has the advantage. Take them should be obvious). Most Karmic per the higher skill number and deduct the lower affect reactions with different kinds of peopl skill, and then add that percentage to the value sometimes, some groups will not deal wi of all that person's goods. If the character has a someone who either has or lacks a certa Read Free Foron 30this Days Sign up to vote title Barter skill of 50%, and is dealing with a tribal Karmic perk (like Slavers). Not useful leader whose Barter skill is 25%, the character's Useful Cancel anytime. gain a Only 25%$4.99/month. value. A knife worth 100 would Berserker Special offergoods for students: then be worth 125. Of course, the GM could
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that ought to have their head examined, in addition to the combat taking over a year), but people will still hear about the person who exterminated a village of 100 tribals. Champion
If a character has done many good things for people, he or she is considered a Champion. The character’s war against evil and villainy is the subject of whispered speculation in bars and bedtime stories for children. Champions are respected by any NPC or character with positive Karma. If a character has the Berserker, Grave Digger, or Childkiller Karmic Perks, or if he or she earns one of those perks, he or she cannot be a Champion (if already a Champion, he or she immediately loses this perk if he or she gains one of the others.)
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and should a character endear himsel mob boss, he becomes a made man. Thi you get discounts at mob-run stores a can go places no one else can go, an access to unique arsenals. It also means effectively become a target for opposin families. Better start practicing your Cagney impression. Prizefighter
The character becomes known by reput a boxer, and a good boxer too. After a number of wins in the boxing ring, the c earns the Prizefighter perk. People who boxers will treat the character better; who disdain boxing will treat the charac a little contempt. Prizefighters also gain bonus to their Unarmed skill and get +2 t Normal damage.
Childkiller
Slavery A character earns this perk after they have slain their first child. Whether a person is the purest "Slavery, it gets s**t done." A characte good or the darkest evil, theyYou're realize that a this perk after voluntarily joining the Reading Preview children are the most important thing in the Guild. Since the bombs fell, slavery has b Unlock full access with a free trial. wastes, as they represent the final hope for profitable enterprise in lesser-civilize human survival. Characters who kill children are sometimes the "most civilized") parts Download TrialIn the 100 years since the War, a almost instantly recognized (word managesWith to Free wastes. get out fast) and hated. Storekeepers won't deal coalition grew among slavers. They with Childkillers, and they can only find solace in themselves with a tattoo that covers mo the most evil or insane of places, because other face. Of course, that makes their pr people tend to spit on them, throw things at obvious to anyone looking at them. Ch them, or attack them on sight. with the Slaver tattoo will be treated those who respect (and earn mone slavery, and hated by those who re Grave Digger partake. Read Free Foron 30this Days Sign up to vote title “They’re dead, they don’t care.” They might not, Useful Not useful but their relatives will. Your character earns this anytime. Renown isCancel how people recognise a KarmicOnly Perk after looting his first grave. Decent Special offer for students: $4.99/month. achievements in the Wasteland. While people will find it harder to accept someone who shows a modicum of how players ge
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Renown perks should be given out when players do something extraordinary. They can be rewards, sure, but don't give them out for every crawl through the wastes. Wanderer One has travelled for hundreds of miles, worn through so many boot-heels, all in the name of plain wanderlust. The wanderer is known for taking long hikes through the lands, visiting tens of places a day, and coming back alive and well enough to tell about it.
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You Fiend!
You know what you did, and you will never live down. people run and shut their doors to you f the sick things you did. You Body Snatchin Murderer!
Reading Books
“A bookstore is one of the only pieces evidence we have that people are still thinking. -Jerry Seinfeld
Camper
Despite what some people think, learning in th wastes is not entirely dead. Occasionally, character will come across a book. Assuming th character knows how to read, he or she can ga some knowledge from reading the book. Boo will generally affect one skill and the increase equal to 100, subtracting the current skill leve and divided by 10 (rounded down). Thus, th maximum level a book can increase a skill by The Man/Woman You're Reading Preview 9%. aGamemasters are invited to create the own unique books to affect any of the skills. You've Been around the block, if you know what Unlock full access with a free trial. I mean. You've, entered through that persons back door, as they say. You've played a little Tete From One Place to Another a tete, in whatever language that is.Download People With Free Trial know you can Beat around the bush very well. “They’ll be no shelter here – the front line everywhere.” Juggernaut Stay put, sit down, and make sure they pile up around you. You are known for being heavily defence oriented, staying behind one sand-bag pile, sitting on top of one bridge, and taking out your enemies from there. People know when they hire this guy, he's gonna stay put and take care of it.
You run in to their midst, and make sure it's not their midst anymore. Your known to take a lot of wounds in one battle, as long as the enemy gets more.
Master your semester with Scribd & TheBloody NewStupid York Times Special offer for students: Only $4.99/month. Guess you did lead your friends into that
- Rage Against the Machine, No Shelter Opening and Breaking Down Doors
Read Free Foron 30this Days Sign up to vote titlehim-or-herse Sometimes, a character will find Useful Not useful in a situation where he or she needs to g Cancel anytime. through a door but it is either jammed or locke If picking the lock doesn’t work (see below), th
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Traps are a basic part of life in the wastes. Tribals use them to keep animals and raiders at bay, evil genius’ use them to keep intrepid adventurers out of their compounds, and clever people can use them to get the drop on an enemy. When walking into an area with traps, the GM should make a secret roll against each character’s Perception statistic. Those who succeed, notice the traps. Those who don’t are going to run into some problems. Remember that the characters can only see traps (or mines, see below) that are within their line of sight. If a character has no way of seeing a tripwire, the roll against Perception isn’t going to matter. However, if another part of the trap’s mechanism is visible, they character co uld detect the trap from that. For more information on detecting mines, see Mines, below.
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amiss. Unfortunately, if a character fails against Agility, it means the trap was spr that character and anyone else in th range is subject to the trap’s nasty eff that damage, poison, or worse.
There are examples of some kinds of trap Equipment section, below. Setting and Disarming Explosives
Explosives are a lot like traps, except t use a timer and are usually much destructive. Setting explosives can b useful: you can open doors, destroy or damage vehicles, and even plant th unsuspecting people.
Setting an explosive device takes 1 ro seconds). It requires a roll against the Tr made in secret by the GM. Before th made, the character should declare ho After a character has seen a trap, he or she can she is going to set the timer – in othe attempt to disarm it. This requires another roll a when they want the bomb to go off. Sh You're Reading Preview against the Traps skill. If the roll fails, then the roll fail, the explosives are still set, but Unlock full access with a free trial. when the character thinks t trap goes off in the character’s face. It takes detonate approximately 1 round of combat (10 seconds) detonate. It is up to the GM to determin to disarm a trap. Download With Free Trial are going to go off early, late explosives at all. If the roll against Traps critically Wily characters can also use their Trap skill to set roll of 98, 99, or 100 that results in a a trap or a snare. If they are attempting to set up then the explosives go off in the characte a complicated mechanism, such as a needle-gun Oops. that fires when someone walks across a pressure plate, they need a little bit of time. If it is a Disarming explosives works the same w simple rope animal trap, it shouldn’t take more disarming a trap does. It takes 10 second than a few minutes. When setting a trap, the the character fails, the explosive Read Free Foron 30this Days Sign up to vote title character must have the proper materials. The necessarily go off right away. Like se Useful Not useful GM can determine the amount of time required explosive, Cancel only anytime. a critical failure – 98, 99, Special offer for students: $4.99/month. to set Only a trap. At the end of that time, the GM will make the bomb explode. A d makes a secret roll against Traps. Success means explosive device can still be used,
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defend an area when manpower is low. Detecting mines works in exactly the same way as detecting a trap, except that the character can only see mines in a hex-radius equal to their Perception. Once the GM makes a secret roll against Perception, and the character succeeds, they can only detect mines within their range that are not obscured by anything. Perceptive characters had better tell their friends about mines as quickly as possible. Laying mines counts as setting explosives, except that the mine has no timer, and therefore will not go off improperly – it just won’t function correctly (or it will hurt the minelayer). The same goes for disarming mines – but the character needs to know if a mine is there in the first place. Unfortunately, unless a character is looking for mines, that usually means someone will have to walk over one first. A defused mine is useless and cannot be reused.
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recharging machines are extremely rare and a often only found in old military installations. Th charger will only work if it has power running it, and takes approximately 1 hour to recharge Micro Fusion Cell completely. If the recharg happens to be in the hands of a person organization, be prepared to pay a lot for th service.
