First off, S.P.E.C.I.A.L. Rules.
Unlike your traditional Dungeons and Dragons 6 character statistics, Fallout uses its own S.P.E.C.I.A.L character statistics to calculate a characters traits and abilities. In my version of the RPG, I too am using their version as just like the video game. Each letter corresponds to a specific trait and I have also added what the conversion from D&D would be. More explanations below.,
S = Strength = Strength
P = Perception = Wisdom
E = Endurance = Constitution
C = Charisma = Charisma
I = Intelligence = Intelligence
A = Agility = Dexterity
L = Luck = (My personal Favourite)
For players who are familiar with D&D, the minor changes here are as followed. Perception is now both a stat and a skill so there is no need for Perception to be added into the skill list. Being proficient in this stat also increases your Passive Perception score. Rolling to spot something is now a stat check instead of a skill check.
The Luck stat can be important depending on the GM. In my case, I find that the luck stat can add a new dimension to the game as it adds a little diversity to the session. GM's who follow a strict story plan where everything is already laid out might not want to use this as much as it does change things unexpectedly.
Example, minor, players are scavenging the area for loot. they find loot based on what is stated. A GM can then ask to roll a luck save. If they pass, they might find something extra, or something that might lead them to another story hook later on.
Example, major, the alarm has gone off and the players are scrambling to find the exit. it has been 5 minutes and they hear several guards approach where they are hiding. Ask one person, or the entire team to roll for a luck check. Group roll could be averaged out to see if they beat the difficulty as a group. If they pass, then the guards take a path or corridor that leads them away from the party. If they fail, they pick the direction that they are hiding. Then the guards will have to find them but that's a different scenario altogether.
Rules for Fallout RPG (Base: D&D 5e)
Stats
will be by point-buy system. All stats start at -1 with 24 point to spend. Each
point, no matter the number will cost 1 point per increase. Maximum stat points
depends on race.
Stats
may alter depending on class chosen but the total cannot exceed the maximum of
the race. Minimum stat points is -1.
There
is no ‘class skill’. All bonuses to skills will be based on the class
proficiencies.
There
is no more “Fortitude”, “Reflex” or “Will” saves. It is now changed to attribute
saves.
There
are 6 base classes, however, each class has 2 to 3 different career paths.
When
climbing, swimming or crossing difficult terrain, you take a penalty in your
movement speed. It takes 10 feet of movement to move 5 feet.
Standing
up takes up half your movement speed.
When
shooting into melee, a disadvantage roll is incurred with no chance of hitting
a team mate.
Call
shots are no longer available in this version of the game except for V.A.T.S or
specific abilities only.
Rolling
a critical score is an automatic success and does double die damage unless
specifically stated otherwise.
There
is no Karma system however there a reputation system might be implemented.
There
are 8 weapon proficiencies in this game. They are; One-Handed Melee Weapon,
Two-Handed Light Melee Weapon, One-Handed Ballistic Weapon, Two-Handed Ballistic
Weapon, Heavy Ballistic Weapon, , One-Handed Energy Weapon, Two-Handed Energy
Weapon, and Heavy Energy Weapon.
If
you are proficient in a weapon type, you may add your proficiency bonus to your
attack. If you are not proficient in the weapon you are wielding, you do not
add your proficiency bonus to your attack.
This
is the same for skills and saves. If you are proficient in a type of skill or
save, you may add your proficiency bonus to that roll.
Perception
has a new use called Passive Perception. The total will be 10 + your Perception
attribute + your proficiency bonus should you be proficient in Perception it.
Double
tap, burst, autofire and suppression fire will be brought back to the game.
Double
tap cannot be used by any cylinder based firearms. Double tap also incurs a -1
penalty to attack. This penalty is present regardless of whether the user is
proficient with the weapon. If the target is hit, the damage dealt is increased
by 1 die.
Burst
fire can only be used by weapons that are not cylinder based and have the burst
or autofire option. Unless stated, burst weapons use 5 ammo of its type. Burst
fire incurs a -2 penalty to hit but deals an additional 2 dice damage.
Autofire
can only be used by weapons that are not cylinder based and have the autofire
option. Autofire weapons always uses 10 ammo of its type. This action incurs a
-4 penalty to hit but the user only needs to roll a minimum attack score of 10
to succeed. This has an area effect of
2x2 squares. The damage dealt to the area and any target in that area is equal
to the weapon’s base damage. Any target
in the affected area may attempt an Agility save, DC 8 + attackers Agility +
their proficiency bonus for half damage. Autofire cannot critical.
If
for any reason the attacker has to roll his/her attack with a disadvantage
while using the Double Tap or Burst or Autofire feature, the penalties are
still counted when rolling the disadvantage dice.
Suppression
fire is similar to autofire except it covers a 30ft cone of within the weapon’s
first range increment only. Suppression Fire also takes up a player’s Action,
Bonus Action and Reaction to activate. Suppression fire uses 20 ammo of the
weapon type. Anyone who enters, leaves or ends their turn in the affected area
and does not have full cover before the attackers next turn takes the weapon
base damage. An Agility save of DC 8 + attackers Agility + their proficiency
bonus for half damage. Again, suppression fire cannot critical.
