FALLOUT AN UNOFFICIAL POST-NUCLEAR ROLEPLAYING GAME USING THE TRAVELLER SYSTEM
FALLOUT A POST-APOCALYPTIC ROLEPLAYING GAME USING THE TRAVELLER SYSTEM.
FOREWORD
This RPG is based within the Fallout universe, and uses Mongoose Traveller as a base for its ruleset. The project is entirely fan-based and is utterly free of purchase, and follows a simple OGL or Open Game License that allows anyone to use it as a base for their own content. All details in the book follow the official canon (FALLOUT, FALLOUT 2, FALLOUT 3, FALLOUT: NEW VEGAS and FALLOUT 4) as close as possible. In addition it takes into consideration select details from the various Fallout spin-off games (FALLOUT TACTICS: BROTHERHOOD OF STEEL and FALLOUT: BROTHERHOOD OF STEEL) as well as concepts made for canceled projects (VAN BUREN, PROJECT V13, FALLOUT TACTICS 2, FALLOUT: BROTHERHOOD OF STEEL 2 and FALLOUT EXTREME). It also takes into account all instances of official DLC (BROKEN STEEL, THE PITT, LONESOME ROAD, HONEST HEARTS etc.)
PRIMARY CONTRIBUTIONS
Cosmonaut & Anikid
SECONDARY CONTRIBUTIONS
Soup, Prophecy,
LAYOUT AND EDITING
Cosmonaut
PROOFREADERS
This book contains all of the ingredients needed to create a story that is based within the Fallout universe with ease This book also comes packaged with a short quest-line to allow newer Referee’s to better adapt to the changes introduced with Fallout: Traveller, or to tabletop RPGs in general. This quest-line should highlight all of the new features like the VATS’ called-shot system and inclusion of an advancement and Perk system.
2016 CETI PUBLISHING. All rights reserved. ZENIMAX owns the rights to the FALLOUT franchise and all of its associated imagery, trademarks etc. Traveller is owned by Mongoose Publishing. New content is considered copyrighted by CETI PUBLISHING. All content in this book is open to the public under an OPEN GAME LICENCE. Distribution of this PDF is; and always will be COMPLETELY FREE. If you wish to contact CETI, send an email to CETIPUBLISHING@GMAIL.COM If you are a representative of Bethesda or Zenimax, please reconsider any legal action you may take against us. This is a noncommercial, fan product.
2
TABLE OF CONTENTS VAULT DWELLERS SURVIVAL GUIDE Welcome to the Future! The Magical effects of Radiation! Survival of the Fittest! Vault-Tec Equipment and more! A Wasteland Meet-And-Greet! Interacting with the Locals! Precautions and Safety concerns! Hostile Mutant Creatures! Rebuilding America!
CHARACTER CREATION Introduction
3
CHARACTER CREATION Fallout is a post-apocalyptic setting based in the ruins of America several decades or centuries after a nuclear holocaust sparked by Communist China during a rapid escalation of violence known as the ‘Great War’. Lasting a mere two hours, the Great War singlehandedly set humanities advancements back to square one. The sheer fallout of the Great War effectively destroyed the seasons, and now the world is locked in perpetual, scorching summer. A small group of lucky citizens would be able to stave of the fires of nuclear bombs however, living underground in great subterranean domiciles known as Vaults. Though unknown to some of the Vault Dwellers, several vaults were actually the staging point of cruel social and/or physical experiments - toying with the inhabitants with no regards to any moral or ethical code. In this RPG, you experience the post-nuclear wasteland firsthand, creating a character that might be a mercenary, raider or even a fish-out-of-water Vault Dweller. How you decide to create and play your character is up to you. The rules detailed in this book are quite accessible to people new to tabletop RPG’s. If this is the case, it is highly recommended you read the following definitions before delving further into the book.
PLAYERS
The majority of those participating in a tabletop game will be the players. Usually, each player generates a character using the Character Creation rules; that character then becomes the player’s avatar in the game world. Through this, one is able to interact with the environment. Players are always the central protagonists of the game and scenarios revolve around their exploits across the wasteland.
THE REFEREE
One of people participating in the game is the Referee, who describes the world around the player characters, presents them with trials and tribulations and takes on the many roles that comprise a supporting cast as well as antagonistic characters. The Referee creates the basic outline of the scenarios that the player characters encounter and resolves the results of any actions they take using rules in this book as a guideline. In short, the Referee creates and manages the NPC’s, the quests, the loot, the locations; everything, really.
GAMES
Fallout: Traveller may be played in several configurations Scenarios, Refereed Campaigns or a Shared Campaign. In a scenario, the players embark on an adventure managed by the Referee. The Referee determines what dangers the character will face, from super mutants or raiders to radioactive hurricanes or dealing with auto-turret laden bunkers, oreven intrigue amongst rival settlements and deception. The Players choose how their characters will react and overcome these
4
various obstacles. For example, the characters might be hired to escort a caravan to a certain city - only to find that a rival caravaner has hired a local gang to ambush their journey. The player characters must find a way to keep the caravan and its good safe from the gang. A scenario is a one-off game, using characters written by the Referee specifically for that game and discarded afterwards, or it can be part of a campaign. A scenario takes one or more game sessions to complete. A campaign is a series of scenarios, much like the games, wherein a contiguous story is written and formed by the players escapades. A campaign can represent a continuous series of events, or can be episodic. In a continuous campaign, each scenario more or less follows along almost immediately from the end of the previous one. In a continuous campaign, the players equipment, survival equipment and caps are carefully tracked as they may matter in a future game session. In an episodic game, there are longer gaps between scenarios, and the game focuses only on the exciting moments in the character’s lives. A campaign can also be refereed or ‘shared’. In a refereed game, there is a single player, designated as the Referee for the entire game. The Referee will set up a whole setting for the player characters to adventure in. Refereed campaigns can have long story arcs and ongoing plot-lines, taking multiple scenarios to resolve. In a shared campaign, the position of Referee rotates from player to player. For example, after a quest is completed, a different character takes over as Referee and presents the next quest for the others to explore. This method is good when all people present wish to play the game, rather than have one person dedicated to being a Referee.
CAMPAIGN IDEAS
Here are a few suggestions if you are unsure what type of game you wish to run: THE VAULT IS NOW OPEN: The player characters are all members of a certain Vault that has now just opened. Perhaps their water supplies are running dangerously low, and they must retrieve a G.E.C.K., or maybe the Vault was designed to open at that moment - thrusting the Vault Dwellers into the harsh reality of the Wasteland to find a new life on the surface. SOLDIERS-FOR-HIRE: The player characters are all members of the same mercenary outfit, raider gang or tribal outfit. They work for the highest bidder, taking on dangerous missions that might have them encountering great, irradiated beasts, hordes of supermutants or worse. THE SOLE SURVIVORS: The player characters were all the last survivors of a Super Mutant attack, and must rescue their felow villagers before they are dipped in FEV and turned into Super Mutants themselves!
DIE ROLL CONVENTIONS
The Traveller system in which this RPG is based on uses two sixsided dice to resolve most actions. Some situations may require more or less dice. The following are critical terminology and conventions needed to properly play Traveller: 1d6/2d6: Short form for ‘roll two six-sided dice and add them together’. Traveller uses the abbreviation ‘roll 2d6’. When you see ‘roll 2d6’, read it as ‘roll two-six sided dice and add them together’. Sometimes you may also see ‘1d6’, ‘3d6’ or other numbers of ‘d6’. This simply means you roll a one six-sided die, three six-sided dice, or however many six-sided dice are indicated, and then add them together to gain the final result. d66: This is short form for a special way of rolling two six-sided dice. When you roll d66, you first designate which dice is your ‘hundredths’ die, and the other as your ‘tenths’ die. The result is a number between 11 and 66. Due to the nature of this special method of rolling, some numbers are impossible to be rolled on a d66. A d66 gives you a total of 36 different results. CHECK (OR THROW): To determine if a character succeeds or fails at a particular task, the player must make a check. To make a check, the player rolls 2d6 and adds any appropriate Dice Modifiers (such as a skill a character has, or a bonus from his equipment). If the total is equal to or greater than the target number for that check, he succeeds. A check will usually have a skill or characteristic associated with it. For example, a check of ‘Dex 8+’ means ‘roll 2d6, add your Dexterity characteristic modifier, and you succeed if you have a total result of 8 or more’. TARGET NUMBERS: In many checks, the player needs to roll equal to or above a specific number (usually eight or more). This is denoted by a number followed by a plus sign, such as 8+ or 10+. Natural 2/Natural 12: Some rolls refer to a ‘natural’ number. This is actually the number rolled on the dice before any modifiers are applied. DICE MODIFIER OR ‘DM’: A DM is a number to be applied to a dice roll before it is used. Dice Modifiers are preceded by a sign, which indicates if the numbers is to be added or subtracted from the roll. For example, a DM of --2 indicates that two is to be subtracted from the roll; a DM of +4 indicates that four is to be added to the roll.
HOW TO PLAY AN RPG
If you are confused as to how any of this works in practice, it is recommended you search for guides, proper introductions or even videos showing how an RPG in general is played. This may aid in helping you understand the thought process that goes into playing and understanding a tabletop role-playing game. If your Referee is experienced with TRPG’s, do not be afraid to ask them for assistance or clarification on anything you don’t think you understand. TECHNOLOGY LEVELS: Traditionally in Traveller, technology levels or ‘TL’s are used to measure the scientific capacity of a world or place. However, Fallout is a setting where technology is almost completely scavenged, opposed to developed. With this in mind, Fallout: Traveller does not make use of tech-levels, but rather a system of Rarity - denoting how common (or uncommon) an item might be.
CREATION BASICS
In this RPG, a character’s abilities and skills are determined largely on their training or past experience. Character creation begins with rolling your character’s characteristics, six values that describe their physical and mental capabilities. After determining characteristics and a few background skills from your characters origins, you are ready to embark on a ‘career’, or what your character ends up doing in their life. Each character goes through one or more four-year ‘career terms’, which give them various skills and benefits. There are of course risks associated with each career - being a raider might have your character stumble upon an ambush of vigilante lawmen, or a rancher who finds his cattle has been culled due to an infectious disease. In addition to skills, characters can pick up various benefits such as ‘caps’ or ‘contacts’ from a career. However, there are limits on how many career terms a character can go through - the risks of aging or injury increase over time, and most characters will find themselves two or three careers. Due to the lifepath system Fallout: Traveller employs, do not be surprised if your character turns out quite different to how you originally anticipated. After going through one or more careers and collecting the benefits, you can established ties with your fellow players own characters. Basic character creation should be done as a group by all the players so that you might spitball ideas and interactions with one another’s characters. If you wish to generate your character in an alternate manner, such as point buy, go to page XX.
CHARACTERISTICS
Traditionally in Fallout, your characters are S.P.E.C.I.A.L., but in Fallout: Traveller they are acutally just P.I.E.C.E.D. together! P.I.E.C.E.D. stands for:
P
OWER (POW): A character’s physical strength, fitness and forcefulness. Power allows one better handle heavy weapons, throw further and perform better in melee combat.
I
NTELLIGENCE (INT): A character’s intellect and quickness of mind. Intelligence is used in a great many skill checks. Intelligence acts as ones instincts, quick wits and mental capability.
E
NDURANCE (END): A character’s ability to sustain damage, stamina and determination. A character’s resilience is based on their Endurance score, so a character with low Endurance score will be very vulnerable in a firefight.
C
HARISMA (CHA): A character’s natural charm and allure. Charisma can be used to better speak to others, lie to them or barter for better prices at shops.
E
DUCATION (EDU): A measure of a character’s learning and experience. Education is also used in a great many skill checks. Education allows one to use the information they learned and put it to good use.
D
EXTERITY (DEX): Physical coordination, agility and reflexes. A character’s Dexterity affects their accuracy in ranged combat as well as their reaction speed.
5
CHARACTER CREATION CHECKLIST Basic character creation uses the following steps: 1. 2. 3. 4. 5. 6.
7. 8. 9. 10. 11. 12. 13. 14. 15.
16. 17. 18. 19. 20.
21. 22.
Roll characteristics and determined characteristic modifiers. Choose an Origin and gain Background skills. Choose a Career. You cannot choose a career you have already left. Roll to see if you qualify for that Career. If you Qualify for that Career, go to Step 7. If you do not qualify for that career, then you become Desperate or enter the Wanderer career. Becoming Desperate might have you end up entering a career you have been forced to leave, at your old rank. Desperation knows no end, and you can try be Desperate once per career term. If this is your first time on this career, get your basic training. Choose a Specialization for this Career. Choose one of the Skills and Training tables for this career and roll on it. Roll for Survival on this Career. If you succeed, go to Step 13 If you did not success, the events have forced you from this career. Roll on the Mishap table, then go to Step 18. Roll for Events or establish a Connection with another player character. Roll for Advancement. If you succeed, choose one of the Skills and Training tables for this career and roll on it. Increase your Rank and take any bonus skills from the Ranks table for this career. If you roll less than the number of terms spent on this career, you must leave this career. Certain martial careers such as the Brotherhood Initiate can roll for commission instead of rolling for advancement. Increase your characters age by 4 years. If your character is 34 or older, roll for Aging. If you are leaving the career, roll for Benefits. If you have left your current career, then go to Step 3 to choose a new career, or to Step 21 if you wish to finish your character. Otherwise, go to Step 8. Finalize any Connections with other characters. Purchase starting equipment.
To determine your character’s characteristics, roll 2d6 six times, keeping track of the total result of each pair and then allocate them to the six P.I.E.C.E.D. characteristics in any paired order. Record them on the character sheet. Power, Endurance and Dexterity are collectively referred to as ‘physical characteristics’ while Intelligence and Education are referred to as ‘mental characteristics’. For each characteristic, determined the characteristic Dice Modifier (DM):
6
CHARACTERISTIC
DICE MODIFIER (DM)
0
-3
1-2
-2
3-5
-1
6-8
+0
9-11
+1
12-14
+2
15
+3
The maximum level for a characteristic for an unaugmented, baseline human character is 15. If you do not wish to play as a human, go to page XX for more info on alternate races.
SKILLS
Skills are the most important aspect of a character in Fallout: Traveller, and are discussed in detail in the chapter starting on page XX. A character’s proficiency in a skill is denoted by his level in that skill. If a character has no level in a skill, then they are untrained and suffer a -3 DM when trying to use that skill. If a character has zero in a skill (e.g. Gambler 0), then they are competent in using that skill, but have little experience. They do not get any bonus from their skill ranks when using that skill, but they do not suffer the penalty for being untrained. If a character has one or more levels in a skill (Gambler 1, Gambler 2 and so on) then they are trained in that skill. Each rank represents several years of experience using that skill. A character with 2-3 in a skill is a skilled professional in that field. A character with Medic 2 could be a wasteland doctor; a character with Medic 4 is an incredibly talented surgeon or medical specialist. Some skills have specialties - specialized forms of that skill. A character picks a speciality when they gain level 1 in a skill with specialties. For example a character might have Animals 0, allowing them to make any Animals skill checks without an unskilled penalty. They might then gain a level of Animals, giving them Animals 1 (Training). They would make all Animal checks involving training an animal at a +1 DM, but would make all other Animal checks at a +0 DM. A character can have multiple specilizations in a single skill - an animals expert might have Animals 1 (Training) and Animals 2 (Ranching). This would mean they would make checks related to training animals with a +1 DM, with check related to managing a ranch with a +2 DM and all other Animal’s checks with a +0 DM.