There are still a few rare vehicles and pieces equipment that run off of gasoline (or petrol, t my European readers). Gasoline is one of th rarest substances in the wastes, and can be ve difficult to come by. There will be stores in larg cities that sell it, but only in exchange f something very valuable – like everything yo own. It all depends on how badly you need th go-juice. Random Encounters
Much of the world has fallen into a state When a mine detonates, it damages everything complete disrepair in the years since the Wa in a certain radius, depending on the device (seeReading and safe travel is never guaranteed in the wast You're a Preview the descriptions in the Equipment section, below, When travelling between locations, there is Unlock full access with a free for details). In addition, any other mine within chance fortrial.random encounters. Rando the blast radius has a 80% chance of detonating, encounters can break up the monotony of lon and any mine within the concussion radius has a With travel, provide Download Free Trial combat and experience poin 40% chance of detonating. Intelligent raiders (and, of course, loot), and even serve as com have been known to rig elaborate – and relief. devastating - traps with mines. The specific adventure modules will instruct th Should a mine go off, anyone in the blast radius GM on how often to roll for an encounter, an is affected; there is no roll against Agility to what chance the party has to meet one. avoid damage. general, random encounters are usually terrai specific; a party isn’t going to meet abunch Read Free Foron 30this Days Sign up to vote title desert lizards in the middle of a jungle. Energy, Gas (Petrol), and Power Useful Not useful
Master your semester with Scribd & The New York Times Special offerEnergy for students: Only $4.99/month. weapons and most vehicles run off of Energy Cells in the Fallout universe. There are
Cancel anytime.
If the party does meet a random encounter, the they have a chance to avoid the encounter. Th
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if the leader’s perception is 6, the party starts 30 hexes from the centre of the encounter (the middle of a caravan, for example). If the group the party encounters is big enough, this can still plant them right in the middle of everything. Starting position in random encounters doesn’t matter as much when encountering peaceful things, but it matters a lot if you wandered into a Radscorpion nest. Some sample random encounters
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Environment -A cloudless day -Light Dust Storm - Drizzle -Medium Dust - Heavy Rain -Light Smoke -Heavy Dust Storm -Near Darkness -Thick Smoke -Total Darkness
Modifier 0% -10%
-30%
-50%
-100%
A merchant caravan selling basic items. If a character is sneaking, a detection ch A group of slavers on the way back from be made to try to discover a sneaking ch a successful run. The GM should first roll for the s A pack of wild wolves (or lizards, or character using the sneak skill and t whatevers). whoever is trying to detect the sneaker u A crashed vehicle, with the pilots dead detection skill. Whoever beats their ski behind the controls. the highest amount wins. Some farmers trying to eke out a meagre life. Example: Another wandering party of adventurers. Cowboys on a Brahmin drive. Talon (who has 56% in Sneak) is trying to A group of tribals out hunting. You're Reading a aPreview Wasteland Raider undetected. The GM sneak check for Talon and gets 35, bea full access The GM and the adventureUnlock writers arewith a free trial. check by 21. The Raider (who has a D encouraged to create any kind of encounter that level of 38%) needs to roll below 17% (4 will add the right flavour to the adventure. Download With Free Trial detect Talon.
Detection and Sneaking
Sometimes, the party will have to worry about enemies and critters sneaking up on them. To make a detection check, each character rolls against their detection skill.
Master your semester with Scribd The GM should ask the characters to make this & The New York Times roll at once, and only tell those who succeed
Special offer for students: Only $4.99/month. what is going on. If no one succeeds, then the characters may realize something fishy is going
If Talon was to roll above his sneak amount he lost by is added to the roll th would need to get. For example, if 73 w instead, the Raider would need to ro 55% .
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Useful Not useful Cancel anytime. It doesn’t happen very often, but every n then the party may find itself neck-dee
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eXodus Wasteland
A character can safely hold approximately 10 lbs. X STR of weight and safely stay afloat. This includes shoes and clothes. In addition, the character must have at least one hand free. If the character is encumbered any more, he begins to sink along with his precious gear.
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Missed Roll by... Result
1%-10% No handholds; don’t move 11%-25% Slip 1 meter, take 2 HP damag 26%+ Oops, you fell!
Falling
Staying afloat requires Swimming checks every 10 minutes. Swimming requires a roll against Athleticism every minute. Movement in the water is restricted to one hex for every 3 action points spent moving; this applies to any amount of water knee-deep or above.
Either your Climbing roll failed, you got knocke off of a ladder, or your parachute didn’t ope Now you’re sailing towards the ground. It isn the falling that’s the hard part, it’s the sudde stop at the end most characters need to b concerned with.
Climbing
The wasteland isn’t flat. In fact, a good deal of it is varying degrees of up and down. Most of the time, characters can walk, run, or drive up steep inclines. Every now and then, however, the party might find itself at the bottom of a canyon with no recourse but to make it to the top the hard way – by climbing.
Falling happens at a constant rate in the Fallo Universe – 10 meters per second. This mean that a character will fall 100 meters in one te second round of combat. This also means th sudden stop is going to hurt.
For every ten meters (or every secon depending on point of view) a character fal that a character You're Reading Previewtakes 1d10 of damage when he o For ascending or descending steep inclines, or she smacks the ground. In addition, th Unlock full access with a free trial. attempting to move laterally while stuck to the character has a chance (percentage) equal to th middle of such an incline, characters roll against number of meters he or she dropped to incur Download Free TrialTherefore, if Maxine slipped off their Athleticism skill. For each successful roll, a With broken limb. character can move one meter in any direction. cliff and fell 25 meters, she would take 2d1 An unsuccessful roll means the character either points of damage and has a 25% chance didn’t find a foothold, slipped downwards and breaking a limb. took a little damage, or fell off and is hurtling towards the ground. The difficulty of the roll The Art of the Thief against Climbing is affected by the following penalties. Note that some gear in the Wastes “Pledge allegiance to the flag, whatever flag th can give characters a bonus to their Climb skill. Read Free For 30this Days Sign to vote on title offer, never tellup them what you really feel.” Also note that more than one penalty can apply Useful Not useful in any given situation. Cancel anytime. - Mike and the Mechanics, Silent Running Special offer for students: Only $4.99/month.
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Only the GM knows for sure if the character is successfully keeping to the shadows. Sometimes a character will be tipped off to an unsuccessful sneak when an NPC gives them a funny look and asks them what they are doing. Things like amount of cover, light, and Perception of people or critters around the sneaker affect the chances to sneak, at the Gamemaster's discretion. Characters who are sneaking successfully get a +40% bonus to their Steal skill while sneaking, and always get to attack first in combat (and sometimes can avoid combat by getting the drop on an enemy and killing him outright). Note that a character cannot normally sneak and run at the same time. Also note that some armours will greatly reduce a character’s chances of sneaking around. Stealing
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a bookshelf or cabinet. Perhaps the carrying some incriminating evidence an to get rid of it fast. Perhaps the thief pulled the pin out of a grenade and wan it in the pocket of an uncooperative Either way, planting an item works in exa same way as stealing, except somethi from the thief’s possession to the possession. When the thief fails her rol Steal, it means that the thief is caug Stealing (see above), the target might n the thief to know that he or she is awar plant. The thief always assumes s succeeded, until the target gives the re assume otherwise. Picking Locks
Generally, locks exist to keep people places (or in places, in the case of Humans have lived on the Earth for about Characters can make rolls to break 300,000 years. For 290,000 of those years, we these defences, from simple padlocks on lived in relative harmony, without war and crime. in high schools to top-notch safes in co About 10,000 years ago, someoneYou're got theReading bright a offices. Preview idea to begin taking food and locking it up. As access with There a free trial. soon as one human began to denyUnlock otherfull humans are two types of locks: regu access to things, the art of stealing was born. In electronic. Electronic locks require eith the Fallout universe, there are stillDownload many people or Trial an item called an electronic l With Free keeping things under lock and key. Therefore, it Electronic lockpicks are generally only a sometimes becomes necessary to relieve them from a Thief’s Guild or a very well of their items. Characters can attempt to steal source. Regular locks can be picked w from anyone or anything with goods, from regular Lockpick, although lock picks can people to stores. Sneaking successfully can enhance the chances of cracking the lo increase the chances that a character chances of cracking a safe can be increa successfully steals an object. If a character fails a safe cracking tools. roll to steal, it isn't necessarily obvious. The Read Free For 30 Days Sign up to vote on this title character still may get the item (GM's discretion) Lock picking takes 1 minute to attemp Useful Not useful but the target will notice. Whether or not the player rollsCancel 95%anytime. or more, and that roll r Special offer for students: $4.99/month. target Only rips the character's throat out depends on a failure, then the lock is broken and can what kind of person they are. If a character fails opened with explosives, which might r
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Severity Minor
Rads 200
Moderate
400
Severe
600
Critical
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Penalty -1 to all SPECIAL (except luck), -10% to all skills -2 to all SPECIAL (except luck), -30% to all skills -3 SPECIAL (except luck), 60% to all skills -4 SPECIAL (except luck), 120% to all skills, organ failure begins (poison and toxin effect doubled, resistance halved and natural radiation dissipation done at a rate of 2 rads a week) -6 SPECIAL (except luck), 200% to all skills, humans begin to make END checks to survive Humans die instantly
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a ghoul's or mutant's system they go feral or d respectively. In addition to damage and dea radiation also causes penalties to statistics.
