Fallout PnP Rules #456566

Discussion in 'Fallout PnP (Pen and Paper)' started by Dr Fallout, Oct 10, 2016.

  1. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    After posting vague comments on my idea, I think it's time I wrote it out and made it a reality. It's made for simple play and no levelling up, so you may not like some aspects of it. Not to forget I'm not exactly trying to capture the feel of SPECIAL or perks. I want this to be made mainly for Fallout, but not be tied down by what has already been done (like the rules or hate them, the Fallout PnP is the most accurate representation of SPECIAL). Feel free to change it, ditch it or bear with it.

    Gotta say big thanks especially to Mongoose Traveller First Edition for my influences (big thanks to E, for putting out some great ideas, acting as a thoughtful counterpart and providing me with a serviceable way to write down my rules. Also thanks to the NMA community!).

    Note= The rules are made for usage with at least one six sided dice.
    (I'll edit in more as I go on)
    Strength (Str), Endurance (End), Dexterity (Dex), Intelligence (Int), Charisma (Cha)
    Statistical Score/Modifiers
    0= -3
    1-2= -2
    3-5= -1
    6-8= +0
    9-11= +1
    12-14= +2
    15= +3
    Working out Statistics
    To make a base character roll the 2d6 (2 six sided dice) five times and apply the results to the different characteristics. Once finished, don't forget to write down the modifier next to the number which can be changed. While you can't get anything 13 or higher at the beginning, it's free space that allows for character improvement later on in the game.
    Other Stats
    Initiative= Dex Score
    Movement= 6 metres+Dex modifier or Str modifier
    Characteristic Checks
    A characteristic check is taken when you want to do something that has a chance of failure but isn't related to any skill. A popular example is trying to smash open a locked door. To do a characteristic check you roll the 2d6, add the appropriate characteristic modifier (you can also use Task difficulty modifiers, explained later) and try get over 8.
    Characteristic Check Formula
    2d6+Characteristic Modifier+Task Difficulty Modifiers>=8

    Each skill is tied with an appropriate characteristic and each skill has 5 different levels, starting at 0 and going up to 4. This is your skill value, and represents how trained you are in a skill. It also acts as the skill modifier in skill checks, with 1 adding a +1 bonus, 2 adding a +2 bonus and so on. 0 is basic competence and has no modifier however it is far better then being untrained in a skill, represented by having no skill value. Any checks with untrained skills suffer from a modifier of -3 but characteristic modifiers still apply.

    Skill Value (-)= Untrained, unexperienced and clueless at what to do. -3 Modifier
    Skill Value (0)= Trained but with limited experience. 0 Modifier
    Skill Value (1)= Skilled and experienced. +1 Modifier
    Skill Value (2)= Well trained and a figure of authority on the subject. +2 Modifier
    Skill Value (3)= Expert and widely respected figure on anything to do with the subject. +3
    Skill Value (4)= Extremely skilled and famous for it. +4
    Skill Checks
    To pass a skill check roll the 2d6 and add your characteristic and kill modifiers to the result. Most of the time you're expected to get a result higher or equal 8 but your Overseer can change the target number to better represent how easy or hard the activity is (or use task difficulty modifiers). If the activity is trivial and the character has a high skill value for it then assume they pass and forgo the skill check unless you want there to be a chance of failure.
    Task Difficulty Modifiers
    While not necessary, sometimes you may want to add a certain modifier making the task easier or harder. Just add this modifier to the other modifiers and roll the 2d6, trying to get an 8 or over.
    Simple= +6
    Easy= +4
    Routine= +2
    Average= 0
    Difficult= -2
    Very Difficult= -4
    Formidable= -6
    Skill Check Formula
    2d6+Characteristic Modifier+Skill Value+Other modifiers (equipment, Task Difficulty, etc)>= 8
    Last edited: Oct 10, 2016
  2. E

    E It Wandered In From the Wastes

    Nov 14, 2006
    I presume a roll of 1,1 is a critical fail and 6,6 is a critical success?
    Is perception a function of intelligence or a skill?

    Would you like testing questions to be asked at this stage? Or bright ideas for that matter?
  3. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    I'm torn about having critical failure and critical success...
    Perception is a skill, with intelligence as it's 'companion' characteristic.
  4. E

    E It Wandered In From the Wastes

    Nov 14, 2006
    Are you planning on having preset skill lists? Background "A" provides Skills x, y, and z kind of thing.
    Or are you looking at having a few common or universal skills, perception being the obvious example.

    Another switch to do with skills is many or few. (3 Edition Gurps has 300+, while Cybergen* had about 10+1 special). From what I can gleam so far I presume you are looking at a smaller skill list (?) possibly with skills relating to background abilities. Getting the list of skills right in this circumstance is fairly important. When you have lots of skills you have more leeway in how to arrange things and the obscure (But important) tasks can be shoved into a little used skill.

    * It might be worth looking up, a very light approach to skills but fairly comprehensive
  5. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    Backgrounds give you skills.

    Also yeah I want a small amount, mainly because this system works really well for vague skills.
  6. E

    E It Wandered In From the Wastes

    Nov 14, 2006
    I tracked down the Cybergen skill list

    Not counting "Class" (Yogang) and "Power" skills the list is 11 skills long
  7. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    Yeah that's kinda how I want to do it. There are some basic skills which are divided into different subcategories (biology, physics, chemistry, etc for science, handguns, rifles, shotguns, etc for guns) which each class gives. Whenever you do an action that has a fair chance of failure you roll a skill check for that skill. You can learn new skills later on, something I have yet to formalize.
    I'm planning to get my next installment tomorrow.