ORIGINS AND BACKGROUNDS
Before embarking on your careers, you get a number of background skills equal to 3 + your Education DM (1 to 5, depending on your Education score). You must take the skills listed for your characters Origin; any extra skills can be taken from the Natural Experiences list. ORIGINS: Growing up in the wastes gives you skills that are tied to the nature of the Origin. You can select any Origin that matches your character’s back-story or desired skill-set: HOMESTEADER: Animals 0 CRIMINAL: Wits 0 CARAVANER: Barter 0 OUTDOORSMAN: Survival 0 VAULT DWELLER: Computers 0 SAILOR: Seafarer 0 WANDERER: Pathfinding 0 SMITH: Repair 0 BOOKKEEPER: Management 0 BOOKIE: Gambler 0 SCIENTIFIC DILETTANTE: Science 0 TRIBAL: Melee 0
NATURAL EXPERIENCES: One can learn many strange things in the Wasteland. Some of these experiences can lead to entering previously unknown situations and learning from what you discover. Any character may choose from the following list: Pilot 0, Drive 0, Seafarer 0, Animals 0, Management 0, Science 0, Power Armour Use 0, Medic 0, Computer 0, Art 0, Trade 0, Repair 0. At this point, your character is now 18 years old. For example, Harold has an Education characteristic of 8, which has a DM of +0. He therefore has 0+3 background skills. He was once a Vault Dweller, and is now a Wanderer, so he takes Computers 0 and Pathfinding 0. He then takes Repair 0 from the Natural Experiences list.
CAREERS
The next step involves having your character take one or more career terms, representing their previous experiences and adventures before the start of the campaign. Each career term lasts for four years, even if a character fails a Survival roll and is forced to leave a career. At many points during a career, a character will have to make a throw of some sort. Most of these throws are characteristic throws - roll 2d6, add the DM from the listed characteristic, and try to get a total higher than the listed value. A throw of Int 8+ means ‘roll 2d6, add your Intelligence DM, and you succeed if you roll an 8 or more’. A few throws are skill checks, where you add any levels in that skill and the DM from an appropriate characteristic. For example a throw of Gun Combat 8+ would mean ‘roll 2d6, add your Gun Combat skill and the DM from an appropriate characteristic such as Dexterity, and get over 8’. If the appropriate characteristic is not obvious, consult the Skills chapter that starts on page XX. In each career, there are three specializations. Pick one of those when you enter the career.
CAREER FORMAT
Skills can be listed with or without an associated level. If no rank is listed, then you gain that skill at Level 1 if you do not have it already, or increases its level by one if you are already trained in that field (e.g. Barter 1 to Barter 2). If a rank is listed, then you gain the skill at that level as long as it is better than your current level in that skill. Examples: Gambler 0 means you get the Gambler skill at level 0. This is of benefit to you only if you have no Gambler skill. Power Armour Use means you increase your Power Armour Use skill by 1, or gain it at level 1 if you have no Power Armour Use skill to begin with. If you have Power Armour Use 0, it increases to 1. If you have Power Armour Use 3, it increases to 4. Speech 1 means you get the Speech skill at level 1. If your Speech skill is already 1 or more, then this is of no benefit to you. If you have no Speech skill, or it is only at 0, you jump straight to 1. BASIC TRAINING: For your first career only, you get all the skills listed in the Service Skills table at Level 0 as your basic training. For any subsequent careers, you may pick any one skill listed in the Service Skills table at Level 0 as your basic training. SURVIVAL: Each career has a survival roll. If you fail this roll, roll on the mishap table. This mishap is always enough to force you to leave the service. You lose the benefit roll for the current term only. A natural 2 is always a failure. EVENTS: If you are still in your career after resolving the survival roll, roll on the events table to see what interesting things befall you this term. CONNECTING: If both players agree, then any event can involve another suitable player character. Only one character needs to have rolled the specific event. If this is done, then you both get one extra skill. This can be any skill you believe relates to the exchange and the connection your player characters have formed. You may gain a maximum of two free skills from this rule, and each connection must be with a different player character. Any further connections are possible, but yield no extra skills.
QUALIFICATION: When you need to roll to enter that career. Martial careers such as the Brotherhood Initiate use ‘Enlistment’ as the description for this roll instead of qualification. If you fail this check then you cannot enter your chosen career this term. You must either become Desperate for any career, or take the Wanderer career. You suffer a -1 DM to qualification rolls for each previous career you have entered. Once you leave a career you cannot return to it. Desperation and the Wanderer career are exceptions to this rule. In your Desperation you can find a way back into a career you were previously in, but got ejected from and the Wanderer career is always open.
Commission: This only applies to the more martially inclined careers such as the Brotherhood Initiate or NCR Soldier. A character who succeeds at a commision roll becomes a Rank 1 officier in that career, and uses the officer Rank table from then on. A character may attempt a commission roll once per term, and trying for commission is always optional.
SKILLS AND TRAINING: Each career has four or five skill tables associated with it - Personal Development, Service Skills, Specialist Skills (divided into three subtables corresponding to eahc specialization) and Advanced Education. In each term you spend in a career, pick one of these tables and roll 1d6 to see which skill you increase. You may only on the third table (Advanced Education) if your character has the list qualification (Usually Education 8+ or a certain Rank in the career). You may only roll on the fourth table (Officer Skills) if your has career has one and if you have received a commission.
If you obtain a commission after having already advanced several ranks, you become a Rank 1 officer as normal but you may add your two final ranks together for the purposes of determining benefits.
In addition, some careers allow a character to be ‘promoted’ to a new career, such as Brotherhood Initiate to Brotherhood Knight. When this happens, next career term you must switch to the newly acquired career.
Some events give a bonus DM to advancement rolls, or give automatic advancement. You can apply these DMs to commission rolls as well.
7
ADVANCEMENT: Each career has an advancement roll. The advancement roll is mandatory. If an Event has already automatically promoted the character this term, this roll is in addition to the advancement roll (so it is possible a character may be promoted twice in a single term). If you make a successful Advancement roll, then you move to the next rank and gain an extra roll on any of the Skills and Training tables for this career. You also get any benefits listed for your new rank. You may only attempt to advance once per term. If your result is equal to or less than the number of terms you have spent in this career, then you cannot continue in this career after this term. Either your services are no longer required, or events have caused you to leave, or perhaps your character simply became bored and wanted a new challenge. If you roll a natural 12, then you must continue in this career. RANKS AND BENEFITS: You start at Rank 0 in your career. Each time you succeed at an advancement check, you move on to the next Rank. Ranks are most important for the martially inclined careers, but every career has its own internal hierarchies and levels of authority and responsibility. Not all ranks have a title. Some ranks have benefits associated with them, such as extra skills or more benefits. You gain these benefits as soon as you attain that rank. MUSTERING OUT BENEFITS: When you leave a career for any reason, you gain material benefits from that career. There are two tables - Caps and Benefits. You may only roll on the Caps tables a maximum of three times, regardless of how many careers or benefit rolls you have. You get one benefit roll per full term served. Leaving due to a mishap means you lose the benefit roll for that term, but not previous full terms in that career. Once you reach rank 1 to 2, you get an extra benefit roll when leaving that service. Once you reach rank 3 to 4, you get two extra benefit rolls and if you have reached rank 5 to 6, you get three extra benefit rolls and may apply a +1 to rolls on the Benefits table that you may gain from that career. Benefits are described more fully on page XX.
WANDERERS AND DESPERATION
You may attempt to join in one career each term if you are not continuing on in an existing career. If you fail to qualify for a new career, you have two options. You can search Desperately for a new career and be randomly sent to a few select careers, or you may spend that term wandering the lands aimlessly in search for greener pastures. A character may become Desperate once per term.
DESPERATION TABLE
8
1d6
CAREER (SPECIALTY)
1
Worker (farmer)
2
Local Military*
3
Raider (any)
4
Merchant (caravaner)
5
Militia (town guard)
6
Mercenary (any)
The ‘Local Military’ result on the Desperation Table depends largely on where your character is based. The Referee decides what local force domineers over the land. In the West Coast this might be the NCR (the NCR Soldier career). On the East Coast this might be the Brotherhood of Steel (Brotherhood Initiate). If no obvious option presents itself, enter the Militia career with the Town Guard specialization. FACTION-SPECIFIC CAREERS: Depending on when your character was born, and where they lived, they may fall within the time periods where certain factions were in power. These organizations are well-known and depending on your circumstances, may allow one to join them. One may only join a faction that actually exists in the local area. This means if the game is set on the East Coast of America, it is highly unlikely your character would be from the New California Republic. Additionally, some faction-specific careers are limited by your species. A Super Mutant cannot become a member of the Enclave, or the Brotherhood of Steel for example. More details on the various factions can be found on the chapter starting on page XX. The supported factions in this book are as follows: The Brotherhood of Steel: A quasi-religious sect of tech hoarding soldiers who abhor the abominations of the wastes, specifically the Super Mutants. The Brotherhood of Steel has two primary sects, the West Coast and the East Coast Brotherhood. The New California Republic: A democratic federation of various city-states, the New California Republic or ‘NCR’ is the largest known political entity in the remains of post-war America. Often times called the ‘Two-Headed Bear’, the NCR is known for its developed economy, functioning government and amenities reminiscent of old world America. The Enclave: The remnants of the United States Government, the Enclave are an enigmatic faction bent upon recolonizing the wastes and taking over the world. They fashion themselves as the true heirs of the United States and have access to incredible technology. Caesar’s Legion: A conglomeration of various conquered tribes, led by the charismatic Caesar. The Legion is modeled after the ancient Roman empire and is known for its great discipline and keeping vast amounts of slaves. Followers of the Apocalypse: A humanitarian organization based out of New California, the Followers seek to tend to the many desperate inhabitants of the wasteland. They serve as beneficent keepers of knowledge. UNFORTUNATE CIRCUMSTANCES: Sometimes, to be frank, shit happens and you find your luck running out faster than your ex-wife. You might be forced into indentured servitude, finding your skin falling off as you become a Ghoul - or worse, becoming dipped into great vats of FEV and forced to become a horrid Super Mutant. Certain mishaps and events might force ones character into one of these Unfortunate Circumstances. Of course one is able to enter these careers willingly if desired. It should be noted that one cannot be a Ghoul and take a career term as a Super Mutant and vice-versa.
CAREER SUMMARY TABLE CAREER
SPECIALIZATION
Wanderer Page XX
End 6+ End 6+
Scout
End 6+ End 6+
Scout-to-Be
End 6+ Specialization
End 6+ End 6+
Man-at-Arms
Specialization
End 6+ End 6+
Cleanser
End 6+
End 7+
Int 5+
N/a
Brotherhood Scribe
End 8+ Edu 6+ Dex 7+
Int 7+
Pow 6+ End 8+ N/a
End 6+ End 6+
Technician
Int 5+
Int 8+
Field Scribe
Dex 6+
Edu 7+
Specialization
End 6+ End 6+
Documenter
Edu 7+
Int 5+
End 6+
Caesar’s Legionnaire
Specialization
End 6+ End 6+
Specialization
End 6+ End 6+
Page XX
End 6+ End 6+
Specialization Specialization
Dexanus Page XX
Int 6+
Dex 7+
Dex 6+
Cha 7+
N/a Commando
End 6+ End 6+
End 6+ End 6+
Scientist
End 6+ End 6+
End 6+ End 6+
Special Agent
End 6+ End 6+
End 6+ Specialization
Pow 7+ Pow 6+
Frumentarii Enclave Trooper
Specialization
Pow 5+
Legionary
End 6+ End 6+ End 6+
Follower of the Apocalypse End 6+ End 6+
Page XX
End 6+
Mediator
End 6+ End 6+
Specialization
End 6+ End 6+
Researcher
End 6+ End 6+
Specialization
End 6+ End 6+
Humanitarian
End 6+ End 6+
End 6+
NCR Soldier
End 5+
Specialization
End 6+ End 6+
Serviceman
End 6+ End 6+
Specialization
End 6+ End 6+
Support
End 6+ End 6+
Specialization
End 6+ End 6+
Patrolman
End 6+ End 6+
End 6+
Page XX
NCR Operative
Specialization
End 6+ End 6+
Specialization
Page XX
N/a Desert Ranger
End 6+ End 6+
End 6+ End 6+
Mechanized Infantry
End 6+ End 6+
End 6+ End 6+
Reconnaissance
End 6+ End 6+
End 6+ Specialization
End 6+ End 6+
Specialization
End 6+ End 6+
Specialization
End 6+ End 6+
Wanderer
End 6+
UNFORTUNATE CIRCUMSTANCES TABLE CAREER
SPECIALIZATION
Slave
QUAL.
SURV.
ADV.
Pow 4+
Specialization
End 6+ End 6+
Specialization
End 6+ End 6+
Specialization
End 6+ End 6+
Specialization
End 6+ End 6+
Specialization
End 6+ End 6+
Specialization
End 6+ End 6+
Wanderer
End 6+
Page XX
Super Mutant
Specialization
End 6+ End 6+
Specialization Specialization Wanderer Page XX
End 7+
End 6+ End 6+
Specialization
Page XX
Pow 6+
Edu 4+ Edu 8+
Knight-Errant
Page XX
ADV.
Specialization
Wanderer
Page XX
Page XX
SURV.
Specialization
Wanderer
Page XX
Brotherhood Knight End 6+ End 6+
Wanderer
Page XX
Aspirant
Specialization
Wanderer
Page XX
Page XX
QUAL. Int 6+
Specialization
Specialization
Page XX
SPECIALIZATION
Specialization
Wanderer Page XX
CAREER
Brotherhood Initiate End 6+ End 6+
Wanderer Page XX
ADV.
Specialization
Wanderer Page XX
SURV.
End 6+
Wanderer Page XX
QUAL.
FACTION-SPECIFIC CAREER TABLE
End 8+ Specialization
End 6+ End 6+
End 6+ End 6+
Specialization
End 6+ End 6+
End 6+ End 6+
Specialization
End 6+ End 6+
End 6+
Page XX
Ghoul
Specialization
End 6+ End 6+
Specialization Specialization
Page XX
Int 6+ Specialization
End 6+ End 6+
End 6+ End 6+
Specialization
End 6+ End 6+
End 6+ End 6+
Specialization
End 6+ End 6+
9
BROTHERHOOD INITIATE QUALIFICATION Intelligence 6+, -1 DM for every previous career. SPECIALIZATIONS:
Choose one of the following:
ASPIRANT:
You had the gleam of duty in your eye, and seeked to join your brothers in combat against the ignorant, the degenerate and even worse - the aberration.
SCOUT: Your keen senses and instincts aided in finding pre-war technology, enemy positions or potential trade partners.
SCRIBE-TO-BE: You were learned and wished to expand
the great repositories of technological secrets the Brotherhood of Steel holds so dear.
SKILLS AND TRAINING ROLL
PERSONAL DEVELOPMENT
SERVICE SKILLS
ADVANCED EDUCATION (MINIMUM EDUCATION 8)
OFFICER SKILLS (COMMISSIONED ONLY)
1
+1 Power
Repair (any)
Management
Tactics
2
Gun Combat (any energy)
Scavenging
Power Armour Use
Heavy Weapons (any)
3
+1 Dexterity
Gun Combat (any)
Explosives
Speech
4
+1 Education
Perception
Science (any)
Management
5
+1 Endurance
Computers
Survival
Power Armour Use
6
Melee (any)
Melee (any)
Medicine
Leadership
ROLL
SPECIALIST: ASPIRANT
SPECIALIST: SCOUT
SPECIALIST: SCRIBE-TO-BE
1
Gun Combat (any)
Pathfinding
Science (any)
2
Perception
Perception
Computers
3
Melee (any)
Scavenging
Medicine
4
Computers
Gun Combat (any)
Gun Combat (any)
5
Heavy Weapons (any)
Sneak
Repair (any)
6
Athletics (any)
Survival
Scavenging
RANKS AND SKILLS RANK
NCO
SKILL OR BENEFIT
0
‘Buck’
Gun Combat (any energy) 1
1
Initiate
2
Senior Initiate
3
insert lore blurb here
RANK OFFICER-IN-TRAINING
SKILL OR BENEFIT
0 1
Squire
Leadership 1
Education +1
2
Senior Squire
Power Armour Use 1
Promoted with honours
3
Exemplar
Promoted with honours
CAREER PROGRESS SURVIVAL
ADVANCEMENT
ASPIRANT
Power 6+
Endurance 7+
SCOUT
Endurance 7+
Intelligence 5+
SCRIBE-TO-BE
Education 4+
Education 8+
Commission: Charisma 8+
10
MISHAPS 1d6
MISHAP
1
Severely injured in action. (This is the same as a result of 2 on the Injury table). Alternatively, roll twice on the Injury table (page XX) and take the lower result.
