FALLOUT the P&P-RPG.

A Role Playing Game
By: -WormSpeaker

based on: fallout
a post nuclear		
role playng game
from interplay	


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Table of Contents:

1.0	Introduction.
	1.1	Welcome to the Wastes.
	1.2	What is a Role-Playing Game?
		1.2.1	Materials Needed to Play.
		1.2.2	Dice.
		1.2.3	How to Play.


2.0	Characters.
	2.1	Character Generation.
		2.1.1	Character Templates.
		2.1.2	Attributes.
		2.1.3	Derived Attibutes.
		2.1.4	Skills.
		2.1.5	Traits.
		2.1.6	Money and Equipment.
	2.2	Skills List.
	2.3	Using Skills.
	2.4	Experence.
		2.4.1	Experiance Chart.
		2.4.2	Experiance Level Bounises.


3.0	Combat.
	3.1	Inititive.
	3.2	Actions.
		3.2.1	Movement.
		3.2.2	Hand to Hand:
				Fists and Feet.
				Melee Weapons.
		3.2.3	Ranged Attack:
				Single.
				Burst.
				Targeted.
				Aimed.
				Quick.
				Thrown Weapons.
		3.2.4	Dodging.
		3.2.5	Reloading Ammo.
		3.2.6	Accessing Inventory.
		3.2.7	Using an item.
		3.2.8	Other.
	3.3	Attacking.
		3.3.1	Hit Class.
		3.3.2	Armor Class.
		3.3.3	Hit Chart.
		3.3.4	Critical Hits.
		3.3.5	Critical Misses.
	3.4	Damage and Armor.
		3.4.1	Damage Soak.
		3.4.2	Damage Resistance.
	3.5	Damage.
		3.5.1	Hit Points.
		3.5.2	Special Damage.
		3.5.3	The Final Effects of Damage.
		3.5.4	The Long Dirt Nap.
	3.6	Overview.

	
4.0	Equipment.
	4.1	Melee Weapons.
		4.1.1	Swords.
		4.1.2	Knives.
		4.1.3	Blunt.
		4.1.4	Spears.
		4.1.5	Chain Weapons.
	4.2	Guns.
		4.2.1	Pistols.
		4.2.2	Sub-Machine Guns.
		4.2.3	Rifles.
		4.2.4	Shot Guns.
		4.2.5	Machine Guns.
		4.2.6	Heavy Weapons.
		4.2.7	Energy Weapons.
	4.3	Explosives.
		4.3.1	Grenades.
		4.3.2	Rockets.
		4.3.3	Bulk Explosives.
	4.4	Ammunition.
	4.5	Armor.
		4.5.1	Helmets.
		4.5.2	Vests and jackets.
		4.5.3	Others.
	4.6	Clothing.
	4.7	Food.
	4.8	Medical.
		4.8.1	Drugs.
	4.9	Electronics.
		4.9.1	Radios.
		4.9.2	Computers.
		4.9.3	Others.
	4.10	MORE EQUIPMENT LISTS.

5.0	GM Section.
	5.1	The World.
		5.1.1	Vegas.
	5.2	Trade.

6.0	Apendixes.
	6.1	Glossery.
	6.2	Index.
	6.3	Charts and Tables.
	6.4	Character Sheets.
	6.5	Combat Sheets.
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1.0	Introduction.

1.1	Welcome to the Wastes.

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1.2	What is a Role-Playing Game?
	A Role Playing Game or RPG is a mind game? Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Etc... Bite From another book. A glossery of Game Terms can be found in the back of the book.

1.2.1	Materials Needed to Play.
	The only materials needed to play most RPG's including this one are Paper, Pencils, Dice, and an Imagination. People are also a requierment; most games will be of three or more people but, usualy less than eight.

1.2.2	Dice.
	Dice come in a variaty of colors and sizes and are called dice when plural or die when singular. In this book all dice to be rolled will be abriviated as: #d? or a number (#) of Dice (d) that have a stated number of sides (?).
An example of this would be 1d6 or one die of the six sided variaty or 3d10 ie. three dice of the ten sided type. Also occasionaly the book may call for a ?d%, 1d100, or a Percentile all of which are the same just meaning that you roll either two 1d10's of different colors calling one "High" or 1d10 and 1d20 the 1d10 being "High". How to read a percentile is to say that the "High" die is the tens place and the "Low" die is the ones place, ie. when you roll 7 on the "High" die and a 4 "Low" die the total would be 74 (a 5 and a 15 are the same (both equaling 5) and 10 and 20 the same (both equaling 10) when using a 1d20 to roll in a percentile). For this game you will need 2 1d10's or 1 1d10 and 1 1d20, 1 1d4, 4 1d6's, 1 1d8, & 1 1d12 more would make some of the larger rolls easyer but are not nessisary.

1.2.3	How to Play.
	Playing an RPG is not realy complicated you just pretend to be a person (your character) and interact using words and gestures with the world that has been devised by the GM to help him tell his story. While this can be confusing in the begining, and because there are many other things that playing an RPG can entail you sould have a few experianced "Role Players" in the group when you first play (expecialy  an experienced GM).  Don't worry though, after you have played for a few hours you'll get the idea. 


2.0	Characters.
	2.1	Character Generation.

(1) Spend Character Points on Statistics.
(2) Select three Tag Skills.
(3) Choose up to two Traits.
(4) Select your Age.
(5) Select your Sex.
(6) Name your character.
(7) Congratulations! Your character is finished.

		2.1.1	Character Templates.

Milatary Clansmen Vault Dweller Bounty Hunter Mercenary Police Guardsman Scavenger Soldier Ranger
Hunter Explorer Monk Cultist Justiciar Peace Maker Tracker Ganger Rover Wanderer Nomad Vagabond Scout
Pathfinder Tradesman Merchant Scholar Doctor Scientist Assassin Gypsy Thief Stalker Militia Vigilante
Survivalist Mechanic Medic Muscle Body Guard Sheriff Marshal Deputy Gunsmith Blacksmith Armorer Gunslinger
Cowboy	(Gaucho) Courier Independant Trader Scav


		2.1.2	Attributes.
STEP #1: SPEND CHARACTER POINTS ON STATISTICS
All characters have seven primary statistics:

Strength. Raw physical strength. The ability to lift weights,
have stronger punches, carry more equipment and use larger
weapons. Stronger characters will be able to lug around more items,
do more damage in combat and so on. If you want to play a big, physical
character, choose a high Strength.

