FALLOUT PNP PDF

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Fallout: PNP RPG rules. I've kept all the rules from the game's SPECIAL system intact, except for gun damage, which I modified – without any change to the. This is officially version of the Fallout: PNP RPG rules. This is officially version of the Fallout: PNP RPG rules. This is officially version of the Fallout: PNP. I know about the wiki, and have been trying to read it, but I'm having a hard time digesting it. I'd much prefer a pdf if there's one out there.


Fallout Pnp Pdf

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Many people in the wastes will find speaking robots to be more of a sideshow curiosity than an actual being, and will not deal with one unless it is part of a larger group; they simply do not recognize the robot.

Robots stand approximately 2 meters tall, but can vary in size from 1 meter to 3 meters, and usually weight from pounds. They are made of metal and silicon, and are usually a white, light tan, or light grey in color.

Robots cannot wear armor, but they can use weapons and tools. Robots require some regular maintenance, which they can perform themselves if not incapacitated. A robot must have someone roll a successful Repair and Science skill while examining it for 12 hours at least once a month. If this maintenance is not preformed, the robot begins taking 1d10 points of damage every 24 hours beyond the deadline for the repairs.

Robots take damage as normal, but they do not heal hit points back over time see Healing, below. Instead, robots must be repaired.

A successful use of the Science skill on a robot will act like a successful use of the First Aid skill on a flesh-and-bone character, healing 1d10 hit points. In addition, if the robot has a crippled limb or another medical malady such as blindness, it takes a successful roll against Repair to heal that body part. For more details, see Healing, below. Robots are immune to the effects of radiation, poison, gas attacks, and chems.

Robots never gain perks. Robots dont have a lifespan per se, but each unit has a battery that generally lasts anywhere from 75 to years.

Of course, that battery can be replaced, effectively allowing the robot to continue operating forever, so long as it continues to get a fresh power supply. 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. Fast Metabolism Your metabolic rate is twice normal. This means that you are much less resistant to radiation and poison, but your body heals faster. Robots cannot choose this trait. Bruiser A little slower, but a little bigger.

You may not hit as often, but they will feel it when you do! Your total action points are lowered, but your Strength is increased. You get a 2 point bonus to Strength, but loose 2 Action Points. Small Frame You are not quite as big as everyone else, but that never slowed you down. You can't carry as much, but you are more agile. One Hander One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem.

Animals cannot choose this trait. Finesse Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits. Kamikaze By not paying attention to any you can act a lot faster in This lowers your Armor Class what you are wearing, but you much faster in a combat turn. Character Creation Part Three - Traits Traits are an optional part of the character creation process. They simply describe an aspect of the character's personality or physical description, and.

You must wear armor to get an Armor Class. Your sequence gets a 5 point bonus. 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. Fast Shot You don't have time for a targeted attack, because you attack faster than normal people. It costs you one less action point to use a weapon. You cannot perform targeted shots, but all weapons take one less action point to use.

Bloody Mess By some strange twist of fate, people around you die violently. You always see the worst way a person can die. This does not mean you kill them any faster or slower, but when they do die, it will be dramatic. Just how dramatic is up to the Gamemaster.

Jinxed The good thing is that everyone around you has more critical failures in combat. The bad thing is: If you, a member of your party, or a non-player character have a failure in combat, there is a greater likelihood the failure will be upgraded downgraded? Critical failures are bad: Good Natured You studied less-combative skills as you were growing up.

Your combat skills start at a lower level, but First Aid, Doctor, Speech, and Barter are substantially improved. This is a one-time bonus.

Animals and robots cannot choose this trait. Chem Reliant You are more easily addicted to chems. Your chance to be addicted is twice normal, but you recover in half the time from their ill effects.

Night Person As a night-time person, you are more awake when the sun goes down. Your Intelligence and Perception are improved at night but are dulled during the day. You get a 1 point penalty to these Statistics from to , and a 1 point bonus to these Stats from to Note that the bonus cannot take IN and PE above the characters racial maximum or below the characters racial minimum.

Skilled Since you spend more time improving your skills than a normal person, you gain more skill points. The tradeoff is that you do not gain as many extra abilities. You will gain a perk at one level higher than normal.