2
You create an unfriendly rivalry with another member, and it culminates in a disaster that forces you out of the Brotherhood of Steel. Gain this miscreant as a Rival.
3
You follow along a detachment of Knights sent to eradicate a local Super Mutant force, only to be suddenly ambushed by those very abominations! Roll 1d6. If the result is 5-6, you and your unit manage to barely stave off the Mutant threat and you do not need to leave this career. Roll on the injury table. If the result is 3-4, then the battle is a bloodbath - with you as the sole survivor stranded in the middle of nowhere - gain Survival 1. If the result is 1-2, then you are captured by Super Mutants and dipped into a vat of FEV - this term ends immediately and you automatically qualify and enter the Super Mutant career.
4
You are ordered to take part in a mission that goes against your conscience. If you refuse, you are exiled from the Brotherhood of Steel. If you accept you may stay with the Brotherhood, but gain the sole survivor as an Enemy.
5
You are blamed for an accident that causes the death of several other members. If you were responsible, then you gain one free roll on the Skills and Training table before you are exiled from the Brotherhood of Steel. If you were not, then gain the person who blamed you as an Enemy, but you keep your benefit roll for this term.
6
Injured. Roll on the Injury table.
EVENTS 2d6
EVENT
2
Disaster! Roll on the mishap table, but you are not ejected from this career.
3
You gain the opportunity to abuse your stat as a member of the Brotherhood of Steel for profit. If you do so, gain an extra Benefit roll for this term. If you refuse to betray the Brotherhood’s trust, you get a +2 DM to your next Advancement roll.
4
You manage to scavenge something of particular use. Gain a +1 DM to any one Benefit or Advancement roll.
5
You are assigned to base duty. Gain Science 1 (any), Repair 1 (any), Computers 1 or Management 1.
6
You are assigned to garrison a local, controlled settlement. Gain Perception 1, Speech 1 or Gun Combat 1 (any).
7
Life Event. Roll on the Life Events table (page XX)
8
A mission you are in goes utterly, disastrously wrong due to a senior member’s error or incompetence, but you survive. If you report this senior member for his failure then you gain a +2 DM to your next Advancement roll. If you say nothing, and keep it a secret, gain the senior member as an Ally.
9
You are attacked by enemies. Gain an Enemy if you do not have one already, and roll either Gun Combat (any) 8+, Melee (any) 8+ or Sneak 8+ to avoid a roll on the Injury table.
10
You are assigned to a critical mission. Gain a +2 DM to your next Advancement roll.
11
A senior member takes an interest in your training. Either gain Leadership 1, Tactics 1 or Power Armour Use 1, or take a +4 DM to your next Advancement roll thanks to his aid.
12
You display heroism in battle or acquire a powerful piece of technology. You are automatically promoted.
MUSTERING-OUT BENEFITS
insert blurb here about initiate equipment
ROLL
CAPS
OTHER BENEFITS
1
100
Brotherhood Upgrade
2
300
+1 Intelligence
3
300
+1 Education
4
500
Brotherhood Weapon
5
500
Brotherhood Armour
6
800
+1 Endurance or Brotherhood Upgrade
7
1,250
Power Armour Use and Power Armour
After three successful terms as an Initiate, you are automatically promoted to the position of Knight or Scribe. If you were promoted with honours, you start at Rank 1 instead of 0, gaining the associated benefits from both ranks.
11
BROTHERHOOD KNIGHT QUALIFICATION Promotion from Brotherhood Initiate. SPECIALIZATIONS:
Choose one of the following:
KNIGHT-ERRANT:
You performed important missions far away from your chapter, scouting out important technological sites or investigating mysterious phenomena.
MAN-AT-ARMS: You championed the virtues of a knight honour, integrity, discipline and leadership.
CLEANSER: By your hands, you would wipe the world clean of the mutant, the feral, the degenerate and any who would dare oppose the righteous Brotherhood of Steel.
SKILLS AND TRAINING ROLL
PERSONAL DEVELOPMENT
SERVICE SKILLS
ADVANCED EDUCATION (MINIMUM EDUCATION 8)
OFFICER SKILLS (KNIGHT-CAPTAIN RANK OR HIGHER)
1
+1 Power
Power Armour Use
Management
Tactics
2
Gun Combat (any energy)
Tactics
Power Armour Use
Heavy Weapons (any)
3
+1 Dexterity
Melee (any)
Explosives
Speech
4
+1 Education
Perception
Science (any)
Management
5
+1 Charisma
Repair (any)
Heavy Weapons (any)
Power Armour Use
6
+1 Endurance
Gun Combat (any)
Medicine
Leadership
ROLL
SPECIALIST: KNIGHT-ERRANT
SPECIALIST: MAN-AT-ARMS
SPECIALIST: CLEANSER
1
Scavenging
Gun Combat (any)
Perception
2
Pathfinding
Tactics
Heavy Weapons (any)
3
Gun Combat (any)
Speech
Medicine
4
Computers
Melee (any)
Gun Combat (any)
5
Perception
Leadership
Melee (any)
6
Athletics (any)
Power Armour Use
Athletics (any)
CAREER PROGRESS
RANKS AND SKILLS SURVIVAL
ADVANCEMENT
KNIGHT-ERRANT
Endurance 8+
Education 6+
MAN-AT-ARMS
Dexterity 7+
Charisma 7+
CLEANSER
Power 6+
Endurance 8+
EAST OR WEST?
The Brotherhood of Steel careers in this book detail an organization structure similar to that of the East Coast Brotherhood. If your campaign is set on the west coast, it is key to understand that the structure is completely different. In short, the Initiates find technology, the Scribes analyze it, the Knights build it and the Paladins fight using it.
12
This is a stark contrast to how the East Coast Brotherhood presents the option of becoming a Scribe or Knight upon an Initiates promotion.
RANK
KNIGHT
SKILL OR BENEFIT
0
Knight
Power Armour Use 1 and Power Armour
1
Senior Knight
2
Knight Sergeant
3
Knight Captain
4
Paladin
+1 Power and Paladins Gift
5
Senior Paladin
Power Armour Use 3 or Tactics 2
6
Star Paladin
+1 Endurance and Honours of a Star Paladin
7
Sentinel
+2 Charisma and Honours of a Sentinel
+1 Intelligence or Power Armour Use 2
MISHAPS 1d6
MISHAP
1
Severely injured in action. (This is the same as a result of 2 on the Injury table). Alternatively, roll twice on the Injury table (page XX) and take the lower result.
2
For one reason or another, you become disillusioned or jaded with the Brotherhood’s methods or ideals. Gain a Rival who sees you as nothing less than a traitor abandoning their duties and post.
3
You are framed for a heinous crime you did not commit and exiled from the Brotherhood of Steel. Gain the person who masterminded your exile as a secret Enemy (the Referee decides who).
4
A horrible disaster comes upon your chapter and you remain as the last of them, a sole survivor. Gain a level in Survival and leave the Brotherhood.
5
One of your closest friends in the Brotherhood is revealed to be a traitor, and you are accused of working with him. Roll Speech 8+ or Management 8+ to prove your innocence. If you succeed, you are not ejected from the career. If you fail, you are exiled from the Brotherhood of Steel. Either way, gain your once friend as a Rival.
6
Injured. Roll on the Injury table.
EVENTS 2d6
EVENT
2
Disaster! Roll on the mishap table, but you are not ejected from this career.
3
The Brotherhoods activities have taken a dangerous turn, and a powerful threat looms over the wasteland. The constant dangers, missions and struggles provide a never ending series of events. Gain one level in a skill of your choosing or a +3 DM to your next Advancement roll. Then roll for Events once again.
4
You find a great cache of technology. Gain an additional benefit roll as well as a +2 DM to your next Advancement roll.
5
You gain a small tutorship under your chapter’s own Proctor. Gain either Repair 2 (any), Computers 2, Science 1 (any), Drive 1 (any) or Pilot 1 (any).
6
You are sent on a mission far from any Brotherhood outposts. Gain either Scavenging 2, Pathfinding 1, Perception 1 or Survival 1.
7
Life Event. Roll on the Life Events table (page XX)
8
You and several other Knights are tasked with the acquisition of a location of great importance, however it is occupied by several settlers who use it as a shelter against the harsh, unforgiving wastes. If you wish to resolve this peacefully, roll Speech 8+ or Cunning 8+ to convince the settlers to cooperate. If you wish to resolve this violently, roll Gun Combat (any) 8+ or Melee (any) 8+ as you clear out and rout the settlers and capture the location. Either way, gain one level in a skill of your choosing as well as a +2 DM to your next Advancement roll.
9
Your exploits have garnered you a small following amongst the Initiates. Gain a level in Charisma and choose either Leadership 1, Speech 1 or Cunning 1. In addition gain 1d3 Contacts amongst the starry-eyed Initiates.
10
You are assigned a mission of absolute importance and succeed. Gain a +3 DM to your next Advancement roll.
11
You gain the attention of your chapter’s Elder, who takes a great interest in your progress within the Brotherhood. Either gain Leadership 1, Tactics 1, Power Armour Use 2, an Elders Requisition, or take a +4 DM to your next Advancement roll.
12
You display heroism in battle or acquire an incredibly potent piece of technology. You are automatically promoted.
MUSTERING-OUT BENEFITS ROLL
CAPS
OTHER BENEFITS
1
200
+1 Power
2
500
Knights Gear
3
700
+1 Intelligence
4
1,000
Enhanced Power Armour
5
1,200
+1 Education
6
1,500
+1 Charisma or Brotherhood Upgrade
7
2,500
+2 in a characteristic of choice or an Elders Requisition.
If at any time you must leave the Brotherhood, you may only keep one suit of Power Armour. Any other suits acquired, no matter the source will be kept with the Brotherhood of Steel.
THE KNIGHTLY CASTE
Within the East Coast doctrine of the Brotherhood of Steel, Knights comprise solely of warriors and fighters. They are expected to train vigorously when not taking part in missions. A knight is typically given a suit of power armour that is theirs to maintain and upgrade as they go along. In addition, they are given an interface suit that allows easier connection with power armour. Lastly, they are given top pickings of the unrestricted weapons, such as laser or plasma rifles. Some of the more brave or foolhardy Knights opt for more up close and personal weapons, like tri-beam laser rifles or even melee weapons such as the rocket-powered Super Sledge. Other common equipment of a Brotherhood Knight includes the minigun, the missile launcher, the gatling laser and the plasma cannon.
13
CAESAR’S LEGIONNAIRE QUALIFICATION Power 5+, -1 DM for every previous career. SPECIALIZATIONS:
Choose one of the following:
LEGIONARY
You fight upon the frontlines for the legion, bringing tribes and settlements into the fold.
FRUMENTARII: You are the eyes and ears of mighty Caesar,
using your cunning and wits to infiltrate and terrorize his enemies.
DECANUS: You display great leadership and charisma, and help guide Caesar’s legionnaires into glorious combat.
SKILLS AND TRAINING ROLL
PERSONAL DEVELOPMENT
SERVICE SKILLS
ADVANCED EDUCATION (MINIMUM EDUCATION 8)
1
+1 Power
Athletics (any)
Scavenging
2
+1 Endurance
Survival
Tactics
3
Gun Combat (any)
Melee (any)
Explosives
4
+1 Dexterity
Cunning
Leadership
5
+1 Power
Gun Combat (any ballistic)
Streetwise
6
Melee (any)
Pathfinding
Medicine
ROLL
SPECIALIST: LEGIONARY
SPECIALIST: FRUMENTARII
SPECIALIST: DECANUS
1
Gun Combat (any ballistic)
Perception
Leadership
2
Melee (any)
Sneak
Speech
3
Sneak
Speech
Tactics
4
Perception
Gun Combat (any)
Gun Combat (any ballistic)
5
Athletics (any)
Streetwise
Cunning
6
Melee (any)
Cunning
Melee (any)
RANKS AND SKILLS RANK 0
LEGIONARY
SKILL OR BENEFIT
RANK
FRUMENTARII
SKILL OR BENEFIT
RANK
DECANUS
0
Speculatores
Pathfinding 1
0
Vexiliarus
1
Initiate
1
Recruit Decanus
Leadership 1
Frumentarii
2
Decanus
+1 Charisma
Recruit Legionary Melee 1 (blade)
1 2
Prime Legionary
+1 Power
2
3
Veteran Legionary
+1 Endurance
3
Praetorian
Praetorian Honors
4
4 5 6
insert lore blurb about the legion here
14
Sneak 1
3 Arcanii
+1 Intelligence
5 6
4
SKILL OR BENEFIT
Tactics 1 Centurion
+1 Charisma
Legate
Caesar’s Bestowment
5 Eye of Caesar
Caesar’s Bestowment
6
MISHAPS 1d6
MISHAP
1
Severely injured in action. (This is the same as a result of 2 on the Injury table). Alternatively, roll twice on the Injury table (page XX) and take the lower result.
2
You create an unfriendly rivalry with another member, and it culminates in a disaster that forces you out of the Brotherhood of Steel. Gain this miscreant as a Rival.
3
You follow along a detachment of Knights sent to eradicate a local Super Mutant force, only to be suddenly ambushed by those very abominations! Roll 1d6. If the result is 5-6, you and your unit manage to barely stave off the Mutant threat and you do not need to leave this career. Roll on the injury table. If the result is 3-4, then the battle is a bloodbath - with you as the sole survivor stranded in the middle of nowhere. If the result is 1-2, then you are captured by Super Mutants and dipped into a vat of FEV - this term ends immediately and you automatically qualify and join the Super Mutant career.
4
You are ordered to take part in a mission that goes against your conscience. If you refuse, you are exiled from the Brotherhood of Steel. If you accept you may stay with the Brotherhood, but gain the sole survivor as an Enemy.
5
You are blamed for an accident that causes the death of several other members. If you were responsible, then you gain one free roll on the Skills and Training table before you are exiled from the Brotherhood of Steel. If you were not, then gain the person who blamed you as an Enemy, but you keep your benefit roll for this term.
6
Injured. Roll on the Injury table.
EVENTS 2d6
EVENT
2
Disaster! Roll on the mishap table, but you are not ejected from this career.
3
You gain the opportunity to abuse your stat as a member of the Brotherhood of Steel for profit. If you do so, gain an extra Benefit roll for this term. If you refuse to betray the Brotherhood’s trust, you get a +2 DM to your next Advancement roll.
4
You manage to scavenge something of particular use. Gain a +1 DM to any one Benefit roll.
5
You are assigned to base duty. Gain Science 1 (any), Repair 1 (any), Computers 1 or Management 1.
6
You are assigned to garrison a local, controlled settlement. Gain Perception 1, Speech 1 or Gun Combat 1 (any).