Perception. The ability to notice things. A combination of
your senses, including touch, sight, taste, smell and hearing.
Perception affects your ranged weapon distances, small details that
you have a chance to notice and other sense related tasks. Perceptive
characters will get more information about the world. If want to play
a character that can shoot guns at targets really far away, buy up
your Perception.

Endurance. The ability to withstand punishment and physical
exertion. A high Endurance will let you survive and carry on
where other, weaker people would have to stop. It affects your hit
points, and your resistances. A character with a high Endurance will
be able to fight longer, and be less likely to die in combat.

Charisma. A combination of looks and charm. The higher
your Charisma, the better you are able to communicate with other
people. Highly Charismatic characters are more likely to be able to
get their way without resorting to violence, and to be able to get better
deals in trading. Characters who like to talk to people should buy
up their Charisma.

Intelligence. Your mental strength and abilities. The higher
your Intelligence, the more skills you will excel in, and the more
options you will have in dialogue. A high Intelligence is important to
any character. Characters who want lots of choices in dialogue
should pick a higher Intelligence statistic.

Agility. Your speed and dexterity. Physical manipulation ability.
Your Agility will affect many skills requiring fine coordination. It
will also adjust many combat related statistics. Agility is important
to any type of character. Combat and thief characters should have a
higher Agility than diplomatic or scientific characters.

Luck. Luck is the odd statistic. It is a combination of fate,
karma and, in general, how the universe views you. Luck will modify
many things… All characters will benefit from a high Luck, and
will suffer a little more with a lower Luck.


All primary statistics have a value. The values range from one,
the lowest, to ten, the highest, and five is average. All characters
start with average values in all statistics. Fortunately, you get five
character points to spend on your statistics to improve them. You can
spend one character point on any five statistics, put all character
points into one statistic, or any combination you wish.


To help you gauge the value of a statistic there is simple system of naming each value. Here is the list, from worst to best:

1) Very Bad
2) Bad
3) Poor
4) Fair
5) Average
6) Good
7) Very Good
8) Great
9) Excellent
10) Heroic


If you want more character points, you can reduce a statistic below five, gaining one character point for every point you lower the statistic. No statistic can drop below one. You can lower any statistic, or combination of statistics. Your friends at Vault-Tec do not suggest lowering any statistic below four, but the option is there for you. If you lower your Intelligence below four, for example, your dialogue will be severely restricted. You must, however, spend all of your character points before you complete your character.


When you change your primary statistics, notice that your
derived statistics and skills change. The derived statistics and skills
are based, in part, on the values of the primary statistics. You cannot
adjust them directly (see Tag Skills, page 3—10). If you want more Hit
Points, you will have to spend more character points on Endurance.
Your statistics define you. If you have a high Strength, high
Agility, low Intelligence and low Charisma, you are most likely not
going to impress someone with your savior-faire at a dance, but that
table you're about to drop on their head will get their attention.
Your statistics will, generally, not improve directly through
experience or game play. You should plan on seeing the same statis-tics
throughout the course of your adventures, and plan accordingly.

		2.1.3	Derived Attibutes.

Derived Statistics
In order to make the best possible decision regarding your char-acter
choice, we have developed an easy to use method of determin-ing
your derived statistics. We call this method, the "look-it-up-below"
method. And we think it works pretty darn well.
Skill Points. During character creation and when you go up a level you recieve 5+ Intelegence in Skill points to be spent improving your characters skills. see skill points page  for details.
Hit Points. Your hit points determine how much damage you
can take before you succumb to the long dirt nap. The more hit
points you have, the longer you can survive outside. The less hit
points you have, the more healing you will need to do. The number
of hit points you have will grow when your character earns experience
and advances in levels. The number of hit points are displayed
as current/maximum. If you ever get to 1/30 hit points, for example,
you need some serious medical attention. And soon, brother.
Starting hit points are equal to 15 + (2 x Endurance) + Strength.
Average characters will have 30 hit points.
Running Speed. When long distace speed is needed or when trying to outrun an opponant this stat is used. Runing Speed is equal to Agility + Endurence + ½ Strength. Avarage characters will have a Running Speed of 13 (the avarage number of miles that can be coverd in one days travel.)
Dodge Bounis. Your natural armor class is how good you are at
avoiding being hit in combat. The higher your armor class statistic,
the worse your opponent's to hit number. Your natural armor class
may be augmented and improved by wearing armor. See Armor
(page 5—12) and the sample armors in the Equipment List (page
5—15) for more information about armor and armor class.
Starting armor class is equal to your Agility. Average characters
will have an armor class of 5.
Action Points. The number of action points your character has
will determine how many different actions you can take during a combat
turn. Every action will have a different action point cost, which is
subtracted from your total action points. When you run out of action
points, you cannot perform another maneuver until the next combat turn.
Action points are only used during combat. Action points are not cumulative,
but instead roll into armor class on a 1 for 1 basis. If you have 4 action points
remaining when you end your combat turn, you will get a +4 bonus to your
armor class until the start of your next turn. See Actions in Combat
(page 5—2) for more details on action points.
Initial Level. Starting action points are equal to ½ Agility + 5.
Average characters will have 7 action points.
Carry Weight. The total amount of equipment that you can
lug around the post-nuclear world is represented by your carry
weight. The higher your carry weight the more equipment you can
carry. You can carry a total amount of equipment in pounds equal to
your carry weight, and no more.
Initial Level. Starting carry weight is equal to 25 lbs. + (your
Strength x 25 lbs.). Average characters will have 150 lbs.
Melee Damage. Your melee damage is the amount of bonus,
or extra, damage you do with unarmed and hand-to-hand weapon
damage in combat. Using your fists, a knife, or a sledgehammer, in
combat would do the basic amount of damage for those weapons plus
your melee damage. If you want to do more melee damage, take a
higher Strength.
Initial Level. Starting melee damage is equal to Strength - 5,
with a minimum of 1 point. Average characters will have a melee
damage of 1.
Damage Resistance. The ability to shrug off some amount of
damage in combat is attributed to your damage resistance derived
stat. This statistic is a percentage, meaning that it will subtract an
amount of damage from every blow based on a percentage of the damage.
If your damage resistance is 10%, and you take 20 points of
damage from a single attack, you will end up taking 18 points of damage
after your damage resistance. You will need to equip armor to
see your damage resistance increase.
Initial Level. Starting damage resistance is equal to 0%.
Poison Resistance. Getting poisoned is an unfortunate possibility
that must be taken into account. Fortunately, most people
have a hardy poison resistance compared to the small animals that
are the usual prey for most poisonous snakes. Poison resistance is a
percentage that will reduce the amount of poison damage you take.
Initial Level. Starting poison resistance is equal to Endurance
x 5. Average characters will have 25% poison resistance.