Fallout-PNP- Rules

For example, if you normally gained a perk every 4 levels, you would now gain a perk every 5 levels. Gifted You have more innate abilities than most, so you have not spent as much time honing your skills.

Your statistics are better than the average person, but your skills are lacking. Sex Appeal This trait increases your chances of having a good reaction with members of the opposite sex. Unfortunately, this trait tends to annoy members of your. Jealous twits. When interacting with members of the opposite sex, you gain a 1 point bonus to Charisma for reactions only.

Only humans can choose this trait. Glowing One Extreme radiation exposure has left you glowing in the dark. Your glow eliminates modifiers from light in combat for both you and your enemies.

Only Ghouls can choose this trait. Tech Wizard You spent your formative years hunched over a bench learning all about the way things work. The trouble is that youve ruined your eyes!

Deathclaws and Dogs cannot choose this trait. Fear the Reaper You have cheated death! You gain perks as if you were a human, but you are now on deaths short list. This means that once a month, you must roll against Luck or else drop dead. Vat Skin Other people find you hideous to behold and disgusting to smell after your dip in the FEV vats. 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.

Only Mutants can choose this trait. Ham Fisted Genetic engineering or dumb luck has endowed you with huge hands. Domesticated You have undergone extensive house training and have developed an aboveaverage Intelligence. Your IN is raised by 1, and can even go above your racial maximum, but you get a 2 penalty to Melee Damage.

Only Deathclaws and Dogs can choose this trait. Rabid You are a half-crazed, feral killing machine. You are not affected by crippled limbs blindness still affects you normally , and every time you kill an opponent in combat, you get 5 more APs that round. Chems, including stimpaks, have no effect on you.

Tight Nuts This robot was built to take the knocks. You get double the base Damage Resistance to any attack, but you gain only half the Hit Points back from repairs. Only Robots can choose this trait. Targeting Computer You have been programmed with an onboard targeting computer. Beta Software You have been equipped with an experimental operating system and peripherals. You get 1 extra Tag Skill, but whenever using ANY tag skill, you must roll against Luck or suffer an automatic failure and, in combat, a loss of all APs for that round.

When you have picked your traits, be sure and note their effects on your statistics and skills on a sheet of scratch paper, as well as their other effects on your character sheet.

Primary Statistics influence the Secondary Statistics see below , and are sometimes rolled against to determine different effects Perception to notice a thief filching your wallet, etc. All characters start life "average" -- that is, they have 5 in every Primary Statistic.

The player then has 5 "character points" to distribute as he or she sees fit among the Statistics. In addition, Statistics may be subtracted from if the player wants to add to another Statistic. This can be done so long as points are not "lost" i.

Statistics can never go below racial minimums and can never go above racial maximums. Sometimes, this means that a Stat must be adjusted up or down, and the numbers must be re-distributed to other Stats.

If you chose a trait that effects a Statistic, keep this in mind as you are distributing your points; traits cannot usually raise Stats above racial maximums or lower Stats below racial minimums, either, so there is no use in wasting a points! Remember to adjust Statistics for Traits after assigning your points.

Choosing a Race, Traits, and Primary Statistics Jack wants to make a hand-to-hand fighting character. He thinks playing a fighting mutant would be fun, and his character concept is something along the lines of one of those lovable mugs like Rocky Balboa. Jack decides the Heavy Handed trait will work well for him.

Statistically, Jack begins with: Since these statistics fit within the racial parameters for a Mutant, Jack is OK so far. Jack decides a fighter needs to be more agile and strong, so he allocates 2 points to STR and 3 points to AG: Jack decides his character doesn't need to be all that attractive, but could stand to be a little more lucky. He takes a point from CH and adds it to LK: None of these statistics are too high or two low for the Mutant racial parameters. Jack's character is well on his way to becoming a post-nuclear pugilist.

Jane wants to make a character that can fast-talk her way out of any situation. She thinks a human would work best for that kind of job in the wastes, so she will be working with normal racial maximums and minimums.

She also thinks the Sex Appeal trait will be beneficial, so she makes a note of that trait on her character sheet. She begins by allocating 2 points to CH to make her character more likable, 2 points to IN to give her character a better grasp of the world, and 1 point to PE so her character is more aware: 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. She now has a post-nuclear version of a lawyer. Primary Statistics: Descriptions A complete description of Primary Statistics, with their use, is provided below. Characters with a high Strength probably spent a lot of time in the gym in high school. Characters with low Strength probably got beat up by the characters with high Strength.