Recovering From Radiation
Although in the wastes there are few wh survive even minor radiation exposure due the inability of the body to function properl there is some hope (very, very little), extreme expensive and rare drugs, certain mysteriou fruits and time can all reduce the amount of ra and radiation damage in a individual's bod there are even rumours of a miracle medic 1000 Lethal cure that can remove most of the rads in eve the most irradiated person, with commo materials, but there is no proof of this procedu anywhere in the wastes. Certain drugs an consumables will have their own rules to remov 1500 Instantly rads, but rest will also help, for every week aft Lethal exposure, the individual loses 5 rads; 5000 Ghouls become feral (can Ultracompletely un-irradiated settings the individu revert to "normal" state), Lethal You're Reading a Preview removes 10 rads a week (ghouls and mutan Mutants die instantly Unlock full access with a free remove 10 trial. rads a week regardless of setting o containers, and other sources of the glowing activities, tripled if in un-irradiated settings) an stuff. Under normal circumstances all characters can revert radiation sickness into a lesser for Download Free Trial start with 0 rads (ghouls start with 100 rads) but With or lose the sickness entirely. this number can be adjusted depending on the character's background and Overseer's decision. Should a character be exposed to radiation, either through consuming irradiated food, water, drugs and other consumables, or by being near radiation sources (including irradiated people!) (to calculate the amount of rads given by being near someone take the number of rads they have and divide by 20 this is the number of rads given if in close contact for a week) rads begin to Special offerbuild for students: Only system $4.99/month. up in their and radiation burns are caused, which can be problematic for most
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Chems, Addiction, and Withdrawal
Drug and chem addiction still exists in the pos nuclear world. From the uranium miner lookin for a way to escape from a dead-end life to th battl mercenaryRead whoup buffs himself up before Free For 30this Days Sign to vote on title in th drugs are as commonplace as radiation Not useful Useful Cancel anytime.drugs and chemic Fallout universe. Most substances have an addiction rate of some kin
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of 63
offer a few doses at a low price to get a person hooked, and then begin to jack that price up. If a player suffers from an addition and has been over 24 hours since consumption of that type of drug, the player begins to suffer from withdrawal (the effects of which can be seen in the table below). If a player has been suffering from withdrawal for 7 days, they no longer suffer from addiction. Item Beer Buffout Mentats Psycho Rad-Away
Risk 5% 25% 15% 20% 10%
Effects -1 AG, -1 CH -2 ST, -2 EN, -3 AG -3 IN, -2 AG -2 IN -20 Radiation Resistance
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Cold works in much the same way temperatures fall below 5 Celsius (ab Fahrenheit), characters must begin Endurance checks every ten minutes Power Armour and other isolated enviro suits negate the need for this check, as the proper kind of parka, furs, or othe garb. If a character is engaged in some activity, the check gets a +1 bonus; like the character is wearing leather armo get another +1 bonus. Metal armour, be retains cold as well as heat, means a to the Endurance check.
Failure of this roll means the character s points of damage from frostbite or hypo If the character takes more than 7 da this way without first getting warm ( words, if the character fails three En checks in one outdoor session), th character suffers frostbite and loses a fin Heat and Cold toe. For every 3 damage beyond the ini loss (or for each failed roll beyond th The human body can withstandYou're someReading pretty a depending Preview on your point of view), the c extreme conditions, and human innovation loses another finger or toe. These digits Unlock full access with a free trial. makes up for lack of natural fur and cooling amputated; doing so without medical kn systems. That being said, the Wastes can be a can result in more HP loss, and allowing t harsh place, and heat and cold Download are alwaysWith a Free digits to remain will result in disea Trial concern. When temperatures climb, characters gangrene. It’s not a good idea to go t must find ways to keep cool or suffer the effects around in the cold for very long of heatstroke. When temperatures climb above protection. 40 Celsius (about 104 Fahrenheit), characters must begin making Endurance checks (at a –2 Like heatstroke, hypothermia and penalty, if the character is doing anything other cannot be cured by time, medical atten than resting). Characters wearing Power Armour, chemicals until the player is brought in f Environmental Armour, or taking other cold. Read Free Foron 30this Days Sign up to vote title precautions, such as driving with the windows Useful Not useful down, do not have to worry about making these
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checks.Only If a$4.99/month. character is wearing leather armour, Special offer for students: however, add another –1 penalty; if the
BuildingCancel andanytime. Repairing Firearms
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is a good chance you can bring it back to working order.
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adventurers have found that building their ow firearms is a novel alternative.
The first thing you'd need to repair any firearm is parts. These can either be scavenged from another weapon of a similar type (assuming the replacement parts needed are operational) or found in an abandoned storage facility like those in old gun factories and military installations. Without parts some repair might still be possible, but much more difficult to pull off.
The system for building weapons works muc the same way as that for repairing weapons. On major difference is that besides just parts an skills, the player will need to have his or h hands on some plans. Weapon-buildin knowledge is not the kind of thing that come easily and to build something like a rifle wou require schematics. Without schematics, th player would experience a -50% modifier building a weapon they've never built befor The second things you'd need would be a decent That number could go down as they becom skill corresponding to the type of gun being fixed familiar with a gun type they've had experienc (Small Guns, Big Guns, or Energy Weapons) and in producing. Say a character has built a huntin either a decent Repair skill (for Small and Big rifle from schematics once but doesn't have th Guns) or Science skill (for Energy Weapons). plans for a second go at it. That modifier wou only be -25%. After a successful second try, th To begin repair, you take the sum of your modifier could be reduced even further at th weapon skill and either the repair or science skill GM's discretion. Without parts, however, (whichever you're using) and divide the number would be impossible to build any type of weapo by 2 (rounding down). The result is your base The reasons for this should be self explanator repair roll. Certain modifiers may come into play You can't make a gun appear out of thin air, yo as well. Without parts, the player wouldYou're receive Reading a Preview know. a -45 modifier to this number. Unlock full access with a free trial.
The types of parts needed are generally outline Example: in the schematics for the weapon. The GM Download Free Trial Jim the Raider busted up his assault rifle during With invited to come up with all sorts of bizar his last big fire fight and now he wants to repair it. Luckily, he's got a Small Guns skill of 75% and firearms using all sorts of junk as their ra material. If a player is really interested in tryin Repair skill of 40%. Together that number is to produce their own weapons, the only limit 115%. Divided by two (rounded down) it is 57%. their possibilities is the imagination of the GM. Thankfully Jim has some rifle parts he scavenged from a couple of dead NCR Rangers or otherwise that 57% would look more like 12%. If Jim can Example: Well Jim the Raider has decided to try roll below 57%, he will successfully repair his his han Read Free Foron 30this Days Sign up to vote title assault rifle. Oops! He rolled an 80. His rifle is at building a gun from scratch. During Useful Not useful on an NCR Ranger outpost, h still broken and while he can try to repair it again, successful attackCancel anytime. Special offerhe forused students: Onlyparts $4.99/month. came across a set of schematics for a huntin up the last time so he'd have to rifle and after some creative scavenging he ha roll below 12% on his second try. Might be more
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When this happens, a player takes damage as usual from the attack and for every 5 points of damage the limb takes, mark off a box for the corresponding limb on the character sheet.