7
Life Event. Roll on the Life Events table (page XX)
8
A mission you are in goes utterly, disastrously wrong due to a senior member’s error or incompetence, but you survive. If you report this senior member for his failure then you gain a +2 DM to your next Advancement roll. If you say nothing, and keep it a secret, gain the senior member as an Ally.
9
You are attacked by enemies. Gain an Enemy if you do not have one already, and roll either Gun Combat (any) 8+, Melee (any) 8+ or Stealth 8+ to avoid a roll on the Injury table.
10
You are assigned to a critical mission. Gain a +2 DM to your next Advancement roll.
11
A senior member takes an interest in your training. Either gain Leadership or Power Armour Use 1, or take a +4 DM to your next Advancement roll thanks to his aid.
12
You display heroism in battle or acquire a powerful piece of technology. You are automatically promoted.
insert blurb here about hockey pads
MUSTERING-OUT BENEFITS ROLL
CAPS
OTHER BENEFITS
1
100
Brotherhood Upgrade
2
300
+1 Intelligence
3
300
+1 Education
4
500
Brotherhood Weapon
5
500
Brotherhood Armour
6
800
Brotherhood Upgrade or +1 Endurance
7
1,250
Power Armour Use and a suit of lesser Power Armour.
CAREER PROGRESS SURVIVAL
ADVANCEMENT
LEGIONARY
Power 7+
Power 6+
FRUMENTARII
Intelligence 6+
Dexterity 7+
DECANUS
Dexterity 6+
Charisma 7+
15
FOLLOWERS OF THE APOCALYPSE QUALIFICATION Intelligence 6+ SPECIALIZATIONS:
Choose one of the following:
MEDIATOR: You were someone who championed the ideals of cooperation and peace - ending conflicts before they might start with a few careful, guileful words.
RESEARCHER:
Your efforts bore fruits of rediscovered knowledge and information beneficial to the whole of mankind.
HUMANITARIAN: You worked tirelessly to end the suffering caused by merely living in the wasteland, dedicating your efforts to treating the sick or injured or aiding those in desperate need.
SKILLS AND TRAINING ROLL
PERSONAL DEVELOPMENT
SERVICE SKILLS
ADVANCED EDUCATION (MINIMUM EDUCATION 10)
1
+1 Intelligence
Communication
Art (any)
2
+1 Charisma
Medicine
Repair (any)
3
+1 Education
Science (any)
Computers
4
Computers
Survival
Management
5
+1 Dexterity
Perception
Gun Combat (any)
6
Jack of All Trades
Computers
Science (any)
ROLL
SPECIALIST: MEDIATOR
SPECIALIST: RESEARCHER
SPECIALIST: HUMANITARIAN
1
Communication
Science (any)
Speech
2
Speech
Computers
Medicine
3
Streetwise
Perception
Communication
4
Cunning
Communication
Repair (any)
5
Science (any)
Leadership
Medicine
6
Survival
Science (any)
Science (any)
RANKS AND SKILLS RANK MEDIATOR/HUMANITARIAN 0 1
Altruist
SKILL OR BENEFIT
RANK
Mark of the Follower
0
+1 Endurance and Medicine 1
1
2 3
6
Peacekeeper
+1 Intelligence
3
Mark of the Follower Scientist
+1 Dexterity and Science (any) 1
Chief Scientist
+1 Education
Advisor
+2 Intelligence and Followers Boon
4 Philanthrope
+2 Charisma and Followers Boon
5 6
MARK OF THE FOLLOWER
16
SKILL OR BENEFIT
2
4 5
RESEARCHER
The reputation of the Followers of the Apocalypse precedes them, to the point that even tribals and some raiders are willing to hear a Follower out on something. If a Follower shows the Apocalypse’ Cross, the mark of the Followers, there is a chance (however small) that whatever they say will be greeted with an open ear - even if their words might pass out the other. Of course they must first believe you are a true member of the Followers of the Apocalypse...
MISHAPS 1d6
MISHAP
1
Injured. Roll on the Injury table.
2
You are stuck in a settlement for what seems like forever, becoming antsy or jaded from the constant work, you decide to strike it out on your own. Gain Pathfinding 1 or Survival 1 as you leave for not-so-greener pastures.
3
The local settlement begins to interfere with your efforts for various reasons. If you continue with your work openly, increase any Science skill by one level and gain an Enemy. If you continue your work secretly, increase any Science skill by one level and reduce your Charisma by 1. This mishap does not cause you to leave this career.
4
A longterm expedition or voyage goes wrong, leaving you stranded in an unfamiliar wasteland. Gain Survival 1 or Athletics (endurance) 1.
5
Dreams of grandeur, lack of faith or a conflict of interest drive your goals away from the Followers, gain a level in a skill of your choice as you focus your efforts before leaving the Followers of the Apocalypse.
6
Due to the actions of another, the locals turn on the Followers and you are the last amongst them. Roll Sneak 8+ or Dexterity 9+. If you fail, roll on the Injury table. If you succeed, you escape from the pogrom safely - but your reputation with the Followers is tarnished. Either way, gain the instigator as an Enemy.
EVENTS 2d6
EVENT
2
Disaster! Roll on the mishap table, but you are not ejected from this career.
3
Your efforts in a local settlement yield a very positive response. Gain one Ally, 1d3 Contacts and an additional Benefit roll as you make good with the locals.
4
A lack of conflict or strife has lead to generous amounts of free time. Gain one level of Jack of All Trades or one level in a skill of your choice as you use this time to continue your training as a Follower.
5
You find a fellow Follower is performing research that goes against your conscience, but it has a good chance of helping others. If you attempt to help him, your efforts are rewarded as you gain an extra Benefit roll, a level in two Science (any) skills and 1d3 Enemies. If you report him, gain a +2 DM to your next Advancement roll and gain a level of Science (any) as you analyze what little research had been performed thus far.
6
You find yourself stumbling upon the aftermath of a great disaster or bloody conflict. Roll either Medic 8+, Repair 8+ or Communication 8+ as you try to organize a relief effort. If you succeed, gain a Contact and a +2 DM to your next Advancement check. If you fail, gain an Enemy.
7
Life Event. Roll on the Life Events table (page XX)
8
Raider activity is on the rise and you are given self-defence training. Gain one level of Gun Combat, Melee or Sneak.
9
Your labours bear fruit. Gain a +2 DM to your next Advancement check.
10
You spend a great deal of time in the fringes of civilization. Roll Survival 8+ or Pathfinding 8+. If you succeed, gain a Contact from a distant tribe or settlement and one level in any skill of your choice. If you fail, roll on the Mishap table.
11
You work with a very wise member of the Followers, and due to your close work together - you gain them as your Ally. Either increase Medicine or any Science skill by one level, or take a +4 DM to your next advancement roll.
12
Your efforts with the Followers leads to a fantastic breakthrough. You are automatically promoted.
MUSTERING-OUT BENEFITS ROLL
CAPS
OTHER BENEFITS
1
300
+1 Intelligence
2
600
Follower’s Stash
3
600
+1 Education
4
900
Follower’s Stash
5
1,200
+1 Charisma
6
1,500
1d3 Allies
7
2,500
+1 Charisma, Intelligence and Education
CAREER PROGRESS MEDIATOR
SURVIVAL Endurance 6+
ADVANCEMENT Intelligence 6+
RESEARCHER
Education 4+
Intelligence 8+
HUMANITARIAN
Intelligence 5+
Education 8+
PRACTICE, NOT PREACH
The mere existence of the Followers proves that charity is possible, even in such dire situations as post-apocalyptic society. The Followers were formed when a girl named Nicole grew frustrated with the constant suffering and illness, striving to make a difference in peoples life. Over time the Folowers grew to become a major player within the NCR, until the Followers began to find the NCRs jingoism undesirable - with both parties severing ties to eachother. To this day, the Followers of the Apocalypse are a shining beacon of hope for all who gaze upon the Follower’s Mar and despite the religious symbolism, the Followers of the Apocalypse are strictly a secular-humanist organization. They do not preach any religious or spiritual tenets.
17
NCR OPERATIVE QUALIFICATION Dexterity 8+ or Promotion from NCR Soldier SPECIALIZATIONS:
Choose one of the following:
RANGER:
You were a member of the NCR’s elite outfit, the Rangers, where you used your natural talents to perform deadly missions far from the reaches of civilization.
MECHANIZED INFANTRY: You were trained to operate
specialized heavy machinery, such as power armour or various vehicles.
RECONNAISSANCE: You were the last thing they will never hear, a member of a reconnaissance battalion such as 1st Recon.
SKILLS AND TRAINING ROLL
PERSONAL DEVELOPMENT
SERVICE SKILLS
ADVANCED EDUCATION (MINIMUM EDUCATION 10)
1
+1 Dexterity
Communication
Art (any)
2
+1 Endurance
Medicine
Repair (any)
3
Jack of All Trades
Science (any)
Computers
4
Gambler
Survival
Management
5
+1 Intelligence
Perception
Gun Combat (any)
6
Athletics (any)
Computers
Science (any)
ROLL
SPECIALIST: RANGER
SPECIALIST: MECHANIZED INFANTRY
SPECIALIST: RECONNAISSANCE
1
Sneak
Power Armour Use or any Vehicle skill
Speech
2
Perception
Repair (any)
Medicine
3
Gun Combat (any)
Heavy Weapons (any)
Communication
4
Survival
Communications
Repair (any)
5
Melee (unarmed)
Perception
Medicine
6
Pathfinding
Power Armour Use or any Vehicle skill
Science (any)
RANKS AND SKILLS RANK MEDIATOR/HUMANITARIAN 0 1
SKILL OR BENEFIT Mark of the Follower
Altruist
+1 Endurance and Medicine 1
2 3
Peacekeeper
+1 Intelligence
4 5 6
18
Philanthrope
+2 Charisma and Followers Boon
RANK
MECHANIZED INFANTRY/ RECONNAISSANCE
SKILL OR BENEFIT
0
Private
Gun Combat (any) 1
1
Corporal
2
Sergeant
3
Lieutenant
4
Captain
5
Major
6
Colonel
Leadership 1 Tactics 1
MISHAPS 1d6
MISHAP
1
Injured. Roll on the Injury table.
2
You are stuck in a settlement for what seems like forever, becoming antsy or jaded from the constant work, you decide to strike it out on your own. Gain Pathfinding 1 or Survival 1 as you leave for not-so-greener pastures.
3
The local settlement begins to interfere with your efforts for various reasons. If you continue with your work openly, increase any Science skill by one level and gain an Enemy. If you continue your work secretly, increase any Science skill by one level and reduce your Charisma by 1. This mishap does not cause you to leave this career.
4
A longterm expedition or voyage goes wrong, leaving you stranded in an unfamiliar wasteland. Gain Survival 1 or Athletics (endurance) 1.
5
Dreams of grandeur, lack of faith or a conflict of interest drive your goals away from the Followers, gain a level in a skill of your choice as you focus your efforts before leaving the Followers of the Apocalypse.
6
Due to the actions of another, the locals turn on the Followers and you are the last amongst them. Roll Sneak 8+ or Dexterity 9+. If you fail, roll on the Injury table. If you succeed, you escape from the pogrom safely - but your reputation with the Followers is tarnished. Either way, gain the instigator as an Enemy.
EVENTS 2d6
EVENT
2
Disaster! Roll on the mishap table, but you are not ejected from this career.
3
Your efforts in a local settlement yield a very positive response. Gain one Ally, 1d3 Contacts and an additional Benefit roll as you make good with the locals.
4
A lack of conflict or strife has lead to generous amounts of free time. Gain one level of Jack of All Trades or one level in a skill of your choice as you use this time to continue your training as a Follower.
5
You find a fellow Follower is performing research that goes against your conscience, but it has a good chance of helping others. If you attempt to help him, your efforts are rewarded as you gain an extra Benefit roll, a level in two Science (any) skills and 1d3 Enemies. If you report him, gain a +2 DM to your next Advancement roll and gain a level of Science (any) as you analyze what little research had been performed thus far.
6
You find yourself stumbling upon the aftermath of a great disaster or bloody conflict. Roll either Medic 8+, Repair 8+ or Communication 8+ as you try to organize a relief effort. If you succeed, gain a Contact and a +2 DM to your next Advancement check. If you fail, gain an Enemy.
7
Life Event. Roll on the Life Events table (page XX)
8
Raider activity is on the rise and you are given self-defence training. Gain one level of Gun Combat, Melee or Sneak.
9
Your labours bear fruit. Gain a +2 DM to your next Advancement check.
10
You spend a great deal of time in the fringes of civilization. Roll Survival 8+ or Pathfinding 8+. If you succeed, gain a Contact from a distant tribe or settlement and one level in any skill of your choice. If you fail, roll on the Mishap table.
11
You work with a very wise member of the Followers, and due to your close work together - you gain them as your Ally. Either increase Medicine or any Science skill by one level, or take a +4 DM to your next advancement roll.
12
Your efforts with the Followers leads to a fantastic breakthrough. You are automatically promoted.
MUSTERING-OUT BENEFITS ROLL
CAPS
OTHER BENEFITS
1
300
+1 Intelligence
2
600
Follower’s Stash
3
600
+1 Education
4
900
Follower’s Stash
5
1,200
+1 Charisma
6
1,500
1d3 Allies
7
2,500
+1 Charisma, Intelligence and Education
CAREER PROGRESS MEDIATOR
SURVIVAL Endurance 6+
ADVANCEMENT Intelligence 6+
RESEARCHER
Education 4+
Intelligence 8+
HUMANITARIAN
Intelligence 5+
Education 8+
PRACTICE, NOT PREACH
The mere existence of the Followers proves that charity is possible, even in such dire situations as post-apocalyptic society. The Followers were formed when a girl named Nicole grew frustrated with the constant suffering and illness, striving to make a difference in peoples life. Over time the Folowers grew to become a major player within the NCR, until the Followers began to find the NCRs jingoism undesirable - with both parties severing ties to eachother. To this day, the Followers of the Apocalypse are a shining beacon of hope for all who gaze upon the Follower’s Mar and despite the religious symbolism, the Followers of the Apocalypse are strictly a secular-humanist organization. They do not preach any religious or spiritual tenets.
19
SKILLS AND TASKS Most of the actions undertaken by characters do not require a skill check. A player does not have to roll Athletics to life a light box, or roll Computers to access information on a personal computer. Some actions will require the character to have a particular skill, but will still not require a roll. A character with Seafarer 0 can sail a ship under normal conditions without having to make a roll.
•
Just trying to fit in and relax at a party might use Speech, without any particular characteristic. If the character however wants to trying drinking someone under the table, then they might use Endurance + Speech. Trying to figure out who doesn’t belong at the party would be Intelligence + Carouse. Embarrassing someone might use Charisma + Speech.
A Referee should only call for checks: • When the characters are in danger. • When the task is especially difficult or hazardous. • When the characters are under the pressure of time. • When success or failure is especially important or interesting.
In general, skills can be matched to any appropriate characteristic depending on the situation at hand. Certainly you will roll Dexterity and Gun Combat more often than Charisma and Gun Combat, but you never know what might happen until it happens.
TASK CHECKS
When making a skill check, if a character does not have any levels in that skill, they suffer a -3 unskilled Dice Modifier.