Radiation Resistance. Radiation is something that any
vault-dweller must be concerned with. While it is normal for a small
amount of roentgens, or rads, to enter the normal person during the
normal year of activity (more if activities include mountain expeditions
and/or high altitude ballooning), a large amount of rad poisoning
is a reason for concern. The average person receives about ½ to
1 rad a year. After a nuclear fallout, you would expect more. See
Damage (page 5—12) for more information. With any exposure to
radiation, your radiation resistance will reduce the total amount of
rads you take by it's percentage. It is very similar to damage or poison
resistance.
Initial Level. Starting radiation resistance is equal to your
Endurance x 2. Average characters will have a 10% radiation resistance.
Sequence. This statistic will help determine who will go first
in combat, and in which order people and critters will get to act. See
Combat (page 5—2) for more information. The higher the sequence
value, the more likely you will act before your opponent.
Initial Level. Starting sequence is equal to your Perception x 2.
Average characters will have a 10 sequence.
Healing Rate. People do not heal wounds at the same rate
over the same amount of time. Your healing rate will tell you how
fast you can bounce back from that near-fatal encounter, and contin-ue
with your important work of holding off the end of the world. If
you have taken damage, you will get a number of hit points back at
the end of each day equal to your healing rate. If you rest, you will
get a number of hit points back every six hours equal to your healing
rate. In no case, can you get more current hit points than your maximum
number of hit points.
Initial Level. Starting healing rate is equal to ¹/3 Endurance,
with a minimum of 1. Average characters will have a healing rate of 1.
Critical Chance. Critical hits in combat are special attacks
that cause extra damage or some special effect. The chance to cause
a critical hit is partially based on this stat. The higher your critical
chance, the more likely you are to cause one of these powerful hits.
It is expressed in a percentage, adding directly as a bonus to the
chance to cause a critical hit.
Initial Level. Starting critical chance is equal to your Luck.
Average characters will have a +5% critical chance.



Reputation:
00	Ain't never heard of you.
01-04	What was your name again?
05-10	Yea, I think I heard somthing about somebody somewheres. 
11-15	Yea, I think I heard about that.
16-20	I heard you're name before.
21-25	Yea, I herd of you, What 'dya want?
26-35	Yea, your that guy from that place who did that thing.
36-50	I recognise you what can I do for ya?
51-70	Wow, you're that guy.
71-100	Whoa, do you know who you are?
101-???	Living Ledgend.

		2.1.4	Skills.

STEP #2: SELECT THREE TAG SKILLS
Skills are learned abilities. As you gain experience, your skills
will improve, unlike your basic statistics. All skills have a skill level,
expressed as a percentage. The higher the skill level, the more like-ly
you are to succeed at using that skill.
Tag Skills define what skills you are especially good at. They
are your specializations, if you will. Every new vault-dweller must
select three Tag Skills to specialize in. You cannot leave the charac-ter
editor without selecting all three.
You will get an immediate +20% in all three of your Tag Skills,
but even more importantly, they will grow faster from experience
than a normal skill. You will get twice the improvement when you
spend skill points in them (see Experience, page 5—21).
Click on the skill name to display the information card.
Click on the small button to the left of the skill name to Tag that
skill. If you wish to deselect a Tag Skill, simply click the button
again. Tag skills are highlighted in a different color to remind you of
their status.
Some skills are automatically used when you do something.
Other skills require that you actively use them. Those skills can be
used from the Skilldex (see page 4—16).
To help you choose your Tag Skills, we now present the complete
skill list.


Throwing:
Melee Weapons:
Barter:
Speech:
Energy Weapons:
Big Guns:
Small Guns:
Gambling:
Computers:(Science)
Mechanics:(Repair)
Electronics:(Repair)
Find Water:(Outdoorsman)
Chemistry:(Science)
Gun Smith:(Repair)
American:(????) (Vault dwellers will get English)
Mexican:(????) (Vault Dwellers will get Spanish)
Radio Operation:(Science)
Water Purification:(Science)
First Aid:(First Aid)
Trauma Medicine:(Doctor)
Pathology:(Doctor)
Surgury:(Doctor)
Animal Husbandry:(Outdoorsman)
Farming:(Outdoorsman)
Foraging:(Outdoorsman)
Hunting:(Outdoorsman)
Swimming:(Outdoorsman)
Disarm Traps:(Traps)
Find Traps:(Traps)
Hide:(Sneak)
Sneak:(Sneak)
Pick Locks:(Lockpick) (Electronic Locks avarage of lock pick and electronics)
Pick Pockets:(Steal)
Street Wise:(Outdoorsman)
Tracking:(Outdoorsman)
Map Making:(Outdoorsman)
Metallurgy:(Science)
Navigation:(Outdoorsman)
Mountaineering:(Outdoorsman)

2.1.5	Traits.
STEP #3: CHOOSE UP TO TWO TRAITS
Traits are characteristics that better define who you are. They
don't really fit into a single statistic or location, so we gave them their
own area - Traits. All traits have a good impact and a bad impact. If
you want the good effect of a trait, you must take the bad with it.
Fortunately, traits are optional. You do not have to take any
traits, the choice is yours. If you do want to select traits, you can
select up to two. You must do it during character creation, since you
cannot select a trait once you start the game.