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Example:
Geoff fails to detect a trap on the fl
accidently sets it off, resulting in 12 da
his leg. He subtracts 12 from his Hit Po If the first 5 boxes are filled, the player is not affected and can continue as normal. However, if any more boxes become filled, the limb is crippled and the player takes a penalty in one of their stats (see table below). For each box filled beyond 5, the limb becomes increasingly cripples and the penalty increases. The affected stat of a crippled limb is decreased by 1 (to a minimum of 1) and remains until a player gets treatment. In the case of a crippled hand, the player gets -10% to their chance to hit roll. They may even drop their weapon. Keep in mind altering the stat may change other attributes the player has.
has no armour) and since he already has
filled for his leg under limb damage, he h
in 2 more boxes. His legs have become c
Now that he has 7 boxes filled, he ge penalty to Agility. Limb
Affected Stat
Head Torso Arms Hand Legs
PER END STR HIT % AGL
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Chapter V: Advancement Experience After killing enough critters and doing enough tasks, characters will advance in levels. The table for advancement is shown below.
Skill Progression Current % Cost to Increase (SP) 1 1-100 2 101-125 3 126-150 4 151-175 5 176-200 6 201+
Experience Level Experience Reputation 0 XP Vault Dweller 1 1.000 XP Vault Scion 2 Perks 3.000 XP Vault Veteran 3 Action Boy (or Girl) 6.000 XP Vault Elite 4 10.000 XP Wanderer 5 Your character knows how to make the most ou 15.000 XP Desert Wanderer 6 of every moment. For each rank of this perk, th 21.000 XP Wanderer of the Wastes 7 character gets an additional Action Point each 28.000 XP Elite Wanderer 8 combat turn. 9 36.000 XP Strider Ranks: 2 Requirements: Agility 5, Level 12 45.000 XP Desert Strider 10 55.000 XP Strider of the Wastes 11 Adrenaline Rush 66.000 XP Strider Elite 12 You're Reading a Preview 78.000 XP Vault Hero 13 You have a fear of death that allows you to figh 91.000 XP Wandering Hero 14 Unlock full access with awhen free trial. harder you are wounded. When your 105.000 XP Striding Hero 15 character's HP drop below 50% of their 120.000 XP Hero of the Desert 16 maximum, your character gains a +1 Strength Download With Free Trial 136.000 XP Hero of the Wastes 17 bonus, but cannot go above the racial maximum 153.000 XP Hero Of The Glowing 18 Ranks: 1 Requirements: Strength 1-9, Level 6 Lands 171.000 XP Paragon 19 Animal Friend 190.000 XP Living Legend 20 Your character spends a lot of time with animal 210.000 XP Last, Best Hope for 21 A LOT of time. Animals will not attack one of Humanity their friends, unless the animal is threatened or (n*(n-1)/2) n Read Free For 30 Days Sign up to vote on this title attacked first. * 1.000 XP useful 5Not Intelligence, 25% Ranks: 1 Requirements: Useful Cancel anytime. Special offerInforaddition, students: Only $4.99/month. a character gets 3 + (1/2 EN, Outdoorsman, Level 9
Master your semester with Scribd & The New York Times rounded down) to their maximum HP total and 5
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Bend the Rules With this perk, the next time your character gets to choose a perk, they can ignore all restrictions except for race. You rule! Ranks: 1 Requirements: Luck 6, Level 16
Better Criticals Your shots somehow hurt more than usual. The critical hits you cause in combat are more devastating. When you do a critical hit that does not kill outright, your hit does 150% normal damage (in addition to any damage bonuses already gained). In addition, your chance to cause damage to a limb is increased by 50%. If you critically hit for 40 points of damage, for instance, you would instead deal a whopping 60 points. OUCH! Mutants cannot choose this perk. Ranks: 1 Requirements: Perception 6, Luck 6, Agility 4, Level 9
Bluff Master
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Your character can make more hand-to-h melee style attacks per combat turn wi perk. The AP cost to use a HtH or Melee a reduced by 1. Ranks: 1 Requirements: Agility 6, Level 1
Bonus HtH Damage
You have learned a special technique to d more damage with your fists and melee weapons. Your character gains a +2 bonu Melee Damage for each level of this perk Ranks: 3 Requirements: Agility 6, Streng Level 3 Bonus Move
You have learned to take longer strides in combat. For each level of this perk, your character can move 2 more hexes in com The first two hexes a character moves do cost any APs. Ranks: 2 Requirements: Agility 5, Level 6
Bonus Ranged Damage You are the king or queen of smooth talking. You're Reading a Preview Whenever you are caught stealing, your You know just where to hit to make it hu Unlock full access with a free trial. character can automatically talk his or her way Every bullet that successfully hits the targ out of the situation. +2 damage for each rank of this perk. With Free Trial 7, Speech 70, Ranks: 1 Requirements: Charisma Download Ranks: 2 Requirements: Agility 6, Luck 6, Level 8 Bonus Rate of Fire
Bone Head You have a very thick skull, just like your mother always told you. With the first rank of this perk, you get a 50% chance to avoid being knocked unconscious. With the second rank, that chance increases to 75%. Ranks: 2 Requirements: Strength 7, Level 7
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Bonsai
Your trigger finger is a little faster than n Each ranged weapon attack costs one les perform. Ranks: 1 Requirements: Agility 7, Intellig Perception 6, Level 15 Read Free Foron 30this Days Sign up to vote title Bracing Useful Not useful Cancel anytime.
You know how to brace large weapons w are standing. When applicable, you get a
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Ranks: 2 Requirements: Charisma 5, Intelligence 6, Level 2
Ranks: 1 Requirements: Agility 4, Traps 90%, Level 9
Cancerous Growth
Die Hard
The radiation has mutated you so badly that you thrive in the wastes. You gain a +2 bonus to your healing rate, and can regenerate a crippled limb in 48 hours. Only Ghouls can choose this perk. Ranks: 1 Requirements: Strength < 7, Level 6
You won’t go down without a fight! When your hit points drop below 20% of your maximum, you get an additional 5 Damage Threshold to al types of damage. Ranks: 1 Requirements: First Aid 40%, Endurance 6, Level 2
Cautious Nature Your character has learned to be wary of the world around him. His Perception is increased by +3 when determining where he begins in random encounters. Ranks: 1 Requirements: Perception 6, Level 3 Comprehension
Divine Favour
A higher power has taken a liking to you. Anytime a roll fails, you have the option of rerolling, but you must accept the results of the r roll (you cannot re-roll a re-roll). You can only invoke your higher power once in a 24-hour period. Ranks: 1 Requirements: Charisma 8, Level 14
Looks like all those study skills courses paid off. With this perk, your character gains 150% of the Dodger number of skill points earned when reading educational books. Books that normally give you Your character has developed into a slippery 10 skill points now give you 15. littlearat. This perk will lower your character's You're Reading Preview chances to be hit in combat. Armour class Ranks: 1 Requirements: Intelligence 6, Level 3 Unlock full access with a free increases bytrial. +5 for each rank. Ranks: 2 Crazy Bomber Requirements: Agility 6, Level 9
Your luck with explosives is legendary. Download With Free Trial Dolphin Characters with this perk who fail to set an explosive properly will know immediately, and Your Swimming abilities rival those of other that explosive will not go off or detonate – it will water-based mammals. With each rank of this be reset, so the Bomber can try again. perk, your Swimming skill goes up by 30%. Ranks: 1 Requirements: Traps 60%, Intelligence Ranks: 2 Requirements: Endurance 8, Strength 6, Level 9 Level 6
MasterCultyour semester with Scribd of Personality likes your character. EVERYBODY. & TheEverybody New York Times of getting a negative modifier for the Special offerInstead for students: Only $4.99/month. "wrong" kind of karma, you get a positive
Driving City Style Read Free Foron 30this Days Sign up to vote title Your character has picked upuseful some aggressive Not Useful Cancel anytime. driving techniques. She gets a onetime 30% bonus to Pilot skill, and any rolls against stats
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Earlier Sequence Your character will be more likely to move before other characters and critters in combat with this perk. Each rank of this perk increases a character's Sequence by +2. Ranks: 3 Requirements: Perception 6, Level 3 Educated Every rank of this perk will add +2 skill points when your character gains a level. Ranks: 3 Requirements: Intelligence 6, Level 6 Empathy
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bodies of your opponents. How much mo up to the GM. Ranks: 1 Requirements: Luck 8, Level 6 Gain Agility
Increases your Agility by +1 permanently Ranks: 1 Requirements: Agility below rac Level 12 Gain Charisma
Increases your Charisma by +1 permanen Ranks: 1 Requirements: Charisma below max, Level 12
You get a better idea of what to say to an NPC with this perk. The GM must warn you when dialogue will be interpreted the wrong way. Ranks: 1 Requirements: Perception 7, Intelligence 5, Level 6
Gain Endurance
Explorer
Gain Intelligence
Increases your Endurance by +1 permane Ranks: 1 Requirements: Endurance belo max, Level 12
Increases your Intelligence by +1 perman This perk will make it more likely that your Ranks: 1 Requirements: Intelligence belo character will find those strange and interesting You're Reading a max, Preview Level 12 encounters and items. It is up to the GM to decide what those items and encounters are. Unlock full access with Gain a free Luck trial. Ranks: 1 Requirements: Level 9 Increases your Luck by +1 permanently. Download With Free Trial Faster Healing Ranks: 1 Requirements: Luck below racia Level 12 Characters with faster healing just plain heal faster. For each rank of this perk, your character gains a +2 to the Healing Rate statistic. Ranks: 3 Requirements: Endurance 6, Level 3 Flexible
Master your with Years semester of exercise have made you Scribd very supple. It only takes you 1 AP to change your stance in & The New York Times combat. Special offer for students: $4.99/month. Sneak 60%, Agility 6, 1 Requirements: Ranks:Only
Level 4
Gain Perception
Increases your Perception by +1 permane Ranks: 1 Requirements: Perception belo max, Level 12
Free Foron 30this Days Sign up to vote title GainRead Strength Useful Not useful Cancel Strength anytime. Increases your by +1 permanen Ranks: 1 Requirements: Strength below max, Level 12
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Gunner You have become an expert at firing from a moving vehicle. You do not suffer the normal 10% penalty when firing from a vehicle in motion. Ranks: 1 Requirements: Primitive Weapons, Pistols, Automatic Weapons, or Heavy Weapons 40%, Agility 6, Level 3 Harmless Your character's innocent demeanour makes stealing from people a little easier. This perk grants a +20% bonus to Steal. Ranks: 1 Requirements: Steal 50%, Karma > 49, Level 6 Healer Each rank of this perk will increase the number of Hit Points healed by the use of First Aid or Doctor skills by 5-10 points (1d6 +4). The second rank adds +10-20 (2 X (1d6 +4)). Ranks: 2 Requirements: Perception 7, Agility 6, Intelligence 5, First Aid 40%, Level 3 Heave Ho!