To make a check, the player rolls 2d6 and adds any appropriate Dice Modifiers (DM). If the total is 8 or more, the character succeeds. The most common forms of task checks are characteristic checks and skill checks. CHARACTERISTIC CHECK: These checks are used when the task is one not covered by an obvious skill, or where the character’s innate abilites are the most important influence on the result. To make a Characteristic check, roll 2d6 and add the appropriate characteristic Dice Modifier. Here are some examples: • When smashing open a locked door in a rundown shack, a character would use their Power Dice Modifier. • When trying to decipher a secret message, a character uses their Intelligence Dice Modifier • When trying to endure a long trek through sweltering heat, a character would use their Endurance Dice Modifier. • When trying to use their looks to impress another, a character would use their Charisma Dice Modifier. • When attempting to remember some old, pre-war fact or trivia, a character uses their Education Dice Modifier. • When balancing on a rickety shack roof, a character would use their Dexterity Dice Modifier. SKILL CHECK: For a skill check, the character adds both their skill level and an appropriate characteristic DM. The combination of skill and characteristic varies depending on the situation. • Shooting a gun would use the appropriate Gun Combat subskill and the character’s Dexterity DM. • Trying to figure out how to clear a gun jam might use Gun Combat and Education. • Trying to work out what sort of gun caused a particular injury might use Gun Combat and Intelligence (or even Perception and Intelligence). • Hiding from an enemy soldier would call for Dexterity and Stealth, while staying still for a long time to avoid detection would be an Endurance + Sneak check.
20
To reiterate: To make a skill check, a character rolls 2d6 + their Skill Level + their Characteristic DM + any bonus DMs - with goal being exceeding a result of 8 or more. An example: Farkas (Intelligence 10, Medic 1) is trying to apply first aid to a wounded farmer who had been shot by a raider. First Aid uses her Intelligence DM of +1, plus her Medic skill level of 1, for a total DM of +2. Farkas’ player rolls 2d6 and adds 3 to the result. If the total is 8 or more, then Farkas is able to successfully apply first aid.
TASK DIFFICULTIES
SIMPLE: These are trivial tasks for everyone. A simple task might be requesting public records on a library computer, surviving in a green oasis or sneaking up on a sleeping guard. Simple tasks have a difficulty DM of +6. EASY: These are trivial tasks for a trained professional, and simple for a rank amateur. An easy task might be interacting with an unfamiliar device that has a simple interface, travelling down the road for a few hours or asking a local where the nearest bar is. Easy tasks have a difficulty DM of +4. ROUTINE: A routine task is trivial for a trained professional and relatively easy even for an amateur. A routine task might be hitting a prone victim with a machete, docking your sail ship or maintaining a small power generator. Routine tasks have a difficulty DM of +2. AVERAGE: This is a moderate obstacle to a trained professional. Shooting a gun accurately at range, repairing a damaged circuit board, finding a merchant holding certain stock or gathering rumours at a bar. Average tasks have a difficulty DM of +0. DIFFICULT: A task that is difficult even for a trained professional. Examples might include trying to take an accurate shot in the middle of a sand storm, hacking into a secure computer, spotting the ‘flash’ off a sniper’s scope or trying to defend someones integrity when they are clearly guilty. Difficult tasks have a difficulty DM of -2
VERY DIFFICULT: These are tasks that are hard for a trained professional, and nearly impossible for an amateur. They have a difficulty DM of -4.
CALLING FOR TASK CHECKS
FORMIDABLE: These tasks are exceptionally hard, such as performing surgery on a riverboat that is under attack, hacking into a military-grade computer network, disarming a complex bomb or convincing a town of cannibal tribals not to eat you on the grounds that you are ‘spoiled meat’. Formidable tasks have a difficulty DM of -6.
If the characters have the requistic skills, the Referee can just assumed they succeed. For example, if the characters are trying to find an information broker in a town, you could keep calling calling for Streetwise or Speech checks until the characters succeed, but this is clunky and dull. It only involves the players rolling dice until they can move on. However, if failure carries a consequence - say, if a failed check will result in the characters picking up a false rumour - then it’s a good time to call for a skill check.
TASK DIFFICULTY DICE MODIFIERS
WHICH CHARACTERISTIC?
DIFFICULTY
DM
Simple
+6
Easy
+4
Routine
+2
Average
+0
Difficult
-2
Very Difficult
-4
Formidable
-6
An example: V.D. (Intelligence 9, Speech 1) is trying to find information about the possible location of a GECK. He enters a local tavern frequented by caravaners and gangs, hoping to pick up a rumour. This is a Speech check, and the Referee says that it is a Difficult (-2) task. Erik has one level of Speech, which gives him a DM of +1, an Intelligence of 9 (another +1 DM) and he subtracts -2 for the difficulty of the task - giving him a final DM of +0. He rolls 2d6 + 0 and tries to get 8 or more. SITUATIONAL MODIFIERS: If a character has help, such as good tools, competent aids or other beneficial circumstances, they receive a +1 DM to their skill check. Characters can choose instead to use riskier task chains (see page XX) to give other characters bigger dice modifiers by linking skill checks together.
The characteristic that applies to a skill check will be obvious in most cases. Balancing atop a wall is patently a Dexterity-based check, while using brute force to break a mechanism is governed by Power. The main area of overlap is between Intelligence and Education. The former covers inspiration, improvisation and pure reasoning, while the latter is for trained responses and known solutions. For example: A brilliant, but unschooled mechanic might fix a car using Intelligence and Repair, while a trained mechanic might follow the procedure in the book by rolling Education and Repair. Some checks can be attempted by either characteristic, but no amount of Education will help you deal with a totally unfamiliar problem, and no amount of Intelligence will let a character know some piece of trivia or technical information unless they have learned it. In short, this fundamentally means that no skill is intriniscally tied to a characteristic. As long as your justification for an action is strong enough, then it can be taken. This does not however justify arguing with the other players or even the Referee when a call has been made. It is better to drop a discrepancy then have the game screech to a halt solely to make a point.
PROBABILITIES: The probability of rolling 8 or more on two sixsided dice without any modifiers is 41.67%. The following table below shows the probability of success after all Dice Modifiers have been applied, as a guide for how likely the character is to succeed at a skill check.
PROBABILITY OF SUCCESS TOTAL DICE MODIFIER
TN
% CHANCE OF SUCCESS
-5 or More
13+
0.00%
-4
12+
2.78%
-3
11+
8.33%
-2
10+
16.67%
-1
9+
27.78%
+0
8+
41.67%
+1
7+
58.33%
+2
6+
72.22%
+3
5+
83.33%
+4
4+
91.67%
+5
3+
97.22%
+6
2+
100.00%
21
EFFECT
TIME FRAMES TABLE
If the degree of success is important - subtract 8 from the total of the dice roll plus Dice Modifiers. This margin of success is referred to as the Effect. For example, if a player rolls a 4 and a 3, and has a +3 DM for a total of 10, then their Effect is 10-8=2.
SUCCESS EFFECT TOTAL
SUCCESS
0
Marginal Success: The character barely succeeds at the task, and may have to accept a condition on their success. They fix the engine, but it will overheat. They find a buyer for their goods, but the buyer is an untrustworthy criminal.
1-5
Average Success: The character succeeds normally.
6+
Exceptional Success: The character succeeds in an impressive and elegant fashion.
FAILURE EFFECT TOTAL
SUCCESS
Less than -6
Exceptional Failure: The character failed in as many ways as is possible. Anything that can go wrong goes wrong. If attempting to repair a device, the device is damaged even more or even destroyed. In a social situation, the character gets into further trouble.
-2 to -5
Average Failure: The character has failed the task.
-1
Marginal Failure: The character has reached the brink of success, but fell short - though the Referee may permit them to barely scrape a success if they take a significant consequence. A character trying to jump across a chasm hangs onto the far side by their fingers, but can only pull themselves up if they drop their backpack full of loot. A character trying to land a vertibird can bring it down safely, but it may never fly again without significant repair. A characer hacking a computer gets in, but finds that the local protectron is activated as well and is closing on their location.
TIMING
Each task has a time frame of one to six time units. The unit depends on the task - shooting someone or throwing a punch takes 1-6 seconds, while prepping a pack brahmin to continue on a journey might take 1-6 minutes, looking for rumours in town migth take 1-6 hours and repairing a badly damaged component on a suit of power armour might take 10-60 hours. To determine how long a task takes, roll 1d6 and multiply it by the increment listed for that action. GOING FASTER OR SLOWER: You can choose, before you roll, to move up or down one or two rows on the Time Frames table. Moving up (reducing the time increment) gives you a -1 DM for every row you move; moving down and increasing the time taken gives you a +1 DM for every row you move.
22
TIME FRAME
INCREMENT
EXAMPLE ACTION
1-6 seconds
One second
Shooting, punching, jumping.
10-60 seconds Ten seconds 1-6 minutes
One minute
10-60 minutes Ten minutes
Rerouting power, opening a radio channel. Applying first aid, basic technical tasks. More complex technical tasks, searching an area thoroughly.
1-6 hours
One hour
Building a shelter, moving through the wilderness.
6-24 hours
Four hours
Researching a problem.
10-60 hours
Ten hours
Repairing a damaged Vertibird.
1-6 days
One day
Combing a town for a missing person.
An example: Maxson is trying to fix a damaged servo in his allies power armour’s leg - in the middle of battle. Repairing the servo would normally take 1-6 hours, but the enemy is encroaching on their position and they need to retreat as soon as possible - and Maxson is not one to leave an ally behind, let alone a suit of power armour. Maxson therefore decides to increase the difficulty and suffers a -2 DM to reduce the time by two steps. Instead of 1-6 hours, it would take 1-6 minutes to jury rig the repairs necessary. Maxson and his squad perform a tactical retreat and escape successfully, but the power armour’s servo will need proper repairs. Maxson begins the repairs, and thanks to the lack of enemies shooting him - takes the proper time necessary to get it to fully functional order - opting to increase the time taken by two steps from 1-6 hours to 10-60 hours to make the task easier, giving him a +2 DM for the proper repairs.
MULTIPLE ACTIONS
A character can try to do two or more things at once, like riding a Bullocks whilst simulatenously firing at enemies, or disarming a bomb while hiding from guards. For every extra thing that the character is doing, they suffer a -2 DM to all skill checks.
OPPOSED CHECKS
If two characters are opposing each other directly at a task, then the character who obtains the highest Effect wins.
AIDING ANOTHER CHARACTER
Often, characters in Fallout: Traveller will find themselves working as a group, or performing a series of interlinked tasks. Finding a buyer for a cargo of illegal chems, for example, calls for a Streetwise cheeck to find such a buyer, then a Barter check to negotiate a price. When coming up with a plan to attack a raider den, the characters would begin with a Perception check to scope the place out, then a Tactics check to find weak spots in its defences, then Sneak and Computers rolls to get past the security systems that are in place. The result of one check is capable of giving an extra DM (positive or negative) to the next check. This ‘chaining’ can be the critical difference between success and failure.
ANIMALS
TASK CHAIN DMS THE PREVIOUS DM TO CURRENT CHECK CHECK
THE PREVIOUS DM TO CURRENT CHECK CHECK
This skill is ever-present in post-nuclear society and deals with the care and use of animals. SPECIALTIES RIDING: The character knows how to ride an animal that is trained or capable of bearing a rider. Particularly unusual mounts raise the difficulty of the check. »» Riding a bullocks into battle: Dexterity 1-6 seconds, Difficulty (-2). If successful, the character can control the bovine steed for a number of minutes equal to their Effect before needing to make another check. ANIMAL CARE: The character is trained in veterinary medicine and animal care. »» Applying medical care: See the Medicine skill on page XX. Vets can treat humans, heavily mutated beasts and other non-animal living things as a Very Difficult (-4 DM) task. TRAINING: The character knows how to tame and train animals such as dogs. »» Taming a strange mutant animal: Intelligence, 1-6, Formidable (-6). RANCHING: The character is capable of raising and herding animals.
Failed with Effect -6 or less.
-3
Succeeded with Effect 0
+0
Failed with Effect -2 to -5
-2
Succeeded with Effect 1-5
+1
Failed with Effect -1
-1
Succeeded with Effect 6+
+2
An example: Harold and Richard are trying to locate a source of a local Super Mutant infestation. Richard has Computers and suggests trying to augment their radio to pick up Super Mutant communications. Harold has the Repair (electronics) skill, and devises a series of tweaks to the radio to facilitate this plan. To begin, Harold would make his Repair (electronics) check. He gets an Effect of 5, which gives a +1 DM to the next task in the chain. Richard then makes his Computers check with a +1 DM thanks to Harold’s efforts. Chains of linked task checks can be formed To continue the example, if Tycho were then able to use his Pathfinding skill to determine where the possible location is thanks to Richard’s efforts in triangulating the Mutant’s position, then Richard’s previous Computer check, in addition to his rolls Effect would give a DM for Tycho’s Pathfinding check as it is next in the chain.
SKILLS
Each skill is described using the following format: DESCRIPTION: What the skill does. SPECIALTIES: If the skill has several specialties, they are listed here. When a character reaches level 1 in a skill, they can take a specialty in that skill. When they gain another level in the skill, they may increase that specialty to level 2, or take a different specialty. Some skills have no specialties. Some skills detailed in this book are in fact combinations of several skills present in base Traveller. COMMON CHECKS: Common uses for the skill as well as what time increment, characteristic DM and difficulty are associated with those uses.
ATHLETICS
The character is a trained athlete and is physically fit. The Athletics skill effectively augments a character’s physical characteristics: there is never an untrained penalty for not having the Athletics skill, you just use your Power, Dexterity or Endurance DM as normal. Likewise, where a situation might call for a Power, Dexterity or Endurance check, you can always use the appropriate Athletics specialty to boost your roll. SPECIALTIES COORDINATION: Climbing, jumping, throwing. »» Climbing: Dexterity, 10-60 seconds, Difficulty varies. So long as the character succeeds, the character’s Effect is usually irrelevant unless they are trying to do something while climbing, in which case the climbing is part of a task chain or multiple actions. »» Sprinting: Dexterity or Power, 1-6 seconds, Average (+0). If a character does nothing but sprint flat-out, they can cover 24+Effect metres with every check. Avoiding obstacles while sprinting requires another Athletics (coordination) check with the -2DM for multiple actions.
23
»»
High Jumping: Dexterity or Power, 1-6 seconds, Average (+0). The character jumps a number of metres straight up equal to the Effect halved (e.g. an Effect of 4, would result in a two metre jump). »» Long Jumping: Dexterity or Power, 1-6 seconds, Average (+0). The character jumps a number of metres forward equal to the Effect with a running start. ENDURANCE: Long-distance running, hiking. »» Long-distance running: Endurance, 10-60 minutes, Average (+0). STRENGTH: Feats of strength, weight-lifting. »» Feats of strength: Power, 10-60 seconds, Average (+0). FLYING: Particularly mutated species may possess the power of flight. Species that fly gain this skill for free at Level 0. It covers aerobatics, conservation of energy, precise landings and other elements of self-powered flight. »» Flying through a narrow gap at speed: Dexterity, 1-6 seconds, Average (+0). More speed means a higher difficulty.