Abrasive Personality. You have quite an effect on people for good or ill. The initial reaction of a person will be modifyed by one rank up or down depending on the initial reaction, good or bad. 
Bloody Mess. By some strange twist of fate, people around
you die violently. You always see the worst way a person can die.
Bruiser. A little slower, but a little bigger. You may not hit as
often, but they will feel it when you do! Your total action points are
lowered, but your STR is increased. Your Strength is +2, but you lose
2 action points.
Chem Reliant. You are more easily addicted to chems. Your
chance to be addicted by chem use is twice normal, but you recover
faster from their ill effects.
Chem Resistant. Chems only affect you half as long as normal,
but your chance to be addicted is also only 50% of normal.
Fast Metabolism. Your metabolic rate is twice normal. This
means that you are much less resistant to radiation and poison, but
your body heals faster. +2 Healing Rate, but your radiation and poison
resistances start at 0%.
Fast Shot. You don't have time to aim for a
targeted attack, because you attack faster than normal peo-ple.
It costs you one less action point to use a weapon. You cannot
perform targeted shots, but all weapons have AP -1 to use.
Finesse. Your attacks show a lot of finesse. You don't do as
much damage, but you cause more critical hits. All of your attacks
do -30% damage. Your critical chance is +10%.
Gifted. You have more innate abilities than most, so you have
not spent as much time honing your skills. Your statistics are better
than the average person, but your skills are lacking. All stats have
a +1 modifier. All skills are -15%. You receive 5 less skill points per
level.
Good Natured. You studied less-combative skills as you were
growing up. Your combat skills start at a lower level, but First Aid,
Doctor, Speech and Barter are substantially improved. Those skills
get a +10% bonus. You get a -10% modifier to starting combat skills
(Small Guns, Big Guns, Energy Weapons, Unarmed, and Melee
Weapons). This is a one-time bonus only.
Heavy Handed. You swing harder, not better. Your attacks
are very brutal, but lack finesse. Your rarely cause a good critical hit,
but you always do more melee damage. You do +4 points of damage
in melee combat (hand-to-hand or non-ranged
weapons). Your critical hits have a -30% modifier to the critical hit tables.
Inoffensive. People find you to be rather inoffensive they just react neutraly to you. The innitial reaction level of a character is modified one level twards zero.
Jinxed. The good thing is that everyone around you has more
critical failures in combat, the bad thing is- so do you! If you or a
non-player character have a failure during combat, there is a greater
likelihood that the failure will be upgraded (or is it downgraded) to a
critical failure. Critical failures are bad: weapons may explode, you
may attack the wrong target, you could lose part of your turn, or any
of a wide range of bad things. -5% to critical failure chance.
Kamikaze. By not paying attention to any threats, you can act
a lot faster in a turn. This lowers your armor class to just what you
are wearing, but you sequence much faster in a combat turn. You
have no natural armor class. You must wear armor to have an armor
class. Your sequence gets a +5 bonus.
Night Person. As a night-time person, you are more awake
when the sun goes down. Your Intelligence and Perception are
improved at night, but dulled during the day. You get a -1 modifier
to these two statistics from the hours of 0601 to 1800. You get a +1
modifier to these statistics from the hours of 1801 to 0600 (or 6:00AM
to 6:00PM, if you want to look at it that way).
One Hander. One of your hands is very dominant. You excel
with single-handed weapons, but two-handed weapons cause a problem.
You are -40% to hit with two-handed weapons, and +20% to hit
with weapons that only require one hand.
Self-Propelled Troubble Magnet. With this trait the character will be more likely to have random encounters. This can be good or bad depending on how you look at it.
Skilled. Since you spend more time improving your skills than
a normal person, you gain more skill points. The tradeoff is that you
do not gain as many extra abilities. You will gain a perk every four
levels. +5 skill points Derived Statistic.
Small Frame. You are not quite as big as the other vault-dwellers,
but that never slowed you down. You can't carry as much,
but you are more agile. You get a +1 bonus to your Agility, but your
carry weight is equal to 25+ 15 lbs. x your Strength.

2.1.6	Money and Equipment.


PAK (Personal Accesories Kit)
Wt.		Item.

*		Trousers or Skirt
*		Shirt or Blouse
4 lb.		Coat
*		Socks
3 or 4 lbs.	Tennis Shoes or Boots (Light)
*		Hat
*		Goggles or Glasses
1 or 2 or 3 lbs.	Small Folding or Small Standard Knife and Shief or Spear
*		Under Garments (Briefs and T-Shirt or Bra and Panties)
*		Box of Matches or Disposeable Lighter
2 lbs.		3 Meals of Dried Rations
1 lb.		Small Sack or Purse
2 lbs.		Small Back Pack, Ruck Sack, Jym Bag, or sea Bag
5 or 4 or 8 lbs.	1/2 gallon Canteen & water or Plastic Jug in 1/2 or 1 gallon size with water.
10 lbs.		Sleeping Bag or Bed Roll
2 lbs.		Cloak or Robe




1.1.7	Final Touches.

STEP #4: SELECT YOUR AGE
Not all people are the same. Their age will tell a lot about them.
Your character's age will help you better define your character.
Characters are ready to begin adventuring at age 16, and will have lost
that sparkle in their step by the age of 35. You can choose an age between 16 and 35.
If you wish a younger character you loose 1 point from strength and endurence (alternating pr. year start with strength at age 15) and will gain it back on your birthdays. An older character is also possible every year after 35 you have a chance that a Statistic will be reduced by 1 point. Roll once for each: STR, PER, END, AGL, and at age 65 INT also. the chance that the stat will be reduced is a percentage equal to the characters age minus 40 and for INT only minus 64 once any statistic becomes zero the character has died of natural causes. The Character also looses one hitpoint pr. year if you roll under the characters age minus 35. (also the reduction of the statistics has an effect on the derived satistics as indicated in the character generation section: if a character looses a point of END or STR reduce the points by it's effect on the HP derived statistic.)
STEP #5: SELECT YOUR SEX
Your character, like most people before him or her, can be male
or female.
STEP #6: NAME YOUR CHARACTER
Your name should say something about your character. Bob is
pretty boring. Spike is better, especially if you like to use a lot of sharp melee weapons. Dr. Atomic is perfect for the budding young scientist type characters.


