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Fallout World Rules

sumdonkas Feb '18  /  edited Aug '18
Rules
MASTER RULE
Describe what you do, the gm decides what you roll based on that.

MIGHT: items you can carry
AGILITY: Number of bonus actions you can make
WISDOM: Number of Perks you can use per rest

COMBAT
Roll agility special to see who moves first. Each player may make one move or attack as a free action

You roll Accuracy, not for damage. Hit points are number of hits you take. Sometimes items, perks or weapons add extra hits or grant a bonus

If your Hp hits zero you take a Permanent Wound that reduces a special stats.

If you take a hit you can roll endurance if you can resist that damage type. Armor and perks can help with that.

Ranged Rule-You cannot shoot adjacent enemies with ranged weapons, some perks or weapons can pass this rule


Damage types for reference
Ballistic-Common ranged damage
Energy/Plasma-Heat based damage, rarer
Radiation-Rad damage caps your health unless removed, very rare
Explosive-Does AOE damage
Melee-Common damage
Poison-Dose damage until you pass an endurance check

OTHER MECHANICS
Karma
karma add to Charisma when dealing with ncps of the same karma, but subtracted with opposite

Factions
Factions are powerful entities in the Wasteland. They offer services and even unique rewards for helping them gain influence

Crafting
Part of Survival is making use of what you can. Junk can be broken down into types of scrap to improve, maintain or make new and better items.

You can inspect items and learn a little more about them. Like ammo, these components stack

Perks,
Perks are special skills you gain each time you level up. They require a perk point PP/AP and are limited by your wisdom.
PP
Perk Points Are spent on using perks, or they can be used as they would normalcy in fable top, adding +1 to your rolls. perk points can be restored with rest or items

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