Radiation
appears in this game however, instead of mutations, the player’s character’s HP
CAP is equal to their MAX HP minus the amount of radiation they have suffered.
Example. Jake’s MAX HP is 30, however, he has suffered 10 points of radiation.
His HP CAP is now only 20 and he cannot gain any more HP than that until he
finds a way to cure himself of his 10 points of radiation sickness. Temporary
HP can still be used on the affected player.
One
and two handed ranged weapons require a move action to reload. This can be done
during a move action. As for cylinders or internal magazines, reloading actions
reloads ammo equal to your proficiency bonus + half your Agility rounded down
to a minimum of 1.
When
fighting with two weapons without any two-weapon based feats or abilities, you
can only attack once with your off-hand weapon without adding your proficiency
bonus to your off-hand attack. You also do not add your strength to off-hand
melee damage
Extra attack bonuses do not apply to off-hand weapons unless stated otherwise.
You can only attack with both weapons on the same turn if both weapons are of the same type. (Melee, ballistic or energy)
Off-handed weapons must be of one-handed variety.
Extra attack bonuses do not apply to off-hand weapons unless stated otherwise.
You can only attack with both weapons on the same turn if both weapons are of the same type. (Melee, ballistic or energy)
Off-handed weapons must be of one-handed variety.
Critical
damage is basically rolling the weapon damage twice before adding any other
damage bonus.
Actions taken during gameplay
Each round, during your turn, you can move, take one
action, use a bonus action, and use a reaction (if you have abilities that use
each action).
You don’t have to move, but if you choose to, you can move
a distance up to your speed. You can move before or after you take an action,
or you can move first, take an action, and then move again, as long as the
total distance moved doesn’t exceed your speed.You don’t have to take an action during your turn, but if you choose to, you can attempt to do anything that could be accomplished in 6 seconds or less. The most common action taken in combat is the attack action. See below for a list of actions that can be performed in combat.
If your action permits multiple attacks, you can move between attacks so long as you haven’t used all of your move distance based on your speed.
Your move can include jumping onto or off of things, jumping over things, climbing walls or ropes, swinging on ropes or chandeliers, or moving in any way that your character is capable of such as swimming or flying for example.
You can interact with one object as
part of either your move or your action.
You can manipulate the object in an uncomplicated way. Some
examples include:• Draw or sheath a weapon [You can normally draw only 1 weapon for free on your turn however, the Dual Wielder perk lets you draw 2.]
• Transfer an item from one hand to the other
• Retrieve or put away a stored item*
• Pick up an item
• Move an object
• Open / Close a chest
• Open / Close a door
* you may only retrieve an item if it was stowed for easy access. If you must dig through your backpack to find something inside, it may require use of an action to retrieve it.
Doing more than one of these things requires the use of an action.
As part of
your move or your action, you can do things that take little or no time and
don’t interfere with your movement.
These activities take very little time, though there may be
limits to the number you can perform in a turn. Examples include:• Drawing ammunition for use with a ranged weapon (such as a clip, speed loader or a throwing weapon).
• Dropping an item to your feet or within 5 feet of your current location.
• Dropping to a prone position. (Standing up from prone, however, takes half of your movement for the turn.)
• Speaking (you can always speak, even when it isn’t your turn – within reason.)
You may be able to take an additional, bonus action.
• A special ability or other feature of the game may allow
you to do something as a bonus action. However, in this version, there are not
many actions that use a bonus action. Should you have no actions that count as
a bonus action, then you do not have a bonus action. You are only allowed one
bonus action in a round if applicable.• Example: If you have the option to make a Dash movement as a bonus action, anytime between actions on your turn, you may take a move action for a distance of your movement speed.
You are
allowed one reaction each round.
A reaction is an action that is triggered by an external
event.• A special ability or other feature of the game may allow you to react to a specific triggering event.
• If an opponent attempts to move past you or attacks you and then attempts to move away, you get a free swing at him. This is called an opportunity attack, and it is the most common reaction. This may only be accomplished with a melee weapon.
• Your reaction does not have to occur during your turn, but can occur at any time during the round. If it occurs during another’s turn, his turn is suspended until your reaction is resolved.
Surprise
If surprised, you lose your turn for the first round of
combat. This includes losing use of any reaction for one round, measured from
the beginning of combat until the start of your turn on round two.
Actions in Combat
During your turn in a combat round, you can perform any one
of the following actions.
Attack
You can make one melee or ranged attack. Some features may
allow you to make more than one attack with this action.Two-Weapon Fighting (Combat Rules)
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
When using two one-handed ranged weapons such as a pistol, you may use your bonus action to make one attack with your off-hand.
Your off-hand may only attack once per round regardless of how many extra attacks you may have. This rule may change based on class abilities and/or feats.
Two-Weapon fighting is restricted to when both weapons are either melee or ranged only.
Dash
Rather than performing any other action, you spend the entire round moving. This allows you to move twice as far this round. It is effectively a double move action. [You use your dash action to move your speed then use your move to go that distance again.]