	2.2	Skills List.

Complete Skill List
Small Guns, Big Guns, Energy Weapons, Unarmed, Melee
Weapons, and Throwing are all combat skills. They govern the use
of weapons and attacks in combat. They are also used automatically
when you attack an opponent.
Small Guns. This skill covers the use of pistols, sub-machine
guns, rifles and shotguns. The higher your Small Guns skill the eas-ier
it will be for you to hit your target, and the longer effective range
you will have in combat.
Initial Level. Starting Small Guns skill is equal to 25% +
(1% x Agility). Average characters will have a 30%.
Big Guns. This is the skill of flamers, miniguns, rocket
launchers and other large support weapons. If it's a large weapon,
you can count on Big Guns being the skill rolled against. Like Small
Guns, the better your skill, the easier it will be to hit your target, and
the longer range you can really hit people at.
Initial Level. Starting Big Guns skill is equal to 0% + (1% x
Agility). Average characters have a 5% skill.
Energy Weapons. The use of energy weapons is not a very
common skill in the Vault. Energy weapons had just started to come
into actual use in warfare, when the world blew up. Lasers and
Plasma weapons are covered by the Energy Weapons skill. Basically,
if it uses an energy cell or power pack, and not cartridge ammunition,
it falls under this skill. This skill gives you the use of potentialy the most devistating weapons in the world but don't go buying up this skill at the start because not only are energy weapons of all types painfully scarse they are difficult to repair and maintain and ammo is even more scarse than the weapons themselves. In a typical game a party of 5 adventurers will be lucky to have two energy weapons between them at tenth level and would likely to have less than 12 shots for each in a given month of gameplay.
Initial Level. Starting Energy Weapons skill is equal to 0% +
(1% x Agility). Average characters will have a 5% skill.
Unarmed. This is the skill of beating people up with your fists
and feet. The better you are at this skill, the more likely you are
going to hit them in combat. At very high skill levels, you can succeed
at those targeted shots easier, inflicting terrible damage.
Everyone starts with a pretty good Unarmed skill, since the basic
concept is pretty simple.
Initial Level. Starting Unarmed skill is equal to 30% + (1% x
the average of your Agility and Strength). Average characters will
have a 35% in Unarmed combat.
Melee Weapons.  The use of weapons in hand-to-hand combat.  Covers
the use of knives, spears, crowbars and other items that are held
in the hand.  Initial level: Starting Melee is equal to 25% +
(1% x the average of your Strength and Agility).  Average
characters will have a 30% skill.
Throwing.  The skill of using muscle-propelled ranged weapons.  If
a spear is thrown at someone, it will use this skill instead of
Melee Weapons.  This covers the use of throwing knives, grenades,
and rocks.  The maximum distance a weapon can be thrown is based
on your Strength and the max range of the weapon.  Initial level:
20% + (1% x Agility).  Average characters will have a 25% skill.
Speech. This is the skill of dialogue. The better your Speech
skill, the more likely you will be able to get your way when talking to
people. When there is a chance that the NPC might take your word,
believe your lie, or just follow your word, this is the skill that is used.
Initial Level. Starting Speech skill is equal to 15% + (2% x
Charisma). Average characters will have a 25% skill.
Barter. The skill of trading. In the post-nuclear world, currency
is not used commonly. Barter will allow you to get more for less
when trading equipment, weapons and other items. A high Barter
skill will lower the prices you pay for items you purchase, and
increase the money you get for selling excess equipment. A good
Barter skill isn't important if you're killing everyone, but it certainly
is a valuable skill for the non-berserkers out there. Pay 25% less for items if skill roll is sucessfull.
Initial Level. Starting Barter skill is equal to 10% + (2% x
Charisma). Average characters will have a 20% skill.
Gambling. The skill of Gambling lets you play games of
chance, and win more often. As compared to playing games of
chance, and losing more often. When the world comes to an end, and
all that is left is a can of soup, some dweeb will bet it on a cockroach
race. Automatic use. (in simple play the character in a multi player game with the highest roll on a d100 +Gambling skill will win. In simple play a single player game (such as slots) the character must roll under his Gambling skill on a d100 but modifyers will be placed depending on the difficulty of the game and also payoffs are determined randomly such as (1-50 get your money back, 51-75 win doubble your money, 76-90 win tripple your money, 91-96 win five times your money, 97 win ten times your money, 98 win fifty times your money, 99 win onehundred times your money, 100 win five hundred times your money.))
Initial Level. Starting Gambling skill is equal to 10% + (3% x
Luck). Average characters will have a 25% skill.
Outdoorsman. This is the skill of outdoor living, and survival
in a hostile environment. Used to find water, shelter, food, and helps you not to get lost or wander into a radiation pocket. If you roll sucessfully you find enugh water (or food depending on what is being rolled for at the moment) for the day if you fail you must dig into the stores if you have any. (Critical sucess and you find enugh to add to your stores.) Note: The roll for food or water assume that there is actualy some to be found.
Initial Level. Starting Outdoorsman skill is equal to 10% + (1%
x the average of your Intelligence and Endurance). Average characters
will have a 15% skill.

Sneak. The skill of being able to move quietly and out of sight.
When you are Sneaking, and doing it successfully, other people will
be less likely to notice you – at a distance. If you get too close to a
dangerous mutant, no matter how good you are at Sneaking, they
will notice you. Active use. Use Sneak to toggle it on and off. You
automatically stop Sneaking when you run. You will not know if you are Sneaking successfully. The reactions from hostile, or inquisitive, creatures will tell you that. Your Sneak skill is rolled
when you start to Sneak, and every minute after that.
Initial Level. Starting Sneak skill is equal to 0% + (1% x
Agility). Average characters will have a 5% Sneak.
Lockpick. If you need to open locks without the proper key,
then this is the skill for you. Having an actual lockpick will improve
your chances, but it is not necessary. There are two types of locks in
the Fallout world: primitive and electronic. Lockpicks work against
primitive locks, and electronic lockpicks work on electronic locks. A
particular lock may be more difficult to pick than other locks.
Initial Level. Starting Lockpick skill is equal to 0% + (1% x
the average of your Perception and Agility). Average characters will
have a 5% skill.

Steal. This is the art of removing things from a person or
object, without being noticed. Even if you succeed, there is a chance
that a critter might notice you. Larger objects are more difficult to
steal than smaller objects. The more objects you attempt to steal, the
more likely you are to be noticed. You cannot steal objects that a person
is holding. If you steal from a person, it might be a good idea
to go behind them so they can't see you as easily.
Initial Level. Starting Steal skill is equal to 0% + (1% x
Agility). The average character will have a 5% Steal skill.
Traps. The skill of disarming bad things that will hurt you.
Your Perception will find them for you. If you decide to set bad things
for other people (like explosives), then this is the skill that is used to
set them. A critical failure while setting an explosive will detonate it
prematurely.
Initial Level. Starting Traps skill is equal to 0% + (1% x the
average of your Perception and Agility). Average characters will have
a 5% skill.
First Aid. The skill of minor healing. You will be able to cure
minor wounds, cuts and bruises with this skill. Each time you use this skill (sucessfully) with a first aid kit or doctors bag you heal 1d4 HP's (can only be used once pr. wound) and it will give the character a +2 to his healing factor while under your active care. Without a first aid kit or a doctors bag (or failing the skill roll) any strip of cloth will work but it will only stop the bleeding and add only +1 to healing factor (if failure no healing bounis but still stops bleeding.).
Starting First Aid skill is equal to 10% + (1% x the average of your
Perception + Intelligence). Average characters will have a 15% skill.
Doctor. A more advanced skill of healing. You can heal serious
damage and crippled limbs but not poison or radiation damage.
Using this skill will take a while to perform. Every crippled limb will
add to the time required to use the Doctor skill. Doctor skill will heal a cripled limb or other serious wounds in the time it takes the character to recover to 90% of HP's plus 1 week of complete rest after that (or more depending on the severity of the wound). Doctor can be substituted for the first aid skill and will on a sucessfull roll with a doctors bag heal 1d8 HP pr. wound and adds +3 to healing rate if under constant care. an unsucessfull roll will be the same as a failed first aid roll and if the character has only a first aid kit the sucess will be the same as a first aid skill sucess.
Initial Level. Starting Doctor skill is equal to 0% + (1% x the
average of your Perception and Intelligence). Average characters will
have a 5% skill.
Science. The skill of knowledge and learning. It covers computers,
electronics, mechanical and other brain hurting tasks.
Initial Level. Starting Science skill is equal to 15% + (2% x
Intelligence). Average characters will have a 25% Science skill.
Repair. This is the physical use of Science. Repair will let you
fix things, and in a world of broken stuff, this is a good thing. Active
use.
Initial Level. Starting Repair skill is equal to 5% + (1% x
Intelligence). Average characters will have a 10% skill.