All 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.

Perceptive characters tend to be able to read another person's reactions, and can even tell when another person is lying. Highly perceptive characters are private investigators.

Characters with low Perception walk about in their own little world. This statistic is used in the Sequence secondary statistic, and in several skills such as Lockpick, Traps, First Aid, and Doctor. The primary use of this statistic is to determine the maximum distance your character can shoot a ranged weapon effectively.

The better the score, the farther you can accurately shoot. A high Perception is imperative for a sniper. Rolls against Perception are used when there is a little detail the character has a chance of noticing, such as the glisten off the scope of the sniper taking an aim at his or her head. Characters with a high Endurance have great immune systems, good cardiovascular fitness, and can outrun and outswim others. Characters with high Endurance can swim across the English Channel. Characters with low Endurance can drown in the kiddie pool.

Endurance is used to determine if burst hits knock characters down, or even unconscious see Knockdowns in Combat Part II: Damage, below. Rolls against Endurance determine things like whether your character can hang on to that rope. Beauty as well as grace and leadership ability contribute to Charisma. A Charismatic character will be the leader of the pack, and everyone will follow his or her orders.

John F. Kennedy was charismatic; Dan Quayle was not. No secondary statistics are based on Charisma. It heavily influences Barter and Speech skills. Rolls against Charisma are made when a character is attempting to schmooze past some guards or trying to pick someone up in a bar.

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. No secondary statistics are based on intelligence.

Fallout-pnp-3-0-pdf.pdf

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 under Part III.

Rolls against intelligence are made when characters are attempting to guess a password or determine the sequence of electric charges running through the pattern on the floor.

More or less, Agility describes how quickly an impulse is received by the brain, is encoded into the appropriate message, travels through the Central Nervous System, and reaches the character's arm, which appropriately jerks out of the way right before a bullet hits it.

Characters with high Agility are jugglers and acrobats. Characters with low Agility. This statistic is the basis for the Armor Class and Action Point secondary statistics. It modifies the greatest number of skills as well, especially combat skills.

Rolls against Agility are made when your character dodges a poison dart trap or attempts to jerk his arm out of the sewer before a mutated rat bites it off. Characters with a high amount of Luck just tend to have things go their way, and characters with a low amount of Luck always seem to be standing under the scaffolding just when someone drops that brick.

Luck directly affects the Critical Chance secondary statistic as well as influences the Gambling skill. Rolls against Luck are made at the GM's discretion; Luck rolls can determine if, when your character is out of ammo and lying half-unconscious on the ground, he happens to find that loaded shotgun lying concealed and forgotten in the dust. Secondary Statistics. Note If hit points drop to zero, your character does not die instantly. A character whose hit points are between 0 and -5 is knocked unconscious; they slump to the ground and cannot move.

That character begins to recover hit points as if they were resting see Healing Rate, below. That means that an unconscious character will eventually wake up, although it may take several hours or even days. Until then, they must be carried or protected until recovery. Armor Class is measured as a percentage.

Your character's base Armor Class is equal to her Agility. In addition, any armor she is wearing can make her Armor Class even higher. APs are the number of actions your character can take each turn in combat. Moving one hex one meter costs 1 AP. Reloading a weapon often takes 2 APs. Making a shot often takes 5 AP. See the chart below for determining APs, based upon Agility: Remember that racial and trait bonuses and penalties need to be applied to Secondary Statistics.

Formulae for determining initial levels of Secondary Statistics are given with the description of each stat. Secondary Statistics are in different places on the character sheet, usually grouped together protective stats are all in one place, and attacking stats are in another.

Dead characters cannot be played or revived, ever. Hit points can be recovered with time, drugs, the correct skills, or an able doctor. It should go without saying.

Every item in the game weighs something. A character with 6 STR can carry lbs of equipment. Now, finding room for that much stuff may be a problem The more melee damage your character does, the harder she or he hits. Strong characters can hit very hard. See the chart below for determining MD, based upon Strength: Poison resistance is equal to 5 X EN. See Poison Damage in Combat: Some places are naturally radioactive, like the blast centers where nukes went off. Some are more radioactive than others; near the center of the blast, you are guaranteed to find more rads than 5 miles away.

