Fallout Table Top Role Playing Game (Unofficial Revision)

Introduction

*_I_*magine for a moment a world without
politics. Imagine a world without
religions, where people’s views no
longer mattered, where there was no
longer any distinction between old and
young, rich and poor, Atheist or
Believer, liberal or conservative.
Imagine a world where every person was
equal regardless of skin color or ethnic
background.
The United States and Russia have over
30,000 nuclear devices in their arsenals
as of February 2001. It would take 800
such devices to end most human life on
this planet. In the half-hour between
the launch of the missiles
and the detonation of the
last bomb, it would not be
difficult to imagine a
world where racial,
religious, class, and
national distinctions no
longer mattered. In the
days and weeks after the
bombs, the remaining people
would struggle to survive
in a vastly different environment. The
Earth as well as humankind would bear
the scars of that wound for hundreds if
not thousands of years.
Fallout is a post-nuclear RPG set
sometime after a great nuclear conflict
in the year 2077. 99% of humanity and a
good deal of other life perished in the
nuclear war. Of course, millions still
survived, although some were altered
beyond imagination. One can play
Fallout either as a campaign-oriented
RPG, with a series of smaller adventures
in a larger story, or as a single-story
game with a minimum of involvement in
the larger workings of the world. It
can be played on a single Saturday night
with two or three friends or in a group
of 7 or 8 two or three times a week for
months on end. The only limits are
scheduling and the bounds of
imagination.

Character Creation

Race

HUMANS-

Your basic human. Two
arms, two legs, two eyes.
You and me. Humans gain
no bonuses or penalties to
their basic statistics,
rather they gain 1 extra TAG skill and +1 to all TAG skills every level. Humans weigh anywhere from 110.
to 280 pounds, and stand around 1.5 to
2.5 meters tall.

SPECIAL Limitations

-——- S P E C I A L
Minimum- 1 1 1 1 1 1 1
Maximum- 10 10 10 10 10 10 10

GHOULS-

Ghouls age very slowly, and their
lifespan is a whopping 300 years past
when they were exposed to the radiation.
Their unnaturally long lifespan does not
mean that they can’t be killed by other
means, however, and ghouls are just as
vulnerable to disease, falls, and
bullets as everyone else. Ghouls also recover twice the HP for “resting” when in radiation, even if active. Ghouls
usually weigh anywhere from 80 to 160
pounds, and stand anywhere from 1.5 to
2.5 meters tall. Whether or not ghouls
can reproduce is a subject open to
scientific debate. Ghouls have a
natural immunity to Radiation. Luckily, Ghouls can wear any
kind of armor that normal humans can
wear.

Thanks to the chaotic mutations of the mass quanitites of radiation that creates a ghoul, very few have the same racial limitations. At character creation, a ghouls Racial Minimums in SPECIAL are 1s, however their maximums are alloted seperatly. Assign a 10,10,10,8,8,8 and 5 to the racial maximums for SPECIAL for a ghoul character at creation. A ghoul cannot increase these attributes past their racial maximum ever.

-——- S P E C I A L
Minimum- 1 1 1 1 1 1 1
Maximum- 10 10 10 8 8 8 5

SUPER MUTANTS-

Mutants enjoy a 50% Radiation Resistance
bonus and a 20% Poison Resistance bonus. They
gain an additional 5 hit points per
level. Mutants cannot easily use small
arms; when using a weapon that requires
a roll on the small guns skill, mutants
make the roll as if their Skill
were at half it’s total value. Mutants gain a
10% bonus to their Damage Resistance for
all types of attacks, too. Mutants can
easily live 200 years beyond when they
were “dipped.” Mutants born of a
mutant-mutant union mature at the same
rate a human does, and generally live
around 250 years. Mutants cannot wear
armor designed for humans; they just
don’t make it their size. Someone in
that vast wasteland might, however.

-——- S P E C I A L
Minimum- 5 1 4 1 1 1 1
Maximum- 13 10 13 6 10 8 10

HALF-MUTANTS-

Where there is a will, there is a way.
Half-mutants (or halfies) are the
product of a union between mutant and
undipped human. They do not enjoy as
many of the abilities as full mutants,
but neither are they as outcast; many of
them can pass for tall, ugly humans.
They live a little longer than normal,
and are a little more spry than their
mutant parents. There are not too many
halfies in the world, and a halfie is
sure to have an interesting story or two
to tell.
Halfies gain 15% bonuses to their
Radiation and Poison Resistance and gain an additional 3 hit points per level. Half-Mutants also recieve +5% DR. Halfies can
wear normal human armor (although it
might be a little tight) and can often
live to the ripe old age of 150 years.
They stand about 2 meters tall and
weight from 150 to 300 pounds.