ART
The character is trained in a type of creative art. SPECIALTIES ACTING: The character is a thespian, performing roles on stage, on the streets or even over the radio. »» Performing a pre-war play: Education, 1-6 hours, Average (+0). »» Convincing a person that you are actually someone else: Intelligence, 1-6 minutes, Difficult (-2). The target’s Intelligence DM is applied as a negative DM to your roll (so a target with an Intelligence DM of +1 gives you a -1 DM and a target with an Intelligence DM of -2 gives you a +2 to your roll). DANCE: The character is a trained dancer and performer. »» Perform an exotic, sultry dance to entice the crowd: Dexterity, 10-60 minutes, Difficult (-2) HOLOGRAPHY: The character is capable of modifying and creating holotapes of many forms, as well as other holographic devices. »» Properly recording a song in live: Dexterity, 1-6 minutes, Difficult (+2). INSTRUMENT: Playing a particular musical instrument, such as a flute, guitar or saxophone. »» Play the guitar: Dexterity or Education, 1-6 minutes, Difficult (-2). »» ...play it again: Dexterity or Education, 1-6 minutes, Difficult (-2). SCULPTING: Making artistic or abstract sculptures or constructs in a variety of media. »» Make a statue of someone important out of junk: Intelligence, 1-6 days, Difficult (-2). WRITING: Composing inspiring or interesting pieces of text. »» Write a missive detailing how Prime Choice Select is made of people. People!: Intelligence or Education, 1-6 hours, Difficult (-2). »» Play it again: Dexterity or Education, 1-6 minutes, Difficult (-2). Regarding any skills with a specialty: If you believe your character has a specialty not included on any of the lists on a certain skill, feel free to consult your Referee about adding a new skill specialty to the list. This matters the most when regarding the Science skill or the Language subskill of Communication.
24
BARTER
The Barter skill allows a character to negotiate trades and arrange fair deals. It is heavily used when regarding the trading system detailed on page XXX. »» Negotiating a deal: Intelligence, 1-6 hours, Average (+0) »» Finding a buyer: Intelligence or Charisma, 1-6 hours, Average (+0)
COMPUTERS
The Computers skill is for using, hacking and controlling computer systems as well as manipulating connected objects. In Fallout: Traveller, Computers also covers Remote Operations. »» Accessing non-private data on a terminal: Education or Intelligence, 1-6 minutes, Easy (+4) »» Activating a holotape computer program on a terminal: Education or Intelligence, 10-60 seconds, Routine (+2) »» Searching an old Vault database for evidence of a GECK: Intelligence, 1-6 hours, Difficult (-2) »» Hacking into a secure computer terminal: Intelligence, 1-6 minutes, Very Difficult (-4). Hacking is aided by certain models of Pip-boys or holotape programs. The Effect determines the amount of access granted; failure means that the system is locked down until admin credentials are found. »» Activating and taking control of a connected Protectron: Intelligence, 10-60 seconds, Difficult (-2).
COMMUNICATION
The Communications skill covers the use of finding methods of communicating with others or with machinery. Opening up radio channels, querying sensor modules, jamming signals. It also covers the ability to speak in strange, foreign dialects. Communications covers the Comms, Sensors and Language skills from Core Traveller. SPECIALTIES COMMS: The character is able to create, modify or disrupt communications with various assortments of methods. »» Jamming a radio comms system: Intelligence, 1-6 minutes, Difficult (-2). A character using a more sophisticated comms system may gain a bonus DM depending on the relative difference. »» Trying to scan for military radio signals: Intelligence, 10-60 minutes, Very Difficult (-4). LANGUAGE: The character is able to speak in a language other than their own. All characters can speak and read their native language without needing the Language subskill. Having Language 0 implies that the character knows basic phrases in a few recognizable languages. One does not need to typically roll Language. Each level in Language allows the character to fully know a certain language, defined as such: ‘Communication 1 (language 1, Spanish)’ or ‘Communication 2 (language 2, Spanish/ Chinese)’. Common languages include: »» English »» Spanish »» French »» Chinese »» Certain tribal dialects SENSORS: This subskill covers the use and interpretation of data from electronic sensor devices as well as satellites. Unless stated otherwise stated, sensor equipment does not require a skill check to use, but interpreting data from those sensors can require a roll.
»» »»
Analyzing sensor data: Intelligence or Education, 1-6 hours, Average (+0) Breaking through interference: Intelligence or Education, 1-6 minutes, Difficult. (+0)
CUNNING
Cunning allows oneself to tap into their inner rogue, giving them the ability to lie fluently, disguise themselves, intimidate foes and fool onlookers. Most underhanded ways of cheating and lying fall under deception. Cunning includes the Deception skill from Core Traveller. »» Convincing a mercenary guard to let you into their base without ID: Intelligence, 1-6 minutes, Difficult (-2). »» Disguising yourself as a wealthy rancher to fool someone: Intelligence or Charisma, 10-60 minutes, Difficult (-2). »» Threaten someone with serious injury: Power or Charisma, 10-60 seconds, Difficult (-2).
CRAFTING
Crafting allows a character to craft new objects such as ammunition, homemade weapons and jury-rigged upgrades. SPECIALTIES AMMUNITION: Your character is able to use an ammunition press to breakdown existing bullets and use their components to construct new ones. Further levels in Ammunition grants access to fabricating more types of ammunition, as detailed on page XX. »» Identifying the caliber of a strange bullet casing: Education, 1-6 minutes, Very Difficult (-2). HOMEMADE WEAPONRY: Your character is able to construct new weapons made out of old junk. This includes simple, machined firearms made of pipes or other materials. Further levels in Homemade Weaponry grants access to more sophisticated types of melee weapons and firearms, such as an electrified tribal spear or a crossbow made out of wood and surgical tubing. UPGRADES: Your character is able to make improvements to their preexisting weapons, such as scopes, elongated barrels, spikedtips or improved grips. Further levels in Upgrades allows for the construction of complex weapon add-ons, like Night Vision scopes or enhanced rockets for the Super Sledge.
EXPLOSIVES
This skill covers the use of explosive devices such as TNT, C4 or mines as well as assembling or disarming bombs. You don’t need the Explosives skill to throw grenades. A failed Explosives check with an Effect of -4 or less can result in a bomb detonating prematurely - and whats worse than premature detonation? »» Planting dynamite charges to collapse a wall in a building: Education, 10-60 minutes, Average (+0). »» Placing a breaching charge: Education, 10-60 seconds, Average (+0). The damage from the explosive is multiplied by the Effect. »» Disarming a bomb equipped with various anti-tamper protocols: Dexterity or Intelligence, 1-6 minutes, Formidable (-6).
JOB
A character with a Job skill is trained in some particularly useful service or occupation. There are many different Job specializations, but each one works the same way more or less the character can make a Job check to earn money in a settlement that requires the work. The amount of money generated is 100 caps X the Effect of the check per month. Unlike other skills with specializations, levels in the Job skill do not grant the ability to use other specializations at skill level 0. Someone with a Job skill of 0 has a general idea of what it takes to work for a living, but has little experience outside of odd jobs. Example Jobs include: FARMING: Growing and tending to crops. CONSTRUCTION: Aiding in completing various structures. SMITHING: Constructing various tools or materials for use by the settlement. SHOPKEEPING: Watching over a store or inn and making transactions. TANNING: Skinning and treating the hides of local beasties. HUNTING: Roaming a towns hinterland for various mutant creatures to hunt and kill for food and hides. DOCTORING: Provide medical care to a settlements inhabitants. PROTECTION: Bringing law to the lawless wastes and patrolling the settlement for ne’er-do-wells.
DRIVE
Allows a character the ability to operate and handle self-powered land vehicles. SPECIALTIES WHEELED: For automobiles and similar vehicles. »» Taking part in a short race: Dexterity, Difficult (-2), Opposed by the other driver or drivers. Longer races use Endurance instead of Dexterity. »» Avoid hitting a yao guai that suddenly wandered onto the road: Dexterity, 1-6 seconds, Average (+0). TRACKED: For tanks and other vehicles that move on tracks. »» Maneuvering through rugged terrain: Dexterity, 1-6 minutes, Difficult (-2). »» Driving a tank into a garage: Dexterity, 10-60 seconds, Average (+0). HOVER: For hovercrafts and other vehicles that hover closely to the ground. »» Keeping a hovertank oriented rightside-up over uneven terrain: Dexterity, 1-6 minutes, Difficult (-2).
25
HEAVY WEAPONS
The Heavy Weapons skill covers man-portable and larger weapons that are capable of causing significant mass destruction, these ‘big guns’ include weapons like rocket launchers, artillery, miniguns, flames and the likes. SPECIALTIES LAUNCHERS: Missile Launchers, Tesla Cannons, the ‘Fat Man’ nuclear catapult and similar weapons. ‘BIG GUNS’: Gatling Lasers, Mini-guns, Flamers, Plasma cannons and other similar heavy, two-handed weapons. FIELD ARTILLERY: Fixed guns, mortars and other indirect-fire weapons. »» Firing an artillery piece at a visible target: Dexterity, 1-6 seconds, Average (+0) »» Firing an artillery piece using indirect fire: Intelligence, 10-60 seconds, Average (+0).
JACK OF ALL TRADES
The Jack of All Trades skill works differently to other skills. It reduces the unskilled penalty a character receives for not having the appropriate skill by one for every level of Jack of All Trades. For example, if a character does not have the Pilot skill, they suffer a -3 DM to all Pilot checks. If that character has Jack of All Trades 2, then that penalty is reduced by 2 to a -1 DM. With Jack of All Trades 3, a character can totally negate the penalty for being unskilled. There is no benefit for having Jack of All Trades 0 or Jack of All Trades 4 or more.
GAMBLER
The character is familiar with a wide variety of gambling games, such as poker, roulette, blackjack, caravan, various types of sports betting amongst others and as a result has an excellent grasp on statistics and probability. Gambler increases the rewards from Caps benefit rolls, giving the character a +1 DM to their rolls on that table if they have Gambler 1 or better. »» A casual game of caravan: Intelligence, 1-6 hours, Average (+0), opposed. »» Picking the right molerat in a molerace: Intelligence, 1-6 minutes, Average (+0)
GUN COMBAT
The Gun Combat skill covers a variety of ranged weapons. See Combat, page XX, for details on using guns in combat. Unlike in Core Traveller, shotguns typically fall under Ballistic Rifles unless otherwise stated. SPECIALTIES ENERGY PISTOLS: Laser pistols, plasma pistols and other onehanded energy weapons. ENERGY RIFLES: Laser rifles, plasma rifles, laser muskets and other two-handed energy weapons. BALLISTIC PISTOLS: 9mm pistols, .357 revolvers, .44 magnums and other one-handed slug weapons. BALLISTIC RIFLES: Sniper rifles, hunting rifles, shotguns, leveraction repeaters and other two-handed slug weapons. »»
26
Firing a gun: Dexterity, 1-6 seconds, Average (+0)
MANAGEMENT
This skill covers a familiarity with bureaucracies, local laws (if any exist), organization as well as administration in general. It covers tracking inventories of caravans, defending someone who was pulled into an ad hoc kangaroo court, in a ‘legal manner’ and proper behaviour when it comes to managing others. Management covers the Advocate, Admin and Steward skills from Core Traveller. »» Dealing with harassment from the local guard: Education or Charisma, 10-60 minutes, Difficult (-2). »» Avoiding close examination of cargo carried by packbrahmin: Education or Charisma, 10-60 seconds, Average (+0). »» Arguing in defense of actions to a local sheriff: Intelligence, Education or Charisma, 1-6 days, Average (+0), Opposed. »» Placating an angry raider lord who has been told dinner will be late: Charisma, 1-6 minutes, Difficult (-2).
MEDICINE
This skill covers first aid and battlefield surgery in addition to diagnosis, treatment, surgery and long term care. Bedside manner optional. Certain medical supplies have increased potency or added bonuses with certain skill levels of Medicine. These added effects are noted in their description. See Injury and Recovery on page XX. »» First aid: Education, 1-6 minutes, Average (+0). The patient regains lost characteristic points equal to the Effect. »» Treat poison or disease: Intelligence, 1-6 hours, Average (+0). »» Long-term care: Education, 1-6 hours, Average (+0).
MELEE
POWER ARMOUR USE
»»
If the character does not have the requisite level of Power Armour Use to use the suit they are wearing, they suffer a -2 DM to all physical skill checks for each missing level of the skill. If a roll is failed while lacking proper training, the occupant takes 1d6 x the Effect damage, as the suit awkwardly bends their body in painful ways. (e.g. an Effect of -3 would result in 3d6 damage, potentially seriously injuring the untrained occupant). Performing a systems check on a suit of Power Armour: Education, 1-6 minutes, Average (+0).
The melee skill covers attacking in hand-to-hand combat. See the Combat chapter starting on page XX for more details. SPECIALTIES UNARMED: Straight forward; punch things and make them regret getting within arms reach of you. BLADE: Attacking with swords, spears, knives and other edged or pointy weapons. BLUDGEON: Attacking with baseball bats, pieces of wood or possibly ripped off limbs. NATURAL WEAPONS: The favoured combat style of mutated animals everywhere, this covers fighting with claws, teeth, and pretty much anything on you that can hurt others. Some mutants have particularly deadly natural mutations like tendrils or claws. Attacking in melee: Power or Dexterity, 1-6 seconds, Average (+0).
PATHFINDING
This skill covers knowledge of the local geography, and the fastest way to travel it. Pathfinding allows plotting courses, finding directions and using mother nature to guide you to your destination. »» Plotting a course using a pre-war map: Intelligence or Education, 10-60 minutes, Average (+0). »» Avoiding getting lost in a forest: Intelligence, 1-6 hours, Average (+0). »» Finding due north via star formations: Intelligence or Education, 1-6 minutes, Average (+0). »» Quickly travelling between two towns: Endurance, Average (+0). Reduce the amount of time it takes to get from one city to another by 1 day x the Effect of the roll.
PERCEPTION
This skill covers scouting out for danger, performing keen observations, detailed analysis and looking out for threats, unusual objects or out of place people. »» Working out the routine of a trio of town guards: Intelligence, 10-60 minutes, Average (+0). »» Searching the scene of a recent murder for clues: Intelligence or Education, 10-60 minutes, Average (+0). »» Spotting a sniper before he takes a shot at you: Intelligence, 10-60 seconds, Difficult (-2).
PILOT
This skill covers the rare ability to pilot flying vehicles, such as the famous Vertibird. SPECIALTIES ROTOR: For helicopters and similar vehicles. Rotor craft are capable of hovering, but may require skill checks to keep steady in the face of adverse environmental conditions such as a dust storm. WINGED: Covers usages of jets and other airplanes with an aerodynamic, lifting body. Winged aircraft must keep moving forwards or they will stall and fall out of the sky. »» »»
Landing safely: Dexterity, 1-6 minutes, Routine (+2). Fleeing from a giant mutant bat: Dexterity, 1-6 minutes, Difficult (-2), Opposed.
This skill permits the character to operate the various types of power armour found in the post-nuclear wasteland. Normally a character does not need to make checks using this skill to use the armour - just possessing levels in the skill is enough - but it can sometimes be used for other things such as maintenance and identification. See: Power Armour on page XX.
REPAIR
A character with Repair is able to maintain and repair most equipment - with advanced equipment and critical components requiring the relevant specialization. Repair does not allow a character to build new devices or alter existing ones as it purely details with repair and maintenance. SPECIALTIES ELECTRONICS: All forms of computing hardware, sensors and other electronics and electrics. »» Retooling a computer terminal: Education, 1-6 hours, Average (+0). »» Repairing a damaged sensor: Education, 1-6 minutes, Average (+0). POWER: Maintaining and operating methods of power generation, typically fueled with nuclear energy or gas. »» Over-clocking an old fission engine to temporarily gain extra output: Intelligence, 1-6 minutes, Difficult (-2). HEAVY ENGINES: Making sure an especially large engine, like that of a naval battleship, submarine or airship is properly maintained and operated. »» Activating airship after-burners: Education, 1-6 minutes, Difficult (-2). COMPLEX VEHICLES: Maintaining complex instances of vehicular machinery, such as tanks, vertibirds or even some forms of super-heavy Power Armour. »» Repairing the treads to a tank: Education, 1-6 hours, Average (+0).