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character gains 3 points of AC instead of the normal 1 for each unused Action Point. Ranks: 1 Requirements: Unarmed 75%, Level 1 Jolly Roger
Har, matey, ye be the scourge of the Seven Sea This perk reflects your Viking-like seafaring abilities. When you choose it, you get an immediate 30% bonus to your Pilot skill, and yo do not suffer penalties from using weapons on the water. Ranks: 1 Requirements: Endurance 7, Pilot 75% Level 9 Kama Sutra Master
This perk confers great stamina and skill when doing the dirty. Ranks: 1 Requirements: Endurance 5, Agility 5, Level 3 Karma Beacon
Your Karma ran over someone's Dogma. Karma is doubled for the purposes of reaction. You're Reading a Preview Ranks: 1 Requirements: Charisma 6, Level 9
Unlock full access with a free trial.
For purposes of determining the maximum Lead foot range of thrown weapons only, this perk will Download With Trial Your Free reflexes have developed to make you a increase Strength by +2 for each rank. fast driver. Of course, that doesn’t necessarily Ranks: 3 Requirements: Level 6 mean you are any safer. Characters with this perk can make a land vehicle go 25% faster than Here and Now the vehicle’s maximum speed. With this perk, your character immediately gains Ranks: 1 Requirements: Pilot 60%, Perception 6 enough experience points to go up to the next Agility 6, Level 3 level. If a character chose this perk at level 9, they would gain enough experience points to go Leader Read Free Foron 30this Days Sign up to vote title to level 10, placing them at a total of 45,001 You have some natural leadership Not useful abilities a nd Useful experience points. Cancel anytime. have managed to cultivate them. Any party 1 Requirements: Level 9 Special offerRanks: for students: Only $4.99/month. member within 10 hexes of you gains +1 to the
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Light Step
More Criticals
Characters with this perk are much less likely to set off traps. For purposes of triggering a trap, they gain a +4 bonus to Agility. Ranks: 1 Requirements: Agility 5, Luck 5, Level 9
Characters with this perk cause more crit in combat. Each rank adds +5% to the Cri Chance statistic. Mutants cannot choose perk. Ranks: 3 Requirements: Luck 6, Level 6
Living Anatomy
Mr. (or Ms.) Fixit
This perk confers a +10% bonus to Doctor. Since characters with this perk have greater knowledge of anatomy, they also do +5 points of damage with every attack to living creatures. Ranks: 1 Requirements: Doctor 60%, Level 12
This perk gives a one-time bonus of 10% the Repair and Science skills. Ranks: 1 Requirements: Repair 40% or S 40%, Level 12
Loner
Mutate!
You always were a little different, but now you’ve learned how to use those dif ferences to your advantage. Characters with this perk gain +10% to all skill rolls when at least 10 hexes away from all of the other members of the party. Ranks: 1 Requirements: Outdoorsman 50%, Charisma < 5, Level 4
Picking this perk will also make you selec your current Traits to remove. You then g chance to pick another Trait. Weird, eh? Ranks: 1 Requirements: Level 9
Master Thief This perk gives a one-time bonus of 15 points to both the Lockpick and Steal skills. Ranks: 1 Requirements: Lockpick 50%, Steal 50%, Level 12 Master Trader This perk confers a one-time 30% bonus to your Barter skill. Ranks: 1 Requirements: Charisma 7, Barter 60%, Level 9
Master your semester with Scribd Medic & The New York Times This perk gives a one-time bonus of 10% to First Special offer for students: Only $4.99/month. Aid and Doctor.
Ranks: 1 Requirements: First Aid OR Doctor 40%,
Mysterious Stranger
When you select this perk, there is a chan (30% + (2 X LK)) that your character will g temporary ally, but only in random encou The GM will choose that ally. Ranks: 1 Requirements: Luck 4, Level 9 Negotiator
This perk gives a one-time bonus of 10% Speech and Barter. Ranks: 1 Requirements: Barter 50%, Spe Level 6 Night Vision
Your character can see better in darknes Read Free Foron 30this Days Sign up to vote title you select this perk. Negative modifiers f Useful Not useful anytime. by 50%. Must be conditionsCancel are reduced carrots you ate. Ranks: 1 Requirements: Perception 6, Le
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Ranks: 1 Requirements: Endurance 6, Outdoorsman 60%, Level 6
Pickpocket Characters with this perk gain a 25% bonus to their Steal skill for the purposes of stealing from other characters or NPCs. Ranks: 1 Requirements: Agility 8, Steal 80%, Level 15 Presence You gain a +1 bonus to your Charisma for reaction rolls for each rank of this perk. Ranks: 3 Requirements: Charisma 6, Level 6 Psychotic Your body has adapted to the use of the stimulant Psycho. Positive effects of Psycho are doubled, and the addiction rate for this drug is halved. Only mutants and half-mutants can choose this perk. Ranks: 1 Requirements: Endurance 5, Level 8 Pyromaniac This perk will make your character do horrible things with fire - to other people. He or she does +5 points of damage with fire-based weapons such as flamethrowers, Molotov cocktails, napalm, and so forth. Ranks: 1 Requirements: Big Guns 75%, Level 9 Quick Pockets It only takes two action points instead of four to swap equipment in combat. Ranks: 1 Requirements: Agility 5, Level 3
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Rad Resistance Each rank of this perk increases the Radiation Resistance of your character by 15%. Ranks: 2 Requirements: Endurance 6, Intelligence 4, Level 6 Ranger This perk adds +15% to Outdoorsman. It also makes finding those special encounters and items a little easier. Ranks: 1 Requirements: Perception 6, Level 6 Red Baron
Your flying abilities have reached legendary proportions. In your time in the air, you have learned to anticipate enemy manoeuvres and weather patterns almost like second nature. Th perk gives you +25% to your Pilot skill. Ranks: 1 Requirements: Perception 7, Agility 6, Level 9 Road Warrior
Mad Max doesn’t have a thing on you. You Yo u hav learned how to drive and shoot at the same tim You do not suffer any penalties when driving vehicles and making attacks at the same time. Ranks: 1 Requirements: Pilot 60%, Intelligence Level 12 Salesman
Your character becomes a better salesman with this perk. +20% to the Barter skill. Ranks: 1 Requirements: Barter 50%, Level 6 Scout
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Not useful Useful further Cancel anytime. Your character can see in the wildernes
Maps are easier to read. It is up to the GM to determine exactly how this works. Special
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Sharpshooter
Speaker
With each rank of this perk, Perception increases by +2 for the purposes of determining the modifiers for range in combat. Ranks: 2 Requirements: Perception 7, Intelligence 6, Level 9
This perk gives a one-time bonus of 20% Speech skill. Ranks: 1 Requirements: Speech 50%, Lev
Silent Death While sneaking successfully, characters with this perk do double damage using HtH or melee attacks if they can hit their opponent in the back (backstab!) Ranks: 1 Requirements: Agility 10, Sneak 80%, Unarmed 80%, Level 18 Silent Running This perk allows characters to run and sneak at the same time. Ranks: 1 Requirements: Agility 6, Sneak 50%, Level 6 Slayer The slayer walks the earth! In HtH or melee combat, characters with this Perk do a critical hit with a successful roll against Luck! Ranks: 1 Requirements: Agility 8, Strength 8, Unarmed 80%, Level 24 Smooth Talker Each rank of this perk will increase your Intelligence by +1 for rolls against that Stat when attempting to smooth-talk NPCs. Ranks: 3 Requirements: Intelligence 4, Level 3
Master your semester with Scribd Snake Eater & The New York Times This perk adds +25% to Poison Resistance.