Disengage
If you start the round within 5 feet of an opponent that
can see you, you can use this action to move away from him without provoking an
opportunity attack. [The disengage action does not include a move. You use the
disengage action to avoid an opportunity attack while you use your move to
travel up to your speed.]
Dodge
This is a total defence action. You spend the round trying
to avoid being hit. Until the start of your next turn, any attack roll made
against you has disadvantage if you can see the attacker, and you make
Dexterity saving throws with advantage.
Help
You can use your action to help an ally attack an opponent
within 5 feet of you. You don’t make an attack yourself, but when your friend
attacks, his first attack roll is made with advantage.Or you can help him with any other task. If you are in position to do so, and your assistance could reasonably be seen to be of help, he will gain advantage on his ability check to accomplish the task.
Hide
The act of hiding requires an action to attempt. You must
make a Dexterity (Stealth) check to see if you successfully hide from your
opponents.
Ready
Rather than taking and action during your turn, you wait
for some specific event and then take your action as a reaction. You can
still move up to the distance indicated by your move rate, but you can take no
other action this round. You must specify two things –1) What the triggering event will be.
This can be anything you think might happen that you can observe. If the event occurs before the start of your turn on the next round you can perform your readied action at that time. Some examples could be: If the sniper sticks his head up, If more enemies come around the corner, If the rope brakes, If the water level rises, If the enemies attacks my team mate, If the guard spots the thief, If the prisoner attempts to escape.
2) What action you will take.
This can be any of the combat actions.
Note that this action will be a reaction and you can only have one reaction per round. This means that if you take another reaction, such as taking an attack of opportunity, you lose your readied action. Conversely, if you use your readied action you can have no other reactions this round.
• If the triggering event occurs, you can choose to not take your readied action.
• If you choose Dash as a readied action, you can move up to your move rate.
Search
You can use your action to attempt to find something. The
DM might require you to make a Perception check or an Intelligence
(Investigation) check.
Use an Object
An object may require an action for you to use it, or you
may need to use this action to interact with more than one object in a round.
Improvised Action
There are many more things that a combatant could do during
a round than can be accounted for in the above actions. When you want to
attempt something that is not covered by any of the above actions, you can use
an improvised action.Examples of an improvised action:
“I want to pull the rug out from under that guy.”
“I want to jump on the monster and attack him with my sword while I ride on to his back.”
“I want to talk them into surrendering.”
“I want to break that flask the bad guy is holding.” (attack an object)
“I want to slide down the stairs on my shield while I fire arrows at the enemy.”
“I want to intimidate then into running away.”
“I want to grab that piece of folded parchment that is sticking out of his vest pocket.”
“I want to slide under the table and stab that guy in his ankle with my dagger.”
“I want to sheath my sword and walk up to that guy and tweak his nose.”
“I want to hit that rope with my arrow in such a way as to cut the rope and let the body that is hanging from it fall to the ground.”
“I want to disarm my opponent.” (This could be a called shot to the hand, shattering an opponent’s weapon, severing a spear shaft, entangling a sword arm, or using the flat of a blade to smack a weapon from an enemy’s hand.)
“I want to push him into the pit.” (Use the rules for “Shoving a Creature” – this could include shield bashes, tackles, bull rushes, overruns, tables hurled into enemies, doors smashed into opponents on the other side, and so on. Generally speaking, this could be any attempt to use brute strength to move an opponent. Any attempt to shove creatures off a nearby cliff, through a railing, out a chapel’s stained-glass window, and so on will allow the creature a dexterity save.)
“I want to trip that guy.” (This could be any attempt to knock an enemy off its feet. Whether it’s hooking an enemy’s leg, stabbing a kneecap, knocking an opponent off-balance, hurling an enemy away, sweeping an enemy’s legs, or some other maneuver, this improvised action would allow the warrior to knock an enemy prone.)
The following rules apply to improvised actions:
1. You must explain the improvised action to the DM. The DM may rule that what you want to do will require more than one round, or that it is simply impossible (you can’t fire an arrow into the sky and hit the moon). He may ask you to be more specific regarding the action you want to take and how the action will achieve the results you want.
2. The improvised action can also include all or part of your move. Successfully jumping on – or diving into a creature will give you advantage on the attack roll. A failed attempt results in your move stopping at the point there the attack takes place and may grant your opponent an advantage on his next attack against you.
3. To perform the improvised action the DM will normally have you make an ability check. The DM will assign an appropriate difficulty class and will explain possible consequences if the attempted action fails. For example, if you attempt to jump off of the balcony onto the monster in the center of the room and miss you may end up prone.
Most improvised actions can be resolved as simple contests.
Player: “I want to try to [describes some form of physical contest other than an attack roll].”
DM: “Okay, make a Strength (Athletics) check.”
DM compares result to opponent’s Strength (Athletics) or Agility (Acrobatics) check, perhaps giving someone advantage or disadvantage.
In the end, it is up to the GM to decide if the player's action is feasible and if it is, what skill or stat check is needed to be rolled in order to succeed.
I hope the rules have not been too complicated and if you use my homebrew rules, I hope you have fun.