	2.3	Using Skills.



2.4	Experence.


EXPERIENCE
As your character survives in the hostile environments, and
succeeds at the tasks ahead, you will gain experience. In turn, experience
will improve your character, increase your character level,
allowing you to spend points on skills, and eventually, pick a Perk.
Experience is rated in Experience Points (often abbreviated
EXP). The more difficult the task you solve, or the more difficult the
critter you put down, the more experience points you earn.
When you achieve a set number of XP, you gain a level. When
you gain a character level, which is a generalized measure of how
much experience you have gained and how capable your character is,
you gain the following:

Additional Hit Points, equal to 1/2 Endurance + 2 (round down)
More Skill Points, equal to 5 + Intelligence
Every three levels, you gain one Perk



		2.4.1	Experiance Chart.

The Experence nessisary to make a level is the level number multiplyed by one-thousand (the template experence value.) plus the experence requierment for the previous level for a standard template but some templates due to more or less starting power may multiply the experence level by more or less. (ie. The Template experence value may be higher or lower.)

Experence Chart:
Level:	E.V. 500	E.V. 1,000	E.V. 1,500	E.V. 2,000	E.V. 3,000
1	500		1,000		1,500		2,000		3,000
2	1,500		3,000		4,500		6,000		9,000
3	3,000		6,000		9,000		12,000		18,000
4	5,000		10,000		15,000		20,000		30,000^
5	7,500		15,000		22,500^		30,000^		45,000*
6	10,500		21,000		31,500		42,000		63,000
7	14,000		28,000^		42,000		56,000*		84,000~
8	18,000		36,000		54,000*		72,000		108,000+
9	22,500		45,000		67,500		90,000~		135,000-
10	27,500^		55,000*		82,500~		110,000+	165,000
11	33,000		66,000		99,000		132,000-	198,000
12	39,000		78,000~		117,000+	156,000		234,000
13	45,500		91,000		136,500-	182,000		273,000
14	52,500		105,000		157,500		210,000		315,000
15	60,000*		120,000+	180,000		240,000		360,000
16	68,000		136,000-	204,000		272,000		408,000
17	76,500		153,000		229,500		306,000		459,000
18	85,500~		171,000		256,500		342,000		513,000
19	95,000		190,000		285,000		380,000		570,000
20	105,000		210,000		315,000		420,000		630,000
21	115,500+	231,000		481,500		462,000		693,000
22	126,500		253,000		379,500		506,000		759,000
23	138,000		276,000		414,000		552,000		828,000
24	150,000-	300,000		450,000		600,000		900,000
25	162,500		325,000		487,500		650,000		975,000

Examples of Differences in exp. levels at different exp. totals.
^	30,000 Exp.
*	60,000 Exp.
~	90,000 Exp.
+	120,000 Exp.
-	150,000 Exp.
To get the value for any value of the Templates Experence Value devide the new value by 1000 and then multiply the levels value by this number.

		2.4.2	Experiance Level Bounises.

As you can see, it takes a slightly larger amount of XP to
advance from the lower levels to the higher levels. You have to learn
more to achieve the same amount of growth.
SKILL POINTS
When you earn more skill points, you can increase your skills by
spending those points on a skill. Every skill point is worth an additional
+1% to a normal skill, and +2% to a Tag skill.
You can spend skill points whenever you wish, and on whatever
skill you want to increase. Storing skill points is a possible strategy,
but then you effectively lose them by not gaining their benefit until
you spend them.
You earn skill points by going up a level. When you go from
level 1 to level 2, you will gain some skill points. The number of skill
points you gain depends on your character. Every level will get you
5 + Intelligence skill points. Average characters will gain 10 skill
points a level, or +10% to normal skills or +20% to just Tag skills, or
some combination between the two types of skills.
To spend skill points, go to the character screen. The number of
skill points is listed above the information card.


PERKS
Besides skills, it is possible for experience to reward you in
another manner - Perks. You get one Perk every three levels (level 3,
6, 9, 12, 15, 18, and 21), unless you have the Skilled trait (every four
levels; level 4, 8, 12, 16, and 20). A Perk is a new ability. Perks are
based on your character, and the list of Perks that you can choose
from is based on what level, statistics, and skills your character has.
Some Perks can be taken multiple times. These Perks have
ranks, or perk levels. Every additional rank will increase the power
of the Perk.
Perks also have requirements. Your character must have the
minimum requirements, or greater, to be able to take the Perk. You
must meet all the requirements. Some Perks have no requirements.
All Perks are not available at the first level Perks are offered.
These Perks have a minimum level before they can be taken.