Radiation Resistance is equal to 2 X EN. It can be increased with chems see Equipment: Chems and with certain kinds of armor see Equipment: If he was standing at the rim of a blast crater and was taking rads every ten minutes! That still means he's going to glow like a lightbulb, but his skin won't fall off - right away. Some gasses do not damage a target, but are merely designed to incapacitate it. Gas Resistance is based entirely on armor, race, and equipment. There are two kinds of gas attacks: Inhaled and Contact gasses.

Inhaled gasses must enter the lungs before causing ill effects; Contact gasses are more like clouds of acid vapor, damaging any biological substance they come into contact with. Whenever the character takes damage from electricity, the amount of damage is reduced by their electricity resistance a percentage.

Unless a characters race has built-in electrical damage, this number always starts at 0. Note that there are five different areas under the "Armor" heading on the Character Sheet for four different kinds of Damage Resistance. Each piece of armor has its own Damage Resistance percentage that the character should add to their own in the four different areas under the Armor section.

See Before Combat: Note that on the character sheet, there is no Damage Threshold under Secondary Statistics; rather, it is under Armor. A character does not have any actual Damage Threshold until he or she is wearing armor of some kind.

Of course, if you are the one initiating the combat, you automatically get to go first you sneak up on a guard and clobber him in the head , but all the combat turns after that get broken down by Sequence, with highest Sequence going first, and so on down the line see Combat: Sequence in Part III. Sequence is equal to 2 X PE. Your character's Healing Rate is the number of hit points they heal naturally in a day 24 hours of activity, or in six hours of resting.

Use this table to determine healing rate, based upon Endurance. Maverick's AC is only 5, but he can find some armor and protect himself a little better. Harry gets 9 Action Points and Maverick gets 7. Harry's Carry Weight is lbs, where Maverick's is only Harry's Melee Damage is a whopping 4 points because of his Heavy-Handed trait, and Maverick's is only 1. Harry has 10 Sequence, but Maverick is faster at A character with 7 EN would have a healing rate of 2 and heal 2 hit points in a hour period where they were active fighting, walking around, etc and will heal 8 hit points in any 24 hour period where they are resting sleeping, watching TV, etc.

See Healing under Combat: Note that Robots do not naturally heal themselves, and therefore automatically have a Healing Rate of 0. High weapons skills and weapons of high quality can modify this number later.

If a to-hit roll is successful and low enough that it fell within the characters Critical Chance, the hit becomes critical see Combat: A base Critical Chance is equal to a character's Luck.

These skills could best be described as the character's "gifted" areas. Every character must take three tag skills, and only three, no more, no less unless the character gets an extra tag skill because of a trait.

Skill List his is a complete description of skills, and how one finds the base skill percentage. Base percentage is figured before ANY other skill adjustments are made - from tag skill adjustments, to traits, to addition of skill points. For the sake of our examples, an "average" character has a 5 for each Statistic. Small Guns This skill covers the use of bows, pistols, sub-machine guns, rifles, and shotguns.

The higher your Small Guns skill, the easier it will be for you to hit your target, and the longer the. Jack and Jane calculate their characters secondary statistics. Harry's maximum Hit Points is 32; Maverick's is Harry's Armor Class. Initial level: Big Guns This is the skill of flamethrowers, miniguns, rocket launchers, heavy machine guns, and other large support weapons.

If it's a large weapon, you can count on Big Guns being the skill rolled against. Like Small Guns, the better your skill, the easier it will be to hit your target, and the longer the range of your shot.

Energy Weapons 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 skill. Basically, if it uses an energy cell or power pack, and not cartridge ammunition, it falls under this skill.

Unarmed This is the skill of beating people up with your fists and feet. The better you are at this skill, the more likely you are going to hit them in combat. This skill also covers the use of weapons that enhance unarmed combat such as brass knuckles, spiked knuckles, and the legendary Power Fist.

At higher skill levels, you will learn new techniques of fighting. Everyone starts with a good Unarmed skill, since the basic concept is pretty simple. Special Unarmed Attacks These attacks only become available to the true student of the unarmed arts.

The requirement for each attack is listed, along with a description of the attack and the damage incurred. Hammer Punch Effects: Power Kick Effects: Unarmed Strength 6, Level 6. First Aid The skill of minor healing. You will be able to heal minor wounds, cuts, and bruises with this skill. You can only use it three times a day, and it takes a little while to work.