Special offer for students: $4.99/month. Endurance 3, Level 6 1 Requirements: Ranks:Only
Stat!
You can heal people much faster than the wasteland doctor in combat. When attem to help a fallen comrade, it only takes 5 A use your skill. Ranks: 1 Requirements: First Aid 75%, D 50%, Agility 6, Level 3 Steady Arm
Due to your massive size, burst attacks co less AP. Only mutants can choose this pe Ranks: 1 Requirements: Strength 6, Leve Stonewall
If your character is about to be knocked d combat, he can roll a percentile dice and 50% chance to avoid that fate. Ranks: 1 Requirements: Strength 6, Leve Strong Back
Each Rank of this perk increases Carry W 50 lbs. Ranks: 2 Requirements: Strength 6, Endu Level 3 Stunt Devil
You know how to bounce when you hit th ground! You take 25% less damage from and from vehicle wrecks. In addition, you Read Free Foron 30this Days Sign up to vote title 10% bonus to your Pilot skill. Alas,there Useful Not useful dogs Cancel anytime. stunt in the Fallout universe. Ranks: 2 Requirements: Strength 6, Endu Agility 6, Level 6
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when he earns them. For example, Jack's character Garfield kills a Rad Rat (50 XP). He would earn 53 XP instead of the normal 50 at the first rank of this perk. Ranks: 3 Requirements: Intelligence 4, Level 3 Tag!
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Weapon Handling This perk adds +3 Strength for the purposes of strength requirements for handling and firing weapons. Ranks: 1 Requirements: Agility 5, Level 12 Web Crawler
Pick an additional Tag Skill. Ranks: 1 Requirements: Level 12 Team Player You have learned the basic skills of teamwork and sharing. Good for you! Whenever all members of the party are within 10 hexes of your character, he or she gains +10% to all skills. Ranks: 1 Requirements: Charisma 4, Level 12
Like pre-War superheroes, you can climb office buildings and cliffs where most others would fa This perk gives a +30% bonus to your Climbing skill per rank. Ranks: 2 Requirements: Endurance 7, Strength Level 6
Thief This perk confers a one-time bonus of +10% to Sneak, Lockpick, Steal, and Traps. Ranks: 1 Requirements: Level 3 Tough Hide
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Exposure to radiation and the harsh wastes has Unlock full access with a free trial. hardened you against the elements. You gain +15 to your Armour Class and a +4 bonus to all With Free Trial thresholds. Only mutants can choose thisDownload perk. Ranks: 2 Requirements: Endurance < 8, Level 12 Toughness This perk confers a +3 to Damage Threshold to all types of damage. Ranks: 1 Requirements: Endurance 6, Luck 6, Level 3
Master your semester with Scribd & TheTunnel NewRatYork Times Special offerYou for students: $4.99/month. crawl likeOnly a baby. Well, you crawl like a very
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Chapter VI: Equipment
Melee:
Wealth in the Fallout Universe
Small Guns:
The standard currency of Fallout is the Bottle
Big Guns:
Cap (Caps for short), collected mainly from empty Nuka-Cola bottles. Caps became widely used for trading after most of the old currency
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Energy Weapons: Throwing:
perished in the Great War, leaving the need for a new form of physical currency.
Explosive:
The reason for the popular support of Caps was
WEAPON PROPERTIES
due to the technology needed to manufacture and paint bottle caps being lost in the war,
Cost: How much the weapon costs to
limiting the amount of counterfeiting and also
caps). The cost may chance, depending
creating a limited supply.
well liked you are by the shop owner. can try to barter to get a lower price.
While Caps are widely used in the the wastelands of the US, it is by all means not the
Damage: The dice that are rolled when
only form of currency that you may come across.
damage from an attack
Starting Wealth
Min Str: Each weapon needs a Minimum
Strength to use the weapon. If a You're Reading a of Preview
When starting the game, the player starts with
Strength value is below the Min Str
an amount of wealth in relation to the luck stat
weapon, they cannot use it.
Unlock full access with a free trial.
of that person. Alternatively, the Game master
Download With Free The amount of Action Points require AP: Trial
can determine a set amount for each player if
they so wish. To work out the random amount of caps a player starts with, use the following formula: Caps = 500 + (Luck x 10)
Master your semester Scribd For example, a player with with 9 Luck would start with 590 caps compared to 520 caps a player & The New York Times with 2 Luck would have. Special offer for students: Only $4.99/month.
Each player also starts with a pair of light clothes,
make an attack with the weapon. There a values for AP, shown in the form S/T/B.
Single: The AP required to perform a sing
attack with the weapon.
Targeted: The AP required to perform a t
attack. Read Free Foron 30this Days Sign up to vote title Burst: The AP required to perform a burs Useful Not useful witha weapon Cancel anytime.
Note that not all weapons can select ea
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Mag Size: The number of times a weapon can be
fired before the player has to reload.
WEAPON DESCRIPTIONS .223 Pistol: This pistol began its days as a .223 rifle and has since been modified. These are rather unique, and are made with love and skill. Single shot only. The magazine holds 5 shots 10mm Pistol: An out loading pistol, each pull of the trigger will automatically reload the firearm until the magazine is empty. One of the simplest and most inexpensive semiautomatics available. Single shot only. The clip holds 12 shots of 10mm ammunition. 10mm SMG: A medium-sized submachine gun. An inexpensive variant on the classic MP-5, the MP-9 uses the slightly larger 10mm ammunition and has a slightly smaller range. This weapon can fire a single shot as well as up to a 10 shot burst. The clip holds 30 rounds of 10mm ammunition.
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Cattle Prod: Since this weapon is designed knock a cow unconscious, imagine what it can d to a human. The cattle prod looks a little like a overgrown tuning fork, except that an arc electricity passes between the prongs on the whenever the user presses the button. An biological critter hit with a cattle prod has a 50 chance of being knocked unconscious. Each tim an attack is made, successful or not, the Pro uses one charge. The Cattle Prod holds 2 charges of Small Energy Cell.
Club: A police-issue club used for subduin criminals or making sure they never commit crime again. This weapon is about 70 cm lon and made out of a rod of metal, with a hand perpendicular to the shaft, allowing th vibrations from contact to diffuse before the travel up the user’s arm. A relatively ea weapon to make from pieces of scrap metal.
Combat Knife: A military-issued knife designe for melee combat. The serrated edges tend t tear instead of cut, and are a lot more painf You're Reading thanaa Preview normal knife. See also Melee Weapons. 14mm Pistol: The Sig-Sauer 14mm automatic Unlock full access with a free trial. pistol fires the large 14mm slug. These pistols Combat Shotgun: The Winchester 12-guag are known for their excellent craftsmanship, Combat Shotgun with a bullpup variant. Comb Download Free Trial although ammo is fairly scarce. Single shot only. With shotguns are all-metal weapons designed The magazine holds 6 shots of 14mm deliver the stopping power of a shotgun witho ammunition. the inconvenience of having to reload every tw 9mm Mauser:
The Mauser is an oldie but
goodie, the favourite handgun of outlaws and gangster bosses. This weapon does not use the
ammunition,with but instead fires Mastertraditional your 9mm semester Scribd nasty 9mm balls. Single shot only. The magazine & Theholds New York Times 8 shots of 9mm Ball ammunition. Special offer for students: Only $4.99/month.
