Rules

D6: Other than the D100 for combat (explained below) the D6 is the only dice you need, and certainly the most important. It is explained in further detail below.

Dice Pool: Your dice pool is the total number of D6 you get to roll for a given action or situation. Usually this is a SPECIAL attribute, and will often be modified by equipment, perks or any other number of factors. For instance, your dice pool for attacks is your perception + the accuracy of the weapon + any miscellaneous modifiers (such as aiming, VATS, crouching) – any penalties (such as recoil or lighting). This is your total dice pool. Most actions will be determined via a dice pool.

Hits: Hits are the number of successes you get on your dice pool roll. Every 5 and 6 you roll is considered a hit. For instance, your total dice pool with your 10 MM is 10. You only make a single attack and roll 2 5s and 2 6s. You have a total of 4 hits!

Threshold: Threshold is the number of hits you need to succeed at a given task. While often this is an arbitrary number set by the GM, it can also be set by certain circumstances (such as for combat) or be an opposed roll (more below). For instance, you are trying to shoot a human crouching target at medium range and light cover. The total threshold to hit is 4 because that’s set by the rules. Carrying over our example from above the 4 hits would count as a hit against this target and these circumstances.

Splitting a Dice Pool: You may at times want to split a dice pool. The most common example is for attacking. For each attack you want to make in the same turn you must use the same dice pool on, and you may split it how you like. Using the dice pool of 10 for the 10 MM above you could make 2 shots for 5 dice each, or 3 shots making one of your choice roll 4 dice, and the other two rolls 3 dice. While it may be a good choice for a target at point blank with no cover, it’d be a folly to split the dice pool vs the threshold 4 above.

Opposed Rolls Opposed rolls occur when 2 people are opposing eachother. For instance, when jack is trying to sneak into the house without Jill seeing he makes an sneak (agility) check while she makes a detection (perception check). Generally, the person who is the aggressor (such as the sneaker, the one trying to con or intimidate someone) has to beat the defender by 1. While usually in a draw the defender wins, sometimes it means no progress is made by either side, such as in an arm wrestling contest.

Critical Failure Once in a great while, you’re sure to suffer a critical failure. A critical failure occurs when half your dice or more are 1s. In such an instance you automatically fail. If you still got enough hits to succeed, it just becomes a regular failure. If you didn’t receive the hits to succeed something bad happens. For instance, if picking a lock you jam the lock and it may no longer be picked.

D100: The D100 (or more commonly two 10s with one representing the 10s place and the other the 1s) is a roll that’s only made with attacks. As you advance you are sure to start getting a number of nasty kickers that have a percent chance of activating. For instance, a lucky gunslinger may have a 6 % chance to instantly cripple a limb, disarm an opponent, regain 5 AP on a kill or for the mysterious stranger to show up. To determine if any of these actions happen you set up a D100 chart. On this chart you map out starting at 1% and move up in order and set your kickers. All of the same kicker must be consecutive but there can be overlap. Examples are below:

Player Cripple Limb Disarm Mysterious Stranger Refill critical if enemy is killed
Player 1 1-6 1-6 1-6 1-6
Player 2 1-6 7-12 13-18 19-24
Player 3 1-6 4-9 6-11 9-14

So player 1 has all effects go off only on 1-6. Player 2 is the most spread out, and has kickers go off on 1-24. Player 3 has some overlap but is a little more spread out.

Occasionally there will be people with defensive kickers. They roll a D100 when rolling their resistance to activate following the same rules as above.

Note: I know the D100 does not accurately represent %s but it was the only way I could make the game flow while still having the various kickers not bog everything down. All idea are welcome

Radiation All characters can become Irradiated. All characters react as follows, except ghouls which is explained below. Characters have a Radiation score out of 100. The radiation pool has an adverse effect on HP’S. For instance, if you have 10 HP’s, and between 1-10 rads your maximum HP’S are reduced by 1. If you have between 11 and 20 HP’s your health is reduced by 2 and etc. When calculating your rads to HP ratio you roll down. So if you have 13 HP’s, you have 7.6 HP’S per rad, or for every point over 7 your max HP drops. If your rads ever hit 100, you die, probably. There is a small chance of becoming a ghoul instead. If you hit 100 make a luck roll. You must get at least 4 hits. If you get 4 hits you have a 50% chance of turning into a ghoul instead of dying.

If your a ghoul things work a bit different. Ghouls can go up to 200 rads, and suffer no ill effects from radiation. If they surpass 200 rads they need to start making an endurance check each day, vs a threshold of 1/day+1/50 rads over 200 (rounded down). If they fail, they become a feral ghoul, and if a PC, your character becomes an NPC.

Actions outside the rules: While the SPECIAL system is rather limited in exact rules, it can very easily represent nearly any situation. For instance, if climbing a craggy surface with a rope the GM may decide a simple threshold 1 strength check will do. A flat wet surface with no gear and an overhang he may set at a threshold of 6. Basically, anything should be able to be achieved through the SPECIAL system. Sometimes, you may want to use two attributes(possibly more) to represent an activity. For instance, parkour may be represented by strength+agility. Work with your GM. If you have a specific character concept you and the GM can even work to create your own perks. In general, a perk should be relative in power to already existing ones. Don’t let the RAW stop you from making the character you want to play.

Crafting: Crafting has a few requirements. First you need to have the crafting perks required (if any). Second you need the time to craft. It takes one day to craft an item, except for power armor mods which take 2 days. This time need not take up your whole day, each day of overland travel you you can craft. Lastly you need the components for whatever you are building.

Lastly, you can join forces with someone else to craft items sharing perks. When doing this, it takes twice as many days and twice as many resources. Additionally, you must beat the perk requirements by 1 rank. For instance, if you want to make a scope with gun nut 2 and science 1, and you have a gun nut of 3 and your partner has a science of 2, you can join forces to make the item.

Equipping items with special affects and enhancements Some items give bonuses to SPECIAL or provide other special benefits. In the case of such equipment, when you first equip a slot you gain the affects immediately. When you change out equipment though (such as a new pair of sunglasses with a perception bonus instead of a charisma bonus) it takes 24 hours for your new bonus to kick in while you adjust to the new equipment.

Loot While in the early game loot will be distributed as found, I have found that divvying loot and buying and selling during a session can extremely slow down and derail a session. During gameplay loot and shops will be collected. We will calculate the parties excess carry capacity over they’re basic loot they are carrying. This is your carry weight for all loot you find throughout the session. If a particularily strong, useful or needed item is found the gm will let you know (like legendary equipment). Otherwise all items will be saved and I will post the list after the session. I will give a few days for players to claim loot before liquidating loot. The caps will be split amongst the party. All shops visited during the session (namely all in any visited town) will be open to make purchases between sessions. By the start of the next session all shops close down, and more will be opened when and if found over a session.

As for junk, you can collect lbs of junk. Generally real loot will be kept over junk unless the party says otherwise. For each lb of junk collected, you get 1 roll on the junk chart. Junk and crafting items will not be liquidated unless specifically stated by the players.

Rules

Fallout Revised underableedingsun