You can use it on yourself, or anyone you are feeling particularly nice to at the time. Initial Level: Each use of this skill takes 1d10 minutes and heals 1d10 Hit Points. You can only use this skill 3 times a day. For more information, see Healing in Combat: Damage and Death, below. Doctor A more advanced form of healing. You can heal serious damage and crippled limbs but not poison or radiation damage. Using this skill takes a while to perform. Every crippled limb will add to the time required to use the Doctor skill.

In addition, a character can deal 2d10 hit points in 1 hour by successfully using the Doctor skill. You can only use the Doctor skill twice a day. Sneak The skill of being able to move quietly or out of sight. When you are sneaking, other people will be less likely to notice you - at a distance. If you get too close to a dangerous creature, now matter how good you are at sneaking, they will notice you.

Of course, whether someone notices you is based on what direction they are facing, the amount of light in the area, the amount of cover you have, and a hell of a lot of luck. Such is the life of a thief. Successfully sneaking up on a person means you get a bonus should you want to try to steal from them.

Your sneak skill is rolled when you start sneaking, and once a minute while still sneaking. Lockpick If you need to open locks without the proper key, this is the skill for you.

Use it to get what you want, but other. Hook Kick Effects: Knives, spears, hammers, and crowbars are all melee weapons. Since using simple tools to beat things is something fairly innate to human nature, this is usually a pretty high skill. Throwing Whenever a weapon is thrown, this skill gets used. Throwing knives, small rocks, and grenades are throwing weapons. If you miss, the object still has to end up somewhere. It is possible to throw a weapon and have it end up right at your feet.

If it's a knife, no big deal. If it's a grenade, that's a really big deal. The maximum distance you can throw a weapon is based on your character's Strength, and the type of weapon thrown. Having an actual lockpick will improve your chances, but it is not necessary. There are two types of locks in the Fallout world: Lockpicks work against normal locks, but to even attempt an electronic lock, you need an electronic lockpick.

Certain locks can be harder to pick than others, and certain locks require that the picker has a lockpick. Steal This is the art of removing things from a person or an object without being noticed.

Even if you succeed, there is a chance that the critter might notice you. Larger objects are more difficult to steal than smaller objects. The more objects you try to steal, the more likely you are to get noticed. You cannot steal objects a person is using guns they are holding in their hands, armor they are wearing on their body, etc. If you try to steal from a person, it might be a good idea to stand behind them so they can't see you as well.

Traps Not only does the Traps skill involve setting and disarming devices that cause harm to others, but it also covers setting, timing, and handling explosives. The higher your Traps skill, the less likely it is a bomb will blow up in your face, a huge rock will crush your party, and the more likely it is that the timer you just set will go off when you want it to.

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. Science skill can also be used like First Aid to repair robots.

Repair Repair is the practical application of the Science skill. As things are constantly breaking in the wastes, and there aren't customer service hotlines anymore, a person with a high Repair skill is always good to have around. Repair covers fixing all manner of mechanical things, from guns to vehicles, and can also be used to intentionally sabotage or disable mechanical things.

The Repair skill can also be used like Doctor to repair robots. Pilot The skill of operating various kinds of motor vehicles, from cars to tanks to jeeps to vertibirds, airplanes, and helicopters. Characters with high pilot skills can take vehicles places that other characters couldn't, and just might avoid rolling that Highwayman when they hit that pothole.

Speech This is the skill of dialogue. The better your Speech skill, the more likely you will be able to get your way when talking to people. When there is a chance that an NPC might take your word, believe your lie, or just follow your instructions, this is the skill that is used. Barter The skill of trading.

In the postnuclear world, currency is not commonly used. Barter will allow you to get more for less when trading equipment, weapons, and other items. A high Barter skill will lower the prices you pay for items you download, and increase the money you get for selling excess equipment. A good Barter skill isn't important if you're killing everyone, but it certainly is a valuable skill for the non-berserkers out there. Gambling The Gambling skill covers a knowledge of and adeptness at games of chance.

