SPECIAL

Besides the reasons listed below, SPECIAL is used when someone wants to try something not spelled out by the rules. For instance, trying to jump would use strength while trying Acrobatics might be agility. SPECIAL are broad and should be able to encompass all actions a player may need to do.

Strength: “S is for Strength, and that means I am strong! I can carry lots of toys and swing stuff all day long!”

Each point of strength increases your melee and unarmed Damage by 1 DV.

Each point also increases your carry weight by 10 lbs. (Base of 100+strengthx10).

Perception: “P is for Perception, a long funny word! It means what I tasted, smell, saw and heard!”

Perception is the main factor in determining if you hit. Each point counts as a point of accuracy for your dice pool to attack. See Combat for more information.

An opposed perception check is also used to determine success on picking a lock. You must have a Bobby pin to attempt to pick a lock. For full details the lockpick chart is below. The base time to pick a lock is 30 seconds (or 10 rounds). On a failure you break a bobby pin. On a glitch you jam the lock and it can no longer be picked, and usually won’t work with the key either.

Situation Threshold Notes
Novice Lock 1
Advanced 2 requires rank 1 of locksmith
Expert 3 requires rank 2 of locksmith
Master 4 requires rank 3 of locksmith
Distracted (such as in combat) +1 or +2 stress determines how much penalty
Reduce time in half (15 seconds) +1 5 rounds
Reduce time to one round +2

Perception is also an opposed roll when trying to detect anything (usually stealth). See stealth under agility below for more information. It will be refered to as detection when used this way. You take lighting penalties to detection.

Lastly perception is rolled against when stealing and pickpocketing. Generally this is an opposed roll vs the others detection. Pickpocketing had the following modifiers:

Situation Modifier Notes
Item is a half pound or more -1
Every pound of item weight -1
Item is worn -4 Requires the proper rank of Pick Pocket perk
More than one item -1 per item some items may be grouped. For instance when pickpocketing caps you may get 2d6 per attempt rather than a single 1
Mark is unaware +2 This could be because he’s moving through a crowd when you strike, or because you snuck up on him while he’s alone
Mark is aware of your presence -2
Mark is suspicious of you -3
Mark is moving vigorously -2 such as in combat

Endurance: “E is for Endurance, and that’s how long I can play! I’m always really healthy, and have energy all day!”

Endurance determines your hit point total. You begin with 9+(1/2)Endurance in hit points. At each level you gain (1/10)endurance to hit points. Partials carry over until they become whole hit points.

Endurance also determines how far you can sprint. It costs 1 mp and 1 ap to sprint. When you sprint you can move endurance hits + 1.
For more info see Combat.

Charisma: “C is for Charisma, it’s why people think I’m great! I make my friends all laugh and smile, and never want to hate!”

Charisma is used for all speech checks, and to buy and sell.

For speech checks this is an opposed check, vs any number of stats depending on the situation. For instance a lie about science may oppose intelligence. A misdirection may oppose perception. And often it is just opposed to charisma itself.

Charisma affects your buying and selling as follows:

Charisma Buying Price Modifier Selling Price Modifier
0 3.5 0.28
1 3.35 0.30
2 3.20 0.32
3 3.05 0.33
4 2.90 0.34
5 2.75 0.36
6 2.60 0.38
7 2.45 0.40
8 2.30 0.43
9 2.15 0.46
10 2.00 0.50
11 1.85 0.54
12 1.70 0.58
13 1.55 0.64
14 1.40 0.71
15 1.25 0.80
16+ 1.20 0.80

120% is the lowest buy price and 80% is the highest sell price regardless of other bonuses.

Generally it is assumed one person sells all the loot (usually the person with the highest charisma) and each player buys their own gear.

Intelligence: “I is for Intelligence, it means I’m really smart! I use my brain for lots of stuff, like science, math and art!”

Intelligence is used to determine your smarts pool. Your smarts pool is your current smarts/maximum smarts. Your maximum smarts = your intelligence. Smarts is used for a myriad of special abilities as defined below. Temporary bonuses to Int don’t increases your uses of smarts, but they do add their bonus to all smarts rolls below.

Your smarts pool renews USUALLY at the start of every session. If you are in a dungeon or something at the start of the session you will probably not renew your pool. Likewise, if you made very little progress in the previous session you may not have your smarts pool recovered. Occasionally he may even renew your pool in the middle of a session, before starting a new and dangerous area.

Uses for smarts pool is as follows. All abilities take one point of current smarts unless stated otherwise. You cannot use more than one smarts for any action. You cannot use any smarts if your current smarts is 0.

Increase any roll: Smarts can be used to increase the dice pool for any roll, before or after it is rolled. If used before a roll is made it uses your maximum smarts. If made after the roll is made it uses your current smarts.

Cut in Line: Automatically act first in one initiative pass. After that pass you return to your normal place in initiative.

Close Call: Turn a critical failure into a regular failure.

Seize the Initiative: Add your current smarts to your dice pool for initiave.

Well Placed Shot You may add your maximum smarts to DV with a single attack.

Final Stand: If an attack would make you go unconscious or kill you you may make a current smarts + endurance check vs a threshold of 3. If you make it you get one final turn before passing out or dying.

Stave Death: If an attack would kill you (but not by bleeding out) you can make a current smarts + endurance check vs a threshold of 4. If you make it, you fall unconscious at -1 hit points and are bleeding out instead.

Additionally, Int is rolled against for hacking. For full details the hacking chart is below. The base time to hack a terminal is 30 seconds (or 10 rounds). On a failure you temporarily shut down the terminal and must wait 10 minutes to try again. On a glitch you become locked out of the terminal and no further hack attempts can be made.

Situation Threshold Notes
Novice Terminal 1
Advanced 2 requires rank 1 of hacking
Expert 3 requires rank 2 of hacking
Master 4 requires rank 3 of hacking
Distracted (such as in combat) +1 or +2 stress determines how much penalty
Reduce time in half (15 seconds) +1 5 rounds
Reduce time to one round +2

Agility: “A is for Agility, that’s how I get around! I move real fast and easy, and I never make a sound!”

Agility determines your total action points. You start with 10 action points, and gain 2 additional points for each point of agility. Action points recover to full at the end of every combat.

Agility is also an opposed roll versus perception when using stealth. Stealth is affected by the following modifiers:

Stealth Situation modifier Notes
Stealth Boy +4 Also grants a +1 on your threshold to hit you in combat
Direct line of sight between target and you -1
light cover between you and target +1 such as bushes or fences
Heavy Cover between you and victim +2 such as a building
Moving while within 10 hexes of a target -2
Making an attack with a silenced or most melee and unarmed weapons -2 cumulative
Making an attack with a compressed weapon -4 cumulative
Adjacent to targets -2 does not apply the turn you move adjacent to target

Luck: “L is for Luck, and it’s simple, you see! It means that good things always happen to me!”

Each point of luck increases your critical chance by 1%. Criticals make every to hit dice count as a hit and add +5 DV.

SPECIAL

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