-——- S P E C I A L
Minimum- 3 1 2 1 1 1 1
Maximum- 11 10 11 8 10 8 10

ROBOTS-

Robots stand approximately 2 meters
tall, but can vary in size from 1 meter
to 3 meters, and usually weigh from
300-400 pounds. They are made of metal
and silicon, and are usually a white,
light tan, or light grey in color.
Robots cannot wear armor, but they can
use weapons and tools. Robots require
some regular maintenance, which they can
perform themselves if not incapacitated.
A robot must have someone roll a
successful Repair and Science skill
while examining it for 12 hours at least
once a month. If this maintenance is
not preformed, the robot begins taking
1d10 points of damage every 2 weeks
beyond the deadline for the repairs; this damage cannot be repaired by the robot or others until the “monthly” repairs are met.
Robots take damage as normal, but they
do not heal hit points back over time
(see Healing, below). Instead, robots
must be repaired.
Robots are immune to the effects of
radiation, poison, gas attacks, and
chems. They
unfortunately are
affected by EMP (pulse) weapons. Robots
don’t have a “lifespan” per se, but each
unit has a battery that generally lasts
anywhere from 75 to 150 years. Of
course, that battery can be replaced,
effectively allowing the robot to
continue operating forever, so long as
it continues to get a fresh power
supply.

*Robo Brain

*Protectron

*Mister Gutsy

*Android

*Cyborg

*Eyebot

-——- S P E C I A L
Minimum- 7 7 7 1 1 1 5
Maximum- 12 12 12 1 12 12 5

Secondary Statistics

ARMOR CLASS (AC)

Maybe the second most important
statistic in the game, Armor Class
reduces the amount of damage your
character takes from things that seek to
harm her. Armor Class is measured as a
percentage. Your character’s base Armor
Class is equal to her Agility. In
addition, any armor she is wearing can
make her Armor Class even higher.

ELECTRICITY RESISTANCE

This measures how resistant a character
is to electricity. Whenever the
character takes damage from electricity,
the amount of damage is reduced by their
electricity resistance (a percentage). A creatures starting electricity resistance is based off their endurance.

Skills

TAG!

Every character gets three tag
skills to start out with. These
skills could best be described as
the character’s “gifted” areas. Every
character must take three tag skills,
and only three, no more, no less (unless
the character gets an extra tag skill
because of a perk). Each tag skill
gets an immediate 15% bonus

SKILLS (Revised)

All skill start at 5% + (2xStat). So a character with a high perception would start with a small guns skill of 5% + (2×10) or 25%.
This can be increased further as a character gains experiance OR by TAGing the skill.

Small Guns: Perception

Big Guns: Endurance

Energy Weapons: Perception

Unarmed: Strength

Melee: Strength

Medicine: Intellegence

The Medicine skill is a constantly active skill. Most anything done in the wastes benefits from
having a good “know how” of medicine. If a character needs to identify a specific poison, or a wound
or cause of death a simple medicine check is all that’s needed. However, once per day a character can
use the medicine skill, and to that extent any “materials” on hand to preform emergency medical attention
to themselves or another. Using the skill this way requires some meens of preforming the exact healing task,
( This is up to the DM what materials are needed, although a “first aid kit” or “doctors supplies” should do it)
and grants the target 1d10 + Healing Rate x (Medicine %) in recovered HP. For a 1st level, high intellegence, and very lucky PC
they could heal 10
(45%) of their HP with their single use per day (rounded down). Healing the Character for 14hp.

Stealth: Agility

Stealth covers all task from avoiding detection, to stealing jet off of the physicians counter.
This skill works as in the unrevised document ( meening a simple “check” to succeed).

Lockpick: Agility

Explosives: Perception

The explosive skill is used when lobbing a grenade, setting a mine, or in some other way handling explosive items.

Science: Intellegence

Repair: Intellegence

. A successful use of the Repair skill on a robot will act like a successful use of the medicine skill on a flesh-and-bone character, healing 1d10+(Repair Skill) hit points. In addition, if the robot has a crippled limb or another medical malady such as blindness, it takes a successful roll against Repair to “heal” that body part. A failed roll causes 1d10 damage to the robot.

Pilot: Agility

Speech: Charisma

Barter: Charisma

Outdoorsman: Endurance

Throwing: Agility

A thrown weapon’s effective range is handled as normal, with PER being substituted with STR.

Perks

REVISED PERKS

The Game (revised)

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Fallout ( Unofficial Revised Ed.)