THE LIST OF PERKS
Action Boy
Each level of Action Boy (insert Girl if you wish) will give you an
additional AP to spend every combat turn. You can use these generic
APs on any task.
Number of Ranks..........3
Requirements ..............5 Agility, Level 12
Animal Friend
Animals will not attack one of their friends, unless the animal
is threatened or attacked first. Exactly what an animal is in this
world is open to debate.
Number of Ranks..........1
Requirements ................5 Intelligence, 25% Outdoorsman,
Level 9
Awareness
You are more likely to notice details. This perk will add 2 pionts of Perception for purposes of noticing things only. (not for fire arm range.)
Number of Ranks..........1
Requirements ................5 Perception, Level 3
Better Criticals
The critical hits you cause in combat are more devastating. You
gain a 20% bonus on the critical hit table, almost ensuring that more
damage will be done. This does not affect the chance to cause a critical
hit.
Number of Ranks..........1
Requirements ................6 Perception, 6 Luck, 4 Agility, Level 9
Bonus HtH Attacks
You have learned the secret arts of the East, or you just punch
faster. In any case, your hand-to-hand attacks cost 1 AP less to perform.
Number of Ranks..........1
Requirements ................6 Agility, Level 6
Bonus HtH Damage
Experience in unarmed combat has given you the edge when it
comes to damage. You cause +2 points of damage with punches and
kicks for each level of this Perk.
Number of Ranks..........3
Requirements ................6 Agility, 6 Strength, Level 3
Bonus Move
For each level of Bonus Move, you get 2 free APs each turn that
can only be used for movement. In other words, you can move 2 free
hexes each turn for each level of this Perk.
Number of Ranks..........3
Requirements ................5 Agility, Level 6
Bonus Ranged Damage
Your training in firearms and other ranged weapons has made
you more deadly in ranged combat. For each level of this Perk, you
do +2 points of damage with ranged weapons.
Number of Ranks..........2
Requirements ................6 Agility, 6 Luck, Level 6
Bonus Rate of Fire
This Perk allows you to pull the trigger a little more faster, and
still remain as accurate as before. Each ranged weapon attack costs
1 AP less to perform.
Number of Ranks..........1
Requirements ................7 Agility, 6 Intelligence, 4 Perception,
Level 9
Cult of Personality
Your reputation is always positive to people. Without this Perk,
a large negative reputation would have a bad effect on good natured
people. Works with a good rep and bad people, too.
Number of Ranks..........1
Requirements ................10 Charisma, Level 12
Dodger
You are less likely to be hit in combat, if you have this Perk.
Every level will add +5% to your Armor Class, in addition to the AC
bonus from any worn armor.
Number of Ranks..........2
Requirements ................4 Agility, Level 9
Earlier Sequence
You are more likely to move before your opponents in combat,
since your Sequence is +2 for each level of this Perk.
Number of Ranks..........3
Requirements ................6 Perception, Level 3
Educated
Each level of Educated will add +2 skill points when you gain a
new experience level. This Perk works best when purchased early in
your adventures.
Number of Ranks..........3
Requirements ................6 Intelligence, Level 6
Empathy
You have studied other human beings, giving you the inside
knowledge of their emotional reaction to you. You will know the reaction
level of the person you are talking to, when involved in an in-depth
conversation.
Number of Ranks..........1
Requirements ................7 Perception, 5 Intelligence, Level 6
Explorer
The mark of the Explorer is to search out new and interesting
locations. With this Perk, you have a greater chance of finding special
places or peoples.
Number of Ranks..........1
Requirement ..................None, Level 9
Faster Healing
With each level of this Perk, you will get a +1 bonus to your
Healing Rate. Thus you heal faster.
Number of Ranks..........3
Requirements ................6 Endurance, Level 3
Flower Child
With this Perk, you are much less likely to be addicted to chems
(50% less likely, actually), and you suffer half the withdrawal time of
a normal person.
Number of Ranks..........1
Requirements ................5 Endurance, Level 9
Fortune Finder
You have the talent of finding money. You will find additional
money in random encounters in the desert.
Number of Ranks..........1
Requirements ................8 Luck, Level 6
Ghost
When the sun goes down, or you are in a poorly lit area, you
move like a Ghost with this Perk. Your Sneak skill is enhanced +20%
during darkness conditions.
Number of Ranks..........1
Requirements ................60% Sneak, Level 6
Healer
The healing of bodies comes easier to you with this Perk. Each
level will add 2-5 more hit points healed when using the First Aid or
Doctor skills.
Number of Ranks..........3
Requirements ................7 Perception, 6 Agility, 5 Intelligence,
40% First Aid, Level 3
Heave Ho!
Each level of the Heave Ho! Perk will give your thrown weapons
an additional +2 Strength for purposes of determining range only.
Number of Ranks..........3
Requirements ................Level 6
Lifegiver
With each level of this Perk, you gain an additional 4 Hit Points pr. experiance level.
This may not seem like a lot, but every little bit helps. (At rank 3 this is an aditional 12 HP's pr. level in adition to the standard hit point bounis. (as much as 19 points pr. level! ))
Number of Ranks..........3
Requirements ................4 Endurance, Level 12
Lucky Stiff
With this perk when the GM rolls a random encounter the character has a better chance of the encounter being a good one or at least not as bad as it could be. When a random encounter is called for every level of this perk gives a +20% bounis to the roll.
Number of Ranks..........2
Requirements ................6 Luck, Level 3
Master Thief
A Master Thief has a one-time bonus of +10% to the Sneak,
Lockpick, Steal and Traps skills. Rob from the rich, and give to you.
Number of Ranks..........1
Requirements ................Level 12
Master Trader
You have mastered one aspect of bartering - the ability to buy
goods far cheaper than a normal person. With this Perk, you get a
25% discount when purchasing items from a store or another trader.
Number of Ranks..........1
Requirements ................7 Charisma, 60% Barter, Level 9
Medic
The Medic Perk will give you a one-time bonus of +20% to the
First Aid and Doctor skills. Healing skills are a good thing.
Number of Ranks..........1
Requirements ................Level 12
Mental Block
Mental Block is the ability to tune out any outside mental interference.
You must have learned this talent from a passing guru, or
from a really late night at a bar. (with Mr. Taquila)
Number of Ranks..........1
Requirements ................Level 15
More Criticals
You are more likely to cause Critical Hits in combat if you have
this Perk. Each level of More Criticals will get you a +5% chance to
cause a critical hit. This is a good thing.
Number of Ranks..........3
Requirements ................6 Luck, Level 6
Mr. Fixit
This Perk will give you a one-time bonus of +20% to the Repair
and Science skills. A little late night cramming never hurt anybody,
especially you.
Number of Ranks..........1
Requirements ................None, Level 12
Mutate!
The radiation of the wasteland has changed you! One of your
Traits has mutated into something else... (You loose the bad aspect of your trait or the effect is halved depending.)
Number of Ranks..........1
Requirements ................Level 9
Mysterious Stranger
With this Perk, you have gained the attention of a Mysterious
Stranger, who will appear to help you from time to time. If your ally
is lost in combat, do not expect him or her to be replaced.
Number of Ranks..........1
Requirements ................7 Luck, Level 6
Night Vision
With the Night Vision Perk, you can see in the dark better.
Each level of this Perk will reduce the overall darkness level by one level.
Number of Ranks..........3
Requirements ................6 Perception, Level 3
Pathfinder
The Pathfinder is better able to find the shortest route. With
this Perk, your travel time is reduced by 25% for
each level.
Number of Ranks..........2
Requirements ................6 Endurance, 40% Outdoorsman,
Level 6
Pickpocket
You are much more adept at Stealing than the normal crook.
You can Steal with the best of them, because with this Perk, gain a 20% bounis when stealing from a person.
Number of Ranks..........1
Requirements ................8 Agility, 80% Steal, Level 9
Presence
You command attention by just walking into a room. The initial
reaction of another person is improved by 1 level for each level of
this Perk.
Number of Ranks..........3
Requirements ................6 Charisma, Level 3
Quick Pockets
You have learned to better store your equipment on your person.
With each level of this Perk, the AP cost to access Inventory in combat
is reduced by one.
Number of Ranks..........3
Requirements ................5 Agility, Level 3
Rad Resistance
You are better able to avoid radiation, and the bad effects radiation
causes. Each level of this Perk will improve your Radiation
Resistance by 10%.
Number of Ranks..........3
Requirements ................6 Endurance, 4 Intelligence, Level 6
Ranger
You are better able to avoid unwanted attention while traveling
through the wasteland. Your chance of a hostile random encounter is
lowered by each level of this Perk.
Number of Ranks..........3
Requirements ................6 Perception, Level 6
Scout
You have improved your ability to see distant locations,
increasing the distance you will see closing encounters and the faster you will spot an ambush.
Number of Ranks..........1
Requirements ................8 Perception, Level 3
Scrounger
You can find more ammo than the normal post-holocaust survivor.
This Perk will increase the amount of ammo found in random
encounters.
Number of Ranks..........1
Requirements ................8 Luck, Level 9
Sharpshooter
The talent of hitting things at longer distances. You get a +2
bonus, for each level of this Perk, to Perception for the purposes of
determining range modifiers. It's easier than ever to kill at long
range!
Number of Ranks..........2
Requirements ................7 Perception, 6 Intelligence, Level 6
Silent Death
While Sneaking, if you hit a critter in the back, you will cause
double damage using a HtH attack. Silent Death is that kind of Perk.
Number of Ranks..........1
Requirements ................10 Agility, 80% Sneak, Level 18
Silent Running
With this Perk, you now have the ability to move quickly and
still remain quiet. You can Sneak, and run at the same time.
Without this Perk, you would automatically stop Sneaking if you ran.
Number of Ranks..........1
Requirements ................6 Agility, 50% Sneak, Level 6
Sixth Sense
"My spider sense is tingling." With this perk the character may recieve a warning from the GM if immidiate danger is in store for the character with this perk. Note however that this has no effect if the danger will not have a direct effect on the character nor will it give an exact idea of the danger but only a vague sense of danger in the immidiate future.
Number of Ranks ..........1
Requierments ................6 Luck, 6 Perception, Level 6
Skills Master
With this perk the character gains an additional 20 skill points to use on any skill or skills desired. This is a one time bounis pr. rank.
Number of Ranks..........5
Requirements ................Level 3
Slayer
The Slayer walks the earth! In hand-to-hand combat, all of your
hits are upgraded to critical hits - causing destruction and mayhem.
Number of Ranks..........1
Requirements ................8 Agility, 8 Strength, 80% Unarmed,
Level 18
Smooth Talker
A Smooth Talker has learned to increase their options in dialogue,
without understanding what they are talking about. For each level of this perk you may ask the GM a question about the conversation the higher the perk the more likely the GM will answer clearly depending on the situation.
Number of Ranks..........3
Requirements ................4 Intelligence, Level 3
Snakeater
Yum! Tastes like chicken. You have gained an immunity to poison,
resulting in a +25% to your Poison Resistance.
Number of Ranks..........1
Requirements ................3 Endurance, Level 6
Sniper
You have mastered the firearm as a source of pain. With this Perk,
any successful hit in combat with a ranged weapon will be upgraded
to a critical hit if you also make a Luck roll.
Number of Ranks ............1
Requirements ..................8 Agility, 8 Perception,
80% Small Guns, Level 18
Speaker
Being a Speaker means that you have a one-time bonus of
+20% to the Speech and Barter skills. From the mouth of babes and
all that.
Number of Ranks..........1
Requirements ................None, Level 12
Strong Back
AKA Mule. You can carry an additional 50 lbs. of equipment for
each level of this Perk.
Number of Ranks..........3
Requirements ................6 Strength, 6 Endurance, Level 3
Survivalist
You are a master of the outdoors. This Perk confers the ability
to survive in hostile environments. You get a +20% bonus to
Outdoorsman for survival purposes, for each level of this Perk.
Number of Ranks..........3
Requirements ................6 Endurance, 6 Intelligence,
40% Outdoorsman, Level 3
Swift Learner
You are indeed a Swift Learner with this Perk, as each level will
give you an additional +5% bonus whenever you earn experience
points. Best purchased at an early level.
Number of Ranks..........3
Requirements ................4 Intelligence, Level 3
Tag!
Your skills have improved to the point where you can pick an
additional Tag Skill, increasing that skill by +20% immediately and
2% per skill point spent.
Number of Ranks..........1
Requirements ................Level 12
Toughness
When you are tough, you take less damage. Each level of this
Perk will add +10% to your general damage resistance.
Number of Ranks..........3
Requirements ................6 Endurance, 6 Luck, Level 3