SCIENCE
A skill detailing several types of sciences: ranging from physics, to biology, to psychology. Science covers knowledge as well as its practical applications if such a need were to arise. Science comprises of the four Science skills from Core Traveller. SPECIALTIES PHYSICS: The study of the fundamental forces. CHEMISTRY: The study of matter at the atomic, molecular and macromolecular levels. ELECTRONICS: The study of circuits and computers. ROBOTICS: The study of robot construction and use. RADIOLOGY: The study of radiation and nuclear concepts. BIOLOGY: The study of living organisms. CYBERNETICS: The study of blending living and synthetic life. GENETICS: The study of genetics and mutation.
27
PARAPSYCHOLOGY: The study of psychic or paranormal phenomena. ARCHAEOLOGY: The study of ancient civilizations. ECONOMICS: The study of trade and markets. HISTORY: The study of the past, as seen through documents and records, as opposed to physical artifacts. LINGUISTICS: The study of languages. PHILOSOPHY: The study of belief and religions. PSYCHOLOGY: The study of thought and society.
SCAVENGING
The character is able to take apart a wreck efficiently and pull off every part worth a few caps. Scavenging covers finding and retrieving valuable components from various pre-war objects. It also covers searching a wide area for any hidden loot. It is up to the Referee if the characters find something useful or not. »» Searching an old pre-war bunker for any loot: Dexterity or Intelligence, 1-6 hours, Difficult (-2). »» Rip open a robot for its energy cells or memory drive: Power, 1-6 minutes, Very Difficult (-4). »» Routinely strip a robot of parts: Intelligence or Education, 1-6 hours, Average (+0).
SEAFARER
This skill covers the controlling of naval vessels, such as motorboats, sailing ships or even dinky log-rafts. Seafarer, unlike other skills such as Drive or Pilot, does not have any specialties. »» Sailing against a light wind: Intelligence or Education, 10-60 minutes, Difficult (-2).
SNEAK
The character is trained to stay unseen and unheard by their foes, capable of infiltrating places silently. Stealth is typically Opposed by Perception, but sometimes it is easier to have the Referee decide on an overall difficulty for the roll. »» Sneaking past a guard: Dexterity, 10-60 seconds, Average (+0). »» Avoiding detection by a guard patrol: Dexterity, 1-6 minutes, Difficult (-2). »» Shift next to a guard and sneak attack him: Dexterity, 10-60 seconds, Very Difficult (-4). Quadruple all damage dealt by a melee stealth attack.
SPEECH
The Speech skill deals with flaunting your silver tongue, saying the words people want to hear - in the ways they want to hear it. Speech covers ending conflicts with words, smoothing over rough social situations, fast talking, bribery as well as just being plain good at socializing. Speech covers the Carouse, Diplomacy and Persuade skills from Core Traveller. »» Convincing a group of Super Mutants to let you live: Charisma or Intelligence, 10-60 minutes, Very Difficult (-4). »» Gathering rumours at a tavern: Charisma , 1-6 hours, Average (+0). »» Asking a chieftains daughter to marry you: Charisma, 10-60 minutes, Formidable (-6). »» Negotiating peace between two reasonable parties: Charisma or Intelligence, 1-6 days, Average (+0). »» Convincing a guard that you should be able to enter a restricted area: Charisma, 1-6 minutes, Difficult (-2). »» Praising the abilities of a mercenary who has lost confidence to help fight against a raider attack: Charisma, 1-6 minutes, Difficult (-2).
28
SURVIVAL
The Survival skill is a measure of a characters adaptability to the post-nuclear environment around them. The only people you will find lacking in knowledge regarding surviving in the wasteland are fresh ‘blues’ straight from the Vault. Survival covers a great multitude of capabilities; from surviving the wilds, building shelters, hunting or trapping mutated beasts, learning how to reduce exposure to radiation. Survival also covers a knowledge of local plants and animals - as well as the various possible methods of cooking them. »» Cooking molerats over a spit roast: Education, 1-6 hours, Average (+0). »» Identifying a source of deadly radiation: Intelligence or Education, 1-6 minutes, Average (+0). »» Foraging and gathering supplies to survive for a week: Endurance, Power or Education, 1-6 days, Average (+0). »» Identifying poisonous flora: Education or Intelligence, 10-60 seconds, Average (+0).
STREETWISE
The Streetwise skill covers an understanding of an urban environment and its associated societal power structures. With Streetwise, a character in their own locale would always know the closest chem dealer or person looking for some dirty work done - and in other cities recognize similar clues and traits to seek similar people. »» Finding a chem dealer: Intelligence, 1-6 hours, Average (+0). »» Evading a guard search: Intelligence, 10-60 minutes, Difficult (-2).
TACTICS
The characters aptitude for tactical planning and decision making, from games of Caravan, to skirmishes against raiders, to full on Super Mutant onslaughts. In combat, the Tactics skill level of a unit’s commander gives a boost to the Initiative scores of everyone in their unit. See the Combat section on page XX for more details. »» Developing a strategy to attack a raider compound: Intelligence or Education, 10-60 hours, Average (+0).
THIEVERY
A characters ability to palm, pickpocket, lock-pick or swipe anything that isn’t theirs. Thievery primarily covers stealing objects as well as opening doors without their respective keys. »» Picking a lock: Dexterity, 1-6 minutes, Average (+0). »» Stealing a bottle cap off a store counter: Dexterity, 1-6 seconds, Difficult (-2). »» ‘Accidentally’ bumping into someone and stealing their wallet: Dexterity, 1-6 seconds, Difficult (-2). »» Taking a key dangling from a guards belt: Dexterity, 1-6 seconds, Very Difficult (-4).
LEARNING NEW SKILLS
»»
POST-NUCLEAR MISSISSIPPI QUEEN: You and the party have acquired a riverboat and must ferry goods and people up the dangerous, irradiated great river down to New Orleans. Special skill: Seafarer
»»
NCR 6TH ARTILLERY “ACHY-BREAKERS”: You and the party are members of a special artillery squad, focused upon going behind enemy lines and destroying critical logistic and stockpile hardpoints of rival forces. Special skill: Heavy Weapons (field artillery)
»»
THE ABERYSTWYTH: You and the party are member of the Brotherhood of Steel, exploring new lands upon a massive airship. You make sure it keeps running, as well as perform away missions. Don’t forget your red jumpsuit! Special skill: Repair (Heavy Engines)/(Power).
»»
MEET ME IN MONTANA: You and the party are members of a newly formed vigilante group that brings western justice to ne’er do-wells and vagabonds. You ride your steeds (Bullocks of course) into the sunset with every town you aid from bandits. Special skill: Animals (riding).
D
As a character slowly levels up, they may gain a skill point. This can be spent to raise an existing skill level (e.g. Gun Combat 1 to Gun Combat 2) or to gain a new skill at level 1. Due to the importance of skills, you will find that acquiring more levels will take a great amount of effort. Alternately, should the campaign allow it, a player might be able to train or gain new skills over several weeks. This requires finding the characters ‘Skill Total’ by summing the level of each skill (level zero skills count as zero). A character with Repair 1 and Gun Combat (energy pistols) 2 would have a Skill Total of 3. To increase a skill this way, a character must train for a number of weeks equal to their current Skill Total plus the desired level of the skill. So to advance from Sneak 2 to Sneak 3 with a current Skill Total of 3 would take six weeks. A character may only train one skill in a given week using this method. These two systems are largely mutually exclusive and the Jack of All Trades skill cannot be acquired from either.
CAMPAIGN SPECIFIC SKILLS
Several of the skills listed may not apply to your campaign. These include skills and specialties such as Drive, Seafarer, Pilot, Heavy Weapons (Field Artillery), Animal (riding) etc. It is best to ask your Referee if there are any skills they are forgoing for their game. In the event that you would roll a skill that is to not be used in a game - feel free to re-roll until a valid result comes up. These skills have certain, non-standard campaign types in mind. Some examples: »»
ROAD WARRIORS OF NEW RENO: You and the party share a four-seat Highwayman and have to deal with various vehicular gangs in races to the death. Special skill: Drive.
»»
S-COM: You and the party represent a Brotherhood of Steel fire team specifically trained to take out Super Mutant hardpoints with precision deployment via Vertibird. Good luck, knights. Special skill: Pilot.
29
COMBAT As one wanders the wasteland, past the villages and ruins to the wilds and beyond, they will encounter both man and mutant. At times, the only way such unfortunate encounters can be dealt with is by force. Combat in Fallout, much like in Core Traveller is designed to be very deadly - even more so if there is a gap of technology or capability between the combatants.
ACTION SUMMARY
The combat system is based upon the skill system. Firing a gun (Gun Combat), swinging a machete (Melee) or ordering your lackeys into battle (Leadership) are all skill checks. The main difference between combat and a regular skill check is that timing and situational awareness play a much bigger part in combat. Characters will have to move between cover and avoid being hit by some of the deadly weaponry they might encounter in the wasteland.
A significant action can be broken down into two minor actions instead, allowing for three minor actions instead of one significant and one minor action.
Firing a gun, punching someone or throwing a grenade are all combat actions, but a combat action does not need to be an attack - using a portable radio to jam their communications, giving orders or applying emergency first aid are combat actions as well.
COMBAT SETUP
If all participating combatants are unprepared for combat, then each person involved rolls 2d6 and adds their Dexterity DM to determine starting Initiative. Initiative measures a character’s speed, but also their understanding and control of the battlefield. Initiative determines the order that characters act in, but it can also be spent to react to events. If some of the combatants are ready to fight and some are not, such as in an ambush, the prepared characters are considered to get an automatic 12 on their roll, giving them an Initiative of 12 + Dexterity DM. Characters who have the Tactics skill may make a Tactics check and add the Effect of this check to the Initiative of everyone in their unit. Only the highest Tactics Effect in the unit may be used. The Referee may prepare detailed maps, modeled out battlefields, sketched out maps or even just describe what is happening. Fallout: Traveller uses a scale of 1.5 metres (5ft) per square for personal combat. In most battles, the combatants begin at Medium range. See page XX for more details about range.
THE COMBAT ROUND
Each combat round lasts around six seconds of game time. In a combat round, each character gets a minor action and a significant action. Actions are taken in descending order of Initiative. If two characters have the same Initiative, the character with the highest Dexterity goes first. If they are still tied, then both players roll a 1d6 and reroll until one person rolls higher than the other. When a character acts, they take all of their actions at once.
30
In every round a character may make: • One significant action • One minor action • As many reactions as desired. • As many free actions as desired, within reason.
Once everyone has acted, the combat round ends and a new round begins. Initiative is not re-roll, but is dynamic and may be adjusted up or down depending on actions taken during a round.
DYNAMIC INITIATIVE
During the course of a round, a character’s Initiative score may be changed by reactions, recoil and hastening. Any changes affect your Initiative for one round only - either the current round if you have yet to act, or the following round if you have acted already. Reactions reduce your Initiative in order to allow you to defend yourself from attacks. Recoil slows you down if you are using a weapon heavier than you can handle. Hastening your action lets you act sooner, but at penalty to your roll.
HASTEN
At the start of each combat round, a character may declare that they are acting ‘hastily’. This gives them a +2 bonus to their Initiative for that round only, but all their actions receive a -1 DM. A character can only hasten once per round.
MINOR ACTIONS MOVEMENT
The character moves up to six meters. Difficult terrain, such as rubble, mud or thick underbrush can halve a character’s movement, allowing them to only move three meters per movement action. Crouching also halves movement. Some mutant species may have different methods or movement rates which will be detailed in their description.
CHANGING STANCE
A character can change to any one of three stances - prone, crouched or standing - as a minor action.
DRAWING AND RELOADING
The time taken to draw a weapon depends on its size and ease of use. The number of minor actions to ready or reload a weapon is listed in the description of each weapon. Most weapons take one minor action to draw and another minor action to reload, but some weapons might be especially quick or slow.
AIMING
A character who spends a minor action aiming at a target gets a +1 DM to their next attack on the target, as long as the character does nothing except aim until they attack. A character may spend multiple actions on aiming, gaining a maximum aiming DM of +6 if they spend six minor actions on aiming.
The standard skill checks used in making an attack are as follows:
MISCELLANEOUS
SHOOTING ATTACK 2d6 + Gun Combat (appropriate specialty) or Heavy Weapons (appropriate specialty) + Dexterity DM.
The Referee may permit a character to perform a skill check or other action as a minor action if the use of the skill does not require the character’s full attention or involves complex physical action. Such minor actions include: • Using Perception to spot a good sniper’s vantage point. • Keeping control of a vehicle using its related vehicle control skill. • Identifying the type of gun used by an enemy using Gun Combat. • Picking something up off the ground or a nearby surface.
SIGNIFICANT ACTIONS MINOR ACTIONS
A character can make two minor actions instead of a significant action.
MISCELLANEOUS
A character may make a skill check or do something else as a significant action when such an action requires the character’s full attention, concentration or it involves complicated physical actions or some combination of any of those three. Such checks include: • Applying first aid to a wounded comrade using the Medicine skill (see page XX). • Trying to bypass the security lock on a door using the Thievery skill. • Manifesting a psychic ability (see page XXX). • Issuing orders with the Leadership skill (see page XX) • Calling in an artillery strike via radio. • Performing stunts and other hazardous maneuvers with a vehicle. • Picking up a wounded ally and placing them on your shoulder. • Climbing aboard a vertibird. • Jumping out of a moving car as safely as possible.
ATTACK ACTION
The most common and significant action is an attack action. The basic attack is trying to injure a foe with a melee or ranged weapon. The attacker declares the person they wish to target, and their foe may choose to react. The attack then makes a skill check, and if successful deals damage to the target (see Damage, page XX). As with any other skill check, the standard roll for success is 8+.
VAULT-ASSISTED TARGETING SYSTEM
An alternate form of attacking a foe, using the VATS system allows one to specifically target certain parts of a foes body and apply debilitating effects upon them depending on the severity of the shot. The VATS system is detailed heavily on page XX.
MELEE ATTACK 2d6 + Melee (appropriate specialty) + Power or Dexterity DM (attacker’s choice).
THROWING ATTACK 2d6 + Athletics (coordination) + Power or Dexterity DM.
COMMON MODIFIERS TO ATTACKS BONUSES PENALTIES Aiming
+1 per Aim action.
Cover
-0 to -6. See page XX.
Laser Sight
+1 if aiming.
Movement
-1 for every 10 full metres of target movement.
Target dodges (Reaction)
-1.
Environmental Effects
-1 to -2.
Range
-0 to -6. See page XX.
+1 if total DM is within the Intelligent programmed Weapon parameters. See page XX
VATS
+1 to +2 depending on the body part targeted.
-2 if attack a prone target at Medium or greater range. Target stance
+2 if attacking a prone target at Personal range. Target parries (Reaction)
-Defender’s Melee skill.
The modifiers listed here apply to all characters. Taking cover and entering a prone position will add penalties to your enemies attacks, while aiming will negate the penalties your enemies place upon you.
RECOIL AND HEFT
When you make an attack, compare your Power DM to the recoil rating of the weapon you are using. If your Power DM is higher, no further effects apply. If your Power DM is lower than the difference between the DM and the Recoil rating is applied to your initiative next round. (E.g. A character with a Power DM of +1 using a Recoil Rating 2 assault rifle will have their initiative lowered by 1.) Melee weapons have a rating called Heft which works in the exact same way. When firing automatic weapons in burst mode, increase Recoil by 1. When firing them on full auto, increase Recoil by half the Auto score.
31
MINOR ACTIONS
A character who is about to be attacked can react by dodging or ducking out of the way. This means that the more time a character spends reacting, the longer it will be until they act themselves. Each reaction lowers Initiative by 2 and applies a -1 DM to all skill checks until the following round. There is no limit to how many times a character can react in a round, but a character can only reach once to each attack and the penalties from reacting are cumulative. A character can only react to attacks that they are aware of.