Someone with a high Gambling skill tends to win these games more often, or might notice if the game is dirty or rigged. Outdoorsman This is the skill of outdoor living and survival in hostile environments. Basically, what they teach in Boy Scouts and Girl Scouts, modified for the postnuclear world. Outdoorsman has many uses, from finding food and water in the middle of a vast wasteland to avoiding hostile creatures to knowledge about what plants and animals will help you or kill you.

It's always good to have someone in the party who's an avid outdoorsman. Assigning Calculating Skills Tag Skills and. Character Creation Part Six: Karma and Finishing Touches. The Gamemaster will inform characters when their actions have resulted in a change of karma. For this reason, many ghouls have formed settlements of their own, or live in settlements with humans and mutants who do not mind their appearance. Unlike their mythic namesakes, ghouls do not eat human flesh. They do, however, require a small amount of radiation to survive, and for this reason, one can often find a population of ghouls around a leaky nuclear reactor or an impact crater from the war.

Ghouls age very slowly, and their lifespan is a whopping years past when they were exposed to the radiation. Their unnaturally long lifespan does not mean that they can't be killed by other means, however, and ghouls are just as vulnerable to disease, falls, and bullets as everyone else. Ghouls usually weight anywhere from 80 to pounds, and stand anywhere from 1.

Whether or not ghouls can reproduce is a subject open to scientific debate. Ghouls gain a perk every 4 levels.

Luckily, Ghouls can wear any kind of armor that normal humans can wear. Using biological research from a prewar military installation, he developed the Forced Evolutionary Virus FEV and began performing experiments on people.

Many died before he achieved the desired results. After "dipping" the person in a vat containing the FEV virus, they would emerge and undergo an intense physiological change. They grew much stronger and more intelligent, as well as growing in height and stature. Armies of Super-Mutants were once slaves to this Master and his dream to "dip" every human on the planet, but the Master was eventually killed and the mutants freed although to hear them tell it, the Master was more of a Messiah than a madman.

Like ghouls, mutants age very slowly, but not as slowly as their cousins. Mutants are generally huge, easily reaching 2. Their skin is usually a greenish yellow color, and various bunions and growths cover their bodies.

They have hair in all the usual places, but it usually grows slowly a result of the slowed cellular mitosis from the FEV virus. Although sterile for a long time after the "dipping," mutants can eventually have children, among themselves or a half-mutant, half-human hybrid see Half-Mutant, below. Unfortunately, like ghouls, mutants are largely outcast from human society. Many of them prefer it this way, looking on human society as diseased or inferior because of the prejudice and corruption that still exist.

Mutants were once part of what they see as an attempt to finally unite humanity and overcome humankind's weaknesses, and it is rumored that vats of the FEV virus still exist, and a mutant society is at work Minimum Maximum attempting to achieve this after the Master's death. They gain an additional 2 hit points per level.

Mutants cannot easily use small arms; when using a weapon that requires a roll on the small guns skill, mutants make the roll as if their Perception were two points lower. Mutants can easily live years beyond when they were "dipped. Mutants cannot wear armor designed for humans; they just don't make it their size.

Someone in that vast wasteland might, however. Their heads are abnormally large and have horns growing out of them, suggesting lizard DNA and human DNA might have been stirred together in the evolutionary soup at some point after the War. Some tribes of Deathclaws in the Midwestern and Eastern United States have developed patches of fur, adapting to the more extreme climate conditions found there.

Deathclaws live in tribes of anywhere from 25 to individuals, and spend most of their time protecting the egglaying females and hunting. They can communicate quite effectively with each other, and can use simple battle plans. Some Deathclaws are intelligent enough to learn the nuances of human language, although they cannot actually speak as we do they simply imitate human speech in much the same way a parrot does, except their voice is often deep, gravelly, and is prone to affecting strange accents.

One tribe of Deathclaws, the Grey tribe of Northern California, was the subject of scientific intelligence-creating experiments, and its members are far smarter than the average mutant lizard. Deathclaws get their name from the footlong bony claws growing from their fingers.

This means that they always have a built-in melee weapon; it also means they cannot use any other weapons besides their claws, ever.

In addition, Deathclaws cannot use armor; no one makes protection for giant lizards. Deathclaws are some of the most hated, feared, and misunderstood creatures in the wastes when walking among humans, an appropriate disguise, such as a loose-fitting robe with a cowl to cover the head, is an absolute necessity. Most people will simply attack a Deathclaw on sight, or attempt to run away as fast as possible.