Assault Rifle: An old military model, out of use
shots. These include the Desert Warfa environmental sealant modification for ext durability. Combat shotguns were common almost every army and police force before th war. Thanks to their pump-action mechanism Combat Shotguns single shots Read Free For 30this Days Sign up tofire vote on title and a 3-sh burst. The magazine holds 12 rounds of 1 Not useful Useful Cancel anytime. gauge shotgun shells.
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Single shot only. The clip holds 8 shots of .44 Magnum ammunition. Dynamite: An explosive device consisting of several sticks of dynamite, a detonator, and a timer to set it off. Setting dynamite takes a successful roll against the Traps skill; an
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unsuccessful roll means the timer was correctly, and will not go off on time ( words, you might not be able to run fast Dynamite does 1d20+30 points of dam anything in its hex and all adjacent hexes goes off, and 1d6 points of concussion to anything within 4 hexes of the explosio
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Flamer: Your basic flamethrower. A nozzle with a gun-like trigger is attached to a hose which is in turn attached to a special backpack containing fuel. Useful for taking out large groups of people. Flamethrower fuel is not always the only thing a flamethrower can spew. For rules about damage from flamethrowers and fire, see the NonConventional Weapons section under Combat Step Two: Damage. Single shot only. The flamer’s backpack holds a tank of ammunition, and the number of “shots” varies from tank to tank. Flare: A chemical-packed stick that, when ignited, will provide light for about an hour.
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Hunting Rifle: A Colt “Rangemaster” sem automatic rifle in various calibres. Designed f hunting cows and cute, furry bunnies. Sing shot only. The magazine holds 10 shots of .22 calibre or 7.62mm ammunition. Knife: A basic knife for cutting things, critters, people. See also Melee Weapons.
Laser Pistol: The Laser Pistol is perhaps th simplest of the energy weapons. It fire concentrated light at a target, exciting th molecules at the point of impact and causin considerable damage. Favoured by assassins an gangsters because of its relatively inexpensiv price and small size. Single shot only. The Las Pistol holds 12 charges, and uses the Sma Energy Cell to recharge.
Frag Grenade: A small explosive device that one throws and then explodes at the base of a target. Frag grenades are designed to shatter upon impact, peppering anything nearby with small Laser Rifle: The Laser Rifle is a refinement of th fragments of metal. Anything in a hex adjacent pistol, with a longer barrel for increase to the grenade’s point of explosion is subject to accuracy as well as the space for a larger, hott 1d6 points of frag damage. Anything within two energy beam. Single shot only. The Laser Rif You're Reading a Preview hexes of the explosion suffers 1d6 points of holds 12 charges, and uses the Micro Fusion Ce Unlock full access a free trial. concussion damage. to with recharge.
is the With Gatling Laser: The H&K L30 Gatling Laser Minigun: Download Free The TrialRockwell CZ-53 Personal Minigu only energy weapon capable of firing in burst is a multi-barrelled chain gun firing 5m mode. Designed specifically for military use, ammunition at over 60,000 rounds per minut these were in the prototype stage at the Ouch. Fires a 20 shot burst only. The magazin beginning of the war. Multiple barrels allow holds 120 shots of 5mm ammunition. longer firing before overheating. The Gatling Laser only fires a 10-shot burst. The Gatling Laser Molotov Cocktail: The simplest grenade, holds 30 charges, and uses Micro Fusion Cells to Molotov cocktail is a bottle full of gasoline, o recharge. or some other flammable substance, with an o Read Free Foron 30this Days Sign up to vote title
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soaked rag as a fuse. Any target hit with a Molotov Cocktail is subject to fire damage. You have to light one with a fire source before you toss it. Plasma Grenade: The plasma grenade explodes and propels a large amount of superheated plasma into the surrounding area. Anything in a Anything within two hexes of the explosion is subject to 1d6 of concussion damage. Plasma Pistol: Designed by the Gaston Glock Laboratories, this small gun shoots a small bolt of superheated plasma. Single shot only. The Plasma Pistol holds 16 charges, and uses the Small Energy Cell to recharge. Plasma Rifle: An industrial-grade energy weapon that fires superheated bolts of plasma down a superconducting barrel. Single shot only. The Plasma Rifle holds 10 charges and uses Micro Fusion Cells to recharge.
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Pulse Grenade: This grenade does not but rather emits a neutron burst that damages electronic equipment. Useful tanks, cyborgs, robots, and rooms computers. Does not affect biological crit
Ripper: Basically a knife-sized chainsaw, the noisy motor. Rippers were common gangs and thugs before the war, a common among criminals and lowlifes a war. It's called a ripper for a reason; it te and organs to pieces. Every time an a made, successful or not, the Ripper u charge. The Ripper holds 25 charges Energy Cell.
Rock: Your basic, run of the mill rock. Th only several trillion of them lying aro wastes. See also Melee Weapons.
Rocket Launcher: A basic rocket launc one of the few shoulder-fired models tha version of a reloaded. Plastic Explosive: C-14 is an improved You're Reading Preview The L-72 holds one Rocket. the classic C-4 plastic explosive. A gummy like full access with Shotgun: a free trial. The Winchester "Widowmaker substance that can be rigged Unlock to detonate, Plastique is useful because it can be moulded to barrelled shotgun. Has a short barrel any shape, to detonate in a concentrated areaWith or Free mahogany Download Trial grip. Considering these wer spread along a wider surface. C- 14 is a white or produced and sold at discount stores all gray substance that looks and feels a lot like Silly United States before the war, they ar Putty™. Setting it takes a successful roll against common. Single or double shot. The c Traps; like dynamite, if the roll fails, the timer is holds 2 rounds of 12-gauge ammunition. not set correctly, and will blow at the wrong time, or not at all. Plastique does 2d20+30 Sledgehammer: A pole with a heav damage to anything within the hex in which it chunk on the end, designed to crumbl detonates, half damage to everything in] and damage vital organs. Sledgehamm Read Free Foron 30this Days Sign tolong, vote title two hand adjacent hexes, and 1d6 concussion damage to about 70up cm and require Useful Not useful anything within 4 hexes of the explosion. C-14 properly.
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Sniper Rifle: An excellent long-range p
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Spiked Knuckles: An improved version of the classic brass knuckles, the spiked knuckles do more damage, tearing into the flesh of your opponent in unarmed combat. Like the brass knuckles, they distribute damage evenly across the puncher’s fingers. Super Sledge: The Super Sledgehammer is manufactured exclusively by the Brotherhood of Steel using the finest weapons technology available. At first glance, this nifty little tool is indistinguishable from a regular sledgehammer, except for the small bundle of machinery at the base of the head. It includes a kinetic energy
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storage device to increase knock back. The Sup Sledge is a two-handed weapon.
Throwing Knife: A knife specifically designed f throwing. It has a hole cut out of the middle of to make it hurt more when removed from flesh
Turbo Plasma Rifle: An upgraded version of th Model P94 Plasma Rifle, this model features a advanced cooling system for increased rang and accuracy. The Turbo Plasma Rifle holds 1 charges and uses Micro Fusion Cells to recharge
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Ammunition .223 .44 Magnum 10mm 12 Gauge 14mm 5mm 9mm Ball Rocket Flamethrower Fuel Micro Fusion Cell Small Energy Cell
of 63
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Type FMJ FMJ JHP AP JHP Shell AP AP JHP 9mm Explosive AP Fuel Energy Energy
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Damage Mod 0 0 +6 -1 +6 0 -1 -1 +6 0 0 0 0 0 0
DT Mod x1 x1 x2 -3 x2 x1 -5 -3 x2 x1 -3 -5 x2 x1 x1
Cost (p 40 10 10 20 15 45 30 25 20 20 40 80 50 200 200
AMMUNITION
ARM
ARMOUR QUALITIES Full Metal Jacket (FMJ): A full metal jacket is by far the most common bullet type. Common Armour Class (AC): The Armour Class of design has a copper jacket encasing a large lead Reading Preview core. This bullet type deforms You're depending on a of armour is added to the player’s ov point of impact and obstructions, rather than which affects the chance of an Unlock full access with a free trial. expanding ("mushrooming"). successfully hitting its target. The highe
of the defender, the more likely the at Download With Free Trial
This and its fair performance against both flesh and armour make it a popular choice with gunslingers. They never suffer penalties, but don't get the damage bonus of HP ammo, or the armour-punching power of AP ammo.