DODGING
A character who is being attacked may dodge, giving the assailant a -1 DM, while giving themselves a -1 DM on all skill checks until the next round. If the character is in cover or is close enough to duck or dodge behind it, the DM to hit a dodging character is increased to -2.
PARRYING
A character who is being attack in melee can parry, applying their Melee skill as a negative DM equal to the attack roll. A parrying character also has a -1 DM on all skill checks until next round.
OTHER ACTIONS
This section covers actions with unusual timing, such as performing a multi-round long skill check or interrupting someone else’s action.
FREE ACTIONS
Some actions are so fast they do not even qualify as a minor action - shouting a warning, pushing a button, checking the time on your Pip-Boy. A character can perform as many of these free actions as is desired per turn. However if too many free actions are taken in a turn, the Referee may decide to require the character to spend a minor or even a significant action on the various attempted tasks.
EXTENDED ACTIONS
Some skill checks will take longer than a single combat round to complete. Make a Timing roll for the task (see page XX) and then work out how many six second combat rounds it will take to complete. A character engaging in an extended action cannot do anything else, but can abandon their action at any time and return to the normal Initiative order. A character who is by an attack while undertaking an extended action must make an 8+ roll using the skill in question with a negative DM equal to the amount of damage dealt (after armour is considered). Failure indicates that this rounds work does not count towards the completion of the task. Failure by six or more (an Exceptional Failure) ruins the task and the character must start again.
DELAY
A character does not have to act when their turn comes up in the Initiative order. They may act at any later point during the round, even interrupting another’s actions to do so. When they act, their Initiative is set to the count on which they acted. If the character has not acted by the end of the round, they may choose to act first in the next round, effectively giving up their actions in the previous round in exchange for an Initiative advantage. Their new Initiative is set to one higher than that of the current first person in the order. When multiple characters are delaying and all wish to act first in the following round, their Initiatives are all set to the same score and they act in Dexterity order as normal.
SPECIAL CONSIDERATIONS
These rules cover unusual abilities or situations that will not occur in every, if not any firefight the players take part in.
AUTOMATIC WEAPONS
Automatic weapons - any weapon with a number listed in the Auto column (see page XX) are capable of three modes of firing: single shot, burst fire and automatic fire. • When firing single shots, make attacks as normal. • When using burst fire, add the Auto value to the damage. Burst fire uses a number of rounds equal to the Auto rating. • When using automatic fire, roll a number of dice equal to the Auto rating of the weapon and sort them into pairs of two as you wish. Each pair is an attack. Automatic fire attacks can be allocated to as many different targets as you have attacks provided all the targets are within six metres of each other. Automatic fire attacks cannot benefit from a skill any higher than level 1. Weapon skills of 2 or higher only count as 1 when making automatic fire attacks. Automatic fire uses a number of rounds equal to 3 x the Auto rating.
BATTLEFIELD COMMUNICATION
Communications technology is a vital part of any properly organized unit, even in the post-nuclear wastes. One will find their words fall on deaf ears when bullets whiz and swords clash on the battlefield. If a character is not in direct communication with the rest of their unit and commander, then they cannot benefit from Tactics or Leadership. Characters who benefited from Tactics at the start of combat and are later cut off from their commander have their Initiative lowered by the same amount it was boosted at the start of combat. Unlike other Initiative modifications, this lasts until combat ends or communication is re-established. There are several methods of communication:
32
• • •
•
DIRECT: This covers hand signals and verbal communication. Characters must be within sight or earshot of each other to use direction communication effectively. HARD-LINKS: Hard-links are wires or other physical connections, and cannot be jammed. They can, however, be severed or broken. RADIO: Radio is the most common vector of battlefield communication. Radio communication can be jammed, disrupted by local conditions or overtaken by local sources of powerful radiation. LASER: A rare, but potent method of communication. As long as line of sight exists between a character and another equipped with a laser-comm system, communication is instant and crystal clear. Due to the nature and complexity of laser communication, it is rarely seen outside of the Brotherhood of Steel or similarly technologically advanced factions.
CONDITIONS
Most robots linked in a computer network will communicate with each other and the system via laser communication. Lasers can be jammed by other laser-comms systems in direct line of sight, but it is exceedingly difficult. Laser-comms are also disrupted or blocked by smoke or other obstacles.
Any sort of low wall, wrecked cars, conveniently placed rocks or other objects can serve as cover. Attacks made on characters who are behind cover suffer the negative cover DM on the table below. Crouching or prone targets can claim cover one step higher on the table. If a character in full cover is crouching or prone, they are impossible to hit, but cannot return - if they expose themselves enough to shoot - then they are exposed enough to be shot.
If several characters are in communication and are working together, then they can be considered to be a single unit, and benefit from Tactics and Leadership.
BATTLEFIELD SENSORS
There are several types of battlefield sensors, some more common than others. These can grant potent tactical advantages that turn the tide of a dire situation. See Sensors on page XX. •
•
•
•
• •
VAULT-TEC ‘DANGER HOUND’ SCANNER: The D.H. Scanner allows for the advanced detection of local rad levels as well as sources of any radiation. It also provides detailed information on airborne pathogens and other hazardous chemical compositions. INFRARED (HEAT VISION): Infrared sensors detect warm bodies and can negate concealment via smoke or soft cover. Infrared sensors are susceptible to being overwhelmed by strong heat sources, such as a flamer. ELECTROMAGNETIC DETECTORS (EMD): An EMD allows for detection of high-power electrical devices, such as energy weapons, transmitters and other similarly powerful sources of electrical energy. WATTZ ELECTRONIC ‘LAT’: Laser-Assisted Targeting or ‘LAT’ uses a low-powered laser to reflect off a target and feed back into a proper device, providing various forms of targeting data for the user. LAT gives no bonuses against foes who are wearing certain types of laser-reflective gear. See LAT on page XXX. LIGHT INTENSIFICATION: Light intensification technology magnifies visible light, negating the penalties from darkness or low light conditions. MOTION SENSORS: A sensor able to detect motion within a set range. Common amongst later models of Power Armour.
A character need only to make a Communication check when using a Danger Hound or an EMD typically. Infrared scanners and motion sensors need Communication checks to interpret strange or confusing data, such as trying to distinguish human thermal signatures in a burning building, or when trying to pick up on extremely faint traces like residual heat from footprints.
Certain battlefield conditions may affect ranged attacks: • •
•
DARKNESS: Low light gives a -1 DM to ranged attacks. Complete darkness gives a -4 DM. Light penalties can be avoided by using sensors to target instead of the naked idea. SMOKE OR FOG: Smoke gives a -1 DM to ranged attacks by obscuring the target. Especially thick and impenetrable smoke gives a -2 DM. These penalties double for laser weapons. EXTREME WEATHER: Heavy wind, dust storms, rain, radiation storms and the likes. Inclement weather provides a -1 DM to ranged attacks from poor visibility and a -1 DM to ranged attacks from environmental interference. Sensors can be used to avoid the visibility penalty.
COVER
COVER
COVER DM
1/4 (wrecked car, small rock, corner of a building)
-0
1/2 (thick forest, low wall, wrecked truck, crate)
-1
3/4 (wrecked semi, trench, reinforced position)
-2
Full (pillbox, gun port)
-4
Cover can be hard or soft. Soft cover such as undergrowth works by concealing the character using the cover and does not protect against attacks from enemies who can see through the concealment, such as those using thermal sensors. Hard cover is a physical barrier and will protect against all attacks.
EXPLOSIONS
Grenades, rockets, mini-nukes and other explosives affect an area. A character caught in an explosion may dodge at the usual Initiative cost (or, if the explosion happens outside combat, if the character is in position to dodge). A character who dodges an explosion may reduce the damage by 1d6 if they only dodge, or by half if they dive for appropriate cover. A character who dives for cover ends up prone and loses their next significant action (they may take minor actions as normal).
FIRING INTO COMBAT
If a character is firing a weapon at a target who is at Personal range (e.g. in the same square) as another combatant, then the attacks suffers a -2 DM. If the attack misses, roll 1d6. On a 4+, the attack hits the nearest other combatant to the original target.
OPEN SPACE Open space
33
GRAPPLING
A character can attempt to wrestle or grab another person instead of hitting him. The attacker must move to Personal range and beat the target in an opposed Melee (unarmed) check. If the attacker wings, they may do any one of the following: • Knock their opponent prone. • Disarm their opponent. If they succeed by a 6+, they can take the weapon for themselves; otherwise it ends up on the floor. • Throw their opponent up to three metres for 1d6 damage. • Inflict damage equal to 2 + the Effect. • Escape the grapple and move away (as if with a normal movement action). • Continue the grapple with no other effects. • Drag their opponent up to three metres.
RANGE
Personal combat is divided into a series of range bands: RANGE
DISTANCE TO TARGET
SQUARES TO TARGET (FOR USE WITH MAPS AND MINIATURES)
Personal
Less than 1.5 metres
0 (combatants are in the same square)
Close
1.5 to 3 metres
1 to 2 squares
Short
3 to 12 metres
9 to 34 squares
Medium
12 to 50 metres
9 to 34 squares
Long
51 metres to 250 metres
35 to 166 squares
Very Long
251 metres to 500 metres.
167 to 334 squares
Distant
501 metres+
334 squares+
Throwing an opponent always ends the grapple. With any other option, the winner can choose to end or continue the grapple as they see fit. A character in a grapple cannot move or do anything other than make opposed Melee checks. Each time an opposed check is made, the winner can choose an option from the above list.
Each attack form has an optimum range (or spread of ranges). Attacks within this range have a +0 DM. Attacks outside the optimum range suffer a negative DM. Melee attacks can only be made at Close or Personal range.
CLOSE TOGETHER
TACTICS AND LEADERSHIP
Characters in Personal range of one another tend to get in each others’ way. A character may move into Personal range as part of a normal movement action, but most stop there. They can move away again, but it will require another movement action. A character has a -1 DM to all non-combat skill checks for every person within Personal range. Many attacks suffer negative DMs when at Personal range. The exception to these is when character cooperate. Two characters who are cooperating do not give eachother penalties to skill checks and can freely move into and out of eachothers’ Personal range as part of one movement action. However, a third character or more start applying penalties as normal. Two people can work an access panel in a narrow corridor, but someone trying to sprint past them is going to make life difficult for everyone.
STANCE
A character can be standing, crouched or prone. A standing character uses the normal rules. A crouching character moves at half-speed, but can make better use of cover and is able to draw less attention to themselves. If a crouching character is in cover, consider it one row lower on the Cover table, e.g. 1/4 cover counts as 1/2 cover, 1/2 cover as 3/4 cover etc. A prone character cannot make melee attacks or dodge. They may make improved usage of cover like a crouching character and may still parry melee attacks to some extent. All ranged attacks targeting someone who is prone suffer a -2 DM penalty. At Close range, the penalty is reduced to +0 while a Prone character attacked in Personal range grants a +2 DM to the attacker.
OPTIONAL RULE: KNOCKOUT BLOW
If a character’s Endurance is reduced from its starting value to 0 by a single attack, the character is knocked out instantly, even though they still have two other characteristics above zero. This rule works well when the player characters are tasked with facing a large number of weaker foes (such as Feral Ghouls)
34
These two skills are able to affect a character’s Initiative. The Tactics skill can be used to give an Initative bonus to a whole unit at the start of combat. The unit commander may make a Tactics check, and everyone in the unit may increase their Initiative by the Effect of the check. The Leadership skill can be used to icnrease another character’s Initiative. The character with Leadership makes a Leadership check, and the target character’s Initiative is increased by the Effect of the check. Making a Leadership skill check is a significant action.
THROWN WEAPONS
There are two kinds of thrown weapons: the kind that strike a target and do damage from the kinetic force of their impact e.g. throwing knives, a stone or spears. These use the normal rules for ranged combat. The other kind of thrown weapon is a grenade or similar device designed to typically inflict great amounts of damage via an explosive payload. The first kind of thrown weapon adds the Effect of the Athletics (coordination) check to its damage. The second kind does not. If the attack fails, the projectile scatters. Roll 1d6 with whatever accounts as ‘north’ representing 1, 2 representing north-east, 3 representing east and so on. This determines direction, with the projectile moving that direction 6 + Effect metres. This is usually only important if the projectile explodes on or after it impacts a target.
OPTIONAL RULE: RANDOMIZED CHARACTERISTIC TARGETING
Instead of applying damage to Endurance first, the first damage sustained in any combat is applied to a random physical characteristics via a 1d6 - 1-2 Power, 3-4 Dexterity, 5-6 Endurance. Any damage after that can be allocated by the player to any physical characteristic. This rule works well to make low Endurance more survivable in combat.
WEAPON RANGES WEAPON
PERSONAL
CLOSE
SHORT
MEDIUM
LONG
VERY LONG
DISTANT
MELEE ATTACKS Unarmed
+0
-1
Out of range
Out of range
Out of range
Out of range
Out of range
Small Blade
+0
-1
Out of range
Out of range
Out of range
Out of range
Out of range
Large Blade
-1
+0
Out of range
Out of range
Out of range
Out of range
Out of range
Bludgeon
-1
+0
Out of range
Out of range
Out of range
Out of range
Out of range
RANGED ATTACKS Thrown
Not possible
+0
-1
-2
Out of range
Out of range
Out of range
Pistol
-1
+0
+0
-2
-4
Out of range
Out of range
Rifle
-3
-1
+0
+0
+0
-2
-4
Shotgun
-2
+0
-1
-2
-3
Out of range
Out of range
Assault weapon
-1
+0
+0
+0
-2
-4
-6
Rocket
-4
-2
-1
+0
+0
-2
-4
NATURAL ATTACKS Claw
+0
-1
Out of range
Out of range
Out of range
Out of range
Out of range
Teeth
+0
-1
Out of range
Out of range
Out of range
Out of range
Out of range
Horns
+0
-1
Out of range
Out of range
Out of range
Out of range
Out of range
Hooves
-1
+0
Out of range
Out of range
Out of range
Out of range
Out of range
Stinger
-1
+0
Out of range
Out of range
Out of range
Out of range
Out of range
Thrasher
+0
-1
Out of range
Out of range
Out of range
Out of range
Out of range
Spit
-1
+0
-1
-2
Out of range
Out of range
Out of range
DAMAGE
Each weapon lists the damage it inflicts as a number of d6. Add the Effect of the attack roll to this damage. Damage is applied initially to the target’s Endurance. If a target is reduced to Endurance 0, then further damage is subtracted from the target’s Power or Dexterity (target’s choice, but all damage from a single attack must be taken from a single characteristic). If either Power or Dexterity is reduced to 0, the character is unconscious and any further damage is subtracted from the remaining physical characteristic. If all three physical characteristics are reduced to 0, the character is killed. When damage is dealt to a characteristic, such as taking 5 damage in Power, reducing it from 9 to 4, this would also reduce the associated characteristic DM from +1 to -1. When damage is dealt to Endurance, halve said damage (rounding down). E.g. a result of 16 damage would only count as 8 if Endurance is the characteristic being reduced. Any remaining damage is allocated normally without any reduction. E.g. a result of 16 damage reduces the targets Endurance of 6 down to 0, taking 12 damage to do so. The remaining 4 damage is dealt to either Dexterity or Power instead.
ARMOUR
Armour reduces damage by the value of the armour. A hit with Effect 6+ always inflicts at least one point of damage, regardless of the target’s armour. An example: Danse shoots a foe for 10 damage. If the target was wearing an armoured jacket (armour 2), then the damage would be reduced by 2 to 8. If the target was wearing Power Armour (armour 16), he would inflict no damage at all.
35