Deathclaws gain a perk every 4 levels, and gain 2 extra hit points per level. They stand about 3 meters tall, and Minimum Maximum Half-Mutant Where there is a will, there is a way.

Half-mutants or halfies are the product of a union between mutant and undipped human. They do not enjoy as many of the abilities as full mutants, but neither are they as outcast; many of them can pass for tall, ugly humans. They live a little longer than normal, and are a little more spry than their mutant parents. There are not too many halfies in the world, and a halfie is sure to have an interesting story or two to tell. Halfies can wear normal human armor although it might be a little tight and can often live to the ripe old age of years.

They stand about 2 meters tall and weight from to pounds. They walk on two legs, stand more than two meters tall in adulthood, and have weigh up to pounds. Deathclaws only live for 15 years, and reach maturity adventuring age at around 4 years.

Extremely good-natured and even-tempered, they are usually loyal to one human master or a group of humans, who in return shower the dog with love, affection, food, and milkbones.

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Dogs in Fallout are no different than their real-world counterparts. They can stand anywhere from 60cm to 1. Most are covered with hair, ranging in color from white to brownish-tan to black, and usually a combination of anything in between.

Since dogs have no opposable thumbs, they cannot use weapons or tools of any kind, and they cannot communicate except by barking, wagging their tails, and pointing with their snouts.

Fallout-PNP- Rules

Dogs cannot use armor unless it is specially made for them, and they cannot carry items unless someone creates a device that allows them to.

For these reasons, dogs are very difficult to role-play well, and the GM and players should take this into consideration before allowing a player to create a dog character. Dogs gain perks every 2 levels, and live between 10 and 15 years. They gain no other bonuses. Dogs can weight anywhere from 30 pounds to pounds. Its a dogs life. Dog Attacks Bite Unarmed : Dmg. These machines werent artificial intelligences per se, but had incredibly fast supercomputers that allowed them to reason on the same level as many humans and, in some cases, to reason better than their creators.

Robots are very rare in the Fallout universe, and should only be played as characters if it fits the plot of the campaign. They almost always come from high-tech areas or installations, and are usually only part of an adventuring party associated with high-technology in other words, tribals usually dont keep robots. Robots can communicate with humans using memorized speech patterns, and even have some of their own unique Traits see Traits, below. Many people in the wastes will find speaking robots to be more of a sideshow curiosity than an actual being, and will not deal with one unless it is part of a larger group; they simply do not recognize the robot 10 as a sentient creature - and whether or not a robot is sentient is open to debate.

Robots stand approximately 2 meters tall, but can vary in size from 1 meter to 3 meters, and usually weight from pounds. They are made of metal and silicon, and are usually a white, light tan, or light grey in color.

Robots cannot wear armor, but they can use weapons and tools. Robots require some regular maintenance, which they can perform themselves if not incapacitated. A robot must have someone roll a successful Repair and Science skill while examining it for 12 hours at least once a month.

If this maintenance is not preformed, the robot begins taking 1d10 points of damage every 24 hours beyond the deadline for the repairs. Robots take damage as normal, but they do not heal hit points back over time see Healing, below.

Instead, robots must be repaired. A successful use of the Science skill on a robot will act like a successful use of the First Aid skill on a flesh-and-bone character, healing 1d10 hit points. In addition, if the robot has a crippled limb or another medical malady such as blindness, it takes a successful roll against Repair to heal that body part. For more details, see Healing, below. Robots are immune to the effects of radiation, poison, gas attacks, and chems.

Robots never gain perks. Robots dont have a lifespan per se, but each unit has a battery that generally lasts anywhere from 75 to years. Of course, that battery can be replaced, effectively allowing the robot to continue operating forever, so long as it continues to get a fresh power supply. 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. Fast Metabolism Your metabolic rate is twice normal. This means that you are much less resistant to radiation and poison, but your body heals faster. Robots cannot choose this trait. Bruiser A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your total action points are lowered, but your Strength is increased.

You get a 2 point bonus to Strength, but loose 2 Action Points.

Also read: ASTM D2434 EBOOK

Small Frame You are not quite as big as everyone else, but that never slowed you down. You can't carry as much, but you are more agile.