miss
Damage Threshold (DT): Damage Thre
the amount of damage the piece of
prevents after a hit has already been con Jacketed Hollow Point (JHP): Hollow point
bulletssemester mushroom andwith break Scribd up on impact, Master your causing massive trauma on fleshy, unarmoured & The New York Times targets. However, this also means they break up Special offer for students: $4.99/month. when Only they hit things
like
armour
plate,
drastically reducing the weapon's penetrating
Special effects such as AP bullets can target’s DT. Read Free Foron 30this Days Sign up to vote title
ARMOUR DESCRIPTIONS Useful Not useful
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Brotherhood Armour: This combat ar
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Hardened Power Armour: There is a chemical process that makes normal Brotherhood Power Armour harder and better, and this is the result of that process. Leather Armour: A shirt made of leather and padded for extra protection. Leather Jacket: A snappy addition to any ensemble, the leather jacket is the most basic protection you can use. And it looks pretty cool, too. Why? Simple: the Fonz wore a leather jacket. What’s the Fonz like? He’s cool . Metal Armour: A jacket of armour made from pieces of scrap metal welded together.
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Agility, and 2 Endurance for 1d10 hours. Buffo carries a 30% chance of addiction.
Mentats: Mentats increase the user’s awarene for a short period of time, but are dangerou because of the intense after effects and hig addiction rate. An experimental drug for th military at one time, these pills became popul in the pre-war streets because of the inten high. When Mentats are swallowed, the user Perception increases by 2, Intelligence increas by 2, and Charisma increases by 1 (everyone more attractive when under the influence!). Th effects last 1 hour, after which time the user Perception and Intelligence are decreased by and Charisma is decreased by 3 for 1d10 hour Mentats have a 60% chance of addiction.
Power Armour: This is a metal suit of body armour enhanced with various powered features. Power armour is often the final word in personal protection in the wastes, and is usually only worn by Knights of the Brotherhood of Steel, and other organizations with access to pre-war tech.
Psycho: Psycho is a drug that is much like combination between Mentats and speed. Th chemical cocktail is highly addictive and h horrible side effects, but the high it produces worth it to many users. After injecting Psych the auser’s Agility increases by 3, and the You're Reading Preview Intelligence is reduced by 3. The effects Tesla Armour: This metal suit of armour is Unlock with a free enhanced with electromagnetic coils to aid full in access Psycho lasttrial. 1d10 hours, after which time th protection against energy attacks. Usually found user loses 3 points to ALL Stats except Luck f only in high-tech areas. 1d10Free hours. Psycho is 50% addictive. Download With Trial
AID Antidote: Made from a variety of distilled poisons and antibodies, each dose of Antidote removes one level of poisoning. Antidote tastes and looks like cough syrup, and comes in little bottles. There is no official Antidote company in the wastes, and it is often something that country doctors and travelling quacks will sell for far more than it’s worth. Not addictive. Special offer for students: Only $4.99/month.
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RadAway: RadAway, an obscure drug from pr war times, became one of the most useful aft the bombs went off. It comes in an IV bag an must be taken through a drip IV over the perio of about an hour. The RadAway works in th user’s system to bond with radioactive particl and wash them out. 1 day after use, the us Read Free For 30 Days Sign up to vote on this title loses 25 rads. 2 days after use, the user los Useful useful rads. Notunfortunately, another 25 RadAway, has a Cancel anytime. addiction rate of 20%.
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Stimpak: Stimpaks are small syringes with healing chems that ease pain and encourage cellular mitosis, helping cells restore themselves at an increased rate. Quite common before the war, they can be found, in one form or another, almost everywhere. When injected, the Stimpak heals 1d10+10 HP. Not addictive. Super Stimpak: This is an incredible melange of healing chems designed to aid wounded soldiers on the battlefield in crucial moments of combat.
Weapon Pistols Desert Eagle .44 9mm Mauser
10mm Pistol
SMG 10mm SMG Rifles Assault Rifle Hunting Rifle
Sniper Rifle Big Guns Flamer Minigun
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Super Stimpaks come in a large clamp around the arm and inject the chemicals user at various times, maximizing the e the chemicals. The whole injection proc takes less than a second. Super Stimp 5d10+50 HP, but the user loses 1d10 HP hour from the aftershock. It is a good ide some other form of healing should the u drop to dangerous levels again. Not addi
Mods
Effect
-Heavy Frame -Extended Mags -Pistol Scope -Silencer -Extended Mags -Laser Sight
+5 Condition +3 Mag Capacity +10ft Effective Range -10% Detection Bonus +4 Mag Capacity +10% Hit Bonus
Value
You're Reading a Preview
-Extended Mags +10 Mag Capacity -Recoil Compensator Unlock full access withBurst a free trial. -Extended Mags +6 Mag Download With Free TrialCapacity -Extended Mag +5 Mag Capacity -Rifle Scope +30ft Effective Range -Custom Action -1 AP -Suppressor -20% Detection Bonus -Expanded Tanks -Damped Subframe -High-speed Motor -Guidance System
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Useful Not useful Cancel anytime. DAM +2 +30 Effective Range
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Leather Jacket Metal Armour Power Armour Robes Tesla Armour
Armour Brotherhood Armour Combat Armour Hardened Power Armour Leather Armour Leather Jacket Metal Armour Power Armour Robes Tesla Armour
Headgear Brotherhood Helmet Combat Helmet Metal Helmet Power Helmet Tesla Helmet
NOR 8 5 13 2 0 4 12 0 4
LA 8 8 19 0 0 6 18 0 19
FI 7 4 12 0 0 4 12 0 4
0 4 12 0 4
PL 7 4 13 0 0 4 10 0 10
0 6 18 0 19
EL 8 6 20 0 0 4 20 0 4
0 4 12 0 4
EX 6 2 13 0 0 0 12 0 12
You're Reading a Preview AC NORM LAS FIRE 4 8 8 7 Unlock full access with a free trial. 4 5 8 4 3 4 6 4 Download With Free Trial 5 12 18 12 4 4 19 4
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8 10 25 5 15
AC 16 16 20 15 8 7 20 5 12
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0 4 10 0 10
0 4 20 0 4
Notes
PLAS 7 4 4 10 10
ELEC 8 6 4 20 4
EXPL 6 2 0 12 12
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0 0 12 0 12
Not useful Cancel anytime.
Useful
Cost 1500 1300 200 2500 900
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Item Antidote Beer Buffout Fruit Iguana-on-a-stick Mentats Nuka-Cola Psycho RadAway Rad-X Stimpak Super Stimpak
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Effect Removes Poison +1 STR, +1 CHA, -1 INT +3 STR, +2 END, -1 CHA +4 HP, +1 RAD +12 HP, +3 RAD +2 PER, +2 INT, +1 CHA +5 HP, +4 RAD +25% damage Removes 150 radiation +50% radiation resistance Heals 1d10 + 10 damage Heals 5d10 + 50 damage, -1STR, -1 END
Item Bag Back Pack Geiger Counter First aid kit Doctor’s Bag Lock Picks Electronic Lock Pick Stealth Boy Tools
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Addiction 5% 25% 15% 10% 20% 10% -
Cost 50 5 200 10 20 280 3 400 500 300 100 225
Effect Cost Holds 20lbs of weight 25 Holds 40lbs of weight 100 Detects Radiation 650 20% bonus to First Aid 200 20% bonus to Doctor 300 20% bonus to pick simple locks 150 20% bonus to pick electronic locks 375 You're Reading a Preview 20% bonus to sneak 1800 20% bonusUnlock to repair full access with a free trial. 200
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EQUIPMENT Bag: A small woven bag that increases the
maximum carry weight of its user by 20lbs.
Master your semester with Scribd larger bag that can hold up to Back Pack: A & The New York Times 40lbs of items. Special offer for students: Only $4.99/month.
First Aid Kit: The first aid kit has items the user treat wounds and damage. 20% bonus to the Medicine skill when perform a heal check.
Read Free Foron Days Sign up to vote this title 30 This useful little Geiger Counter: de useful Useful Not only detects much radiation is in Cancel how anytime. it can detect harmful radiation surrounding area. Useful when y
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