3.0	Combat.
	3.1	Inititive.
	3.2	Actions.
ACTION TO PERFORM BASE AP COST
Walking						1 AP per meter (hex)
Hand to Hand (HtH) Attack			3 AP
Melee Weapon Attack				4 AP *
Ranged Attack (Single)				5 AP *
Ranged Attack (Burst)				6 AP *
Targeted Attack					+1 AP *
Reloading Ammo				2 AP
Accessing Inventory				4 AP
Opening a door					3 AP
Using a scenery item				3 AP
Quick Attack					-1 AP

*Some weapons cost more or less AP than listed to use.
		3.2.1	Movement.
Movement. You may use your AP's to move one Hex pr. AP used.
		3.2.2	Hand to Hand:

HAND TO HAND COMBAT
The use of melee weapons and unarmed combat is collectively
known as Hand to Hand combat (HtH). This sort of combat occurs at
very close ranges, from one to two hexes. Normally you will be adjacent
to your opponent. This type of combat is fast and deadly, and
very personal. Melee weapons, like knives and brass knuckles, have the advantage
over ranged weapons in that they do not need consumable
ammunition and they are generally faster to use accurately.
Hand to Hand combat has the disadvantage that your opponent
will always be able to attack you back. With ranged weapons, you
can fire from a distance, and if your opponent is not armed with a
ranged weapon, he must run up to you. HtH combat is a little more
dangerous. Melee weapons have a base damage range, plus they get a bonus from your Strength. The
Melee Damage stat will add to the base damage of the weapon. The
higher the