One Hander One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem. Animals cannot choose this trait. Finesse Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits. Kamikaze By not paying attention to any you can act a lot faster in This lowers your Armor Class what you are wearing, but you much faster in a combat turn.

They simply describe an aspect of the character's personality or physical description, and threats, a turn. You must wear armor to get an Armor Class. Your sequence gets a 5 point bonus.

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.

Fast Shot You don't have time for a targeted attack, because you attack faster than normal people. It costs you one less action point to use a weapon. You cannot perform targeted shots, but all weapons take one less action point to use. Bloody Mess By some strange twist of fate, people around you die violently.

You always see the worst way a person can die. This does not mean you kill them any faster or slower, but when they do die, it will be dramatic. Just how dramatic is up to the Gamemaster. Jinxed The good thing is that everyone around you has more critical failures in combat.

The bad thing is: so do you! If you, a member of your party, or a non-player character have a failure in combat, there is a greater likelihood the failure will be upgraded downgraded? Critical failures are bad: weapons explode, you may hit the wrong target, you could lose part of your turn, or any number of bad things.

Good Natured You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but First Aid, Doctor, Speech, and Barter are substantially improved. This is a one-time bonus. Animals and robots cannot choose this trait. Chem Reliant You are more easily addicted to chems. Your chance to be addicted is twice normal, but you recover in half the time from their ill effects. Night Person As a night-time person, you are more awake when the sun goes down.

Your Intelligence and Perception are improved at night but are dulled during the day. You get a 1 point penalty to these Statistics from to , and a 1 point bonus to these Stats from to Note that the bonus cannot take IN and PE above the characters racial maximum or below the characters racial minimum. Skilled Since you spend more time improving your skills than a normal person, you gain more skill points.

The tradeoff is that you do not gain as many extra abilities. You will gain a perk at one level higher than normal. For example, if you normally gained a perk every 4 levels, you would now gain a perk every 5 levels. Gifted You have more innate abilities than most, so you have not spent as much time honing your skills.

Your statistics are better than the average person, but your skills are lacking. Sex Appeal This trait increases your chances of having a good reaction with members of the opposite sex. Unfortunately, this trait tends to annoy members of your 12 sex. Jealous twits. When interacting with members of the opposite sex, you gain a 1 point bonus to Charisma for reactions only. Only humans can choose this trait. Glowing One Extreme radiation exposure has left you glowing in the dark.

Your glow eliminates modifiers from light in combat for both you and your enemies. Only Ghouls can choose this trait. Tech Wizard You spent your formative years hunched over a bench learning all about the way things work.

The trouble is that youve ruined your eyes! Deathclaws and Dogs cannot choose this trait. Fear the Reaper You have cheated death! You gain perks as if you were a human, but you are now on deaths short list. This means that once a month, you must roll against Luck or else drop dead. Vat Skin Other people find you hideous to behold and disgusting to smell after your dip in the FEV vats. 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.

Only Mutants can choose this trait. Ham Fisted Genetic engineering or dumb luck has endowed you with huge hands. Domesticated You have undergone extensive house training and have developed an aboveaverage Intelligence. Your IN is raised by 1, and can even go above your racial maximum, but you get a 2 penalty to Melee Damage.

Only Deathclaws and Dogs can choose this trait. Fallout pnp 3 0 pdf Note: In this wiki, were working among other things on version 3. The last complete version of the rules, Fallout PnP 2. Supplemental Fallout PNP rules: Intended for use in conjunction with Jason.

The rulebook was old and dated. Join Date: Dec Posts: This is officially version of the Fallout: This is officially version 2. This is officially version 1. Im not. Tactics into a. From the book Fallout is a post-nuclear RPG set sometime after the great nuclear.

This version def leans more towards Fallout 3, though. The first draft is up. Appendix 1: Appendix 2: Appendix 3:That still means he's going to glow like a lightbulb, but his skin won't fall off - right away. Small Frame You are not quite as big as everyone else, but that never slowed you down.

Movement This includes moving closer to a target, moving behind a tree or other cover, or bravely running away. Now, finding room for that much stuff may be a problem Mutants were once part of what they see as an attempt to finally unite humanity and overcome humankind's weaknesses, and it is rumored that vats of the FEV virus still exist, and a mutant society is at work Minimum Maximum attempting to achieve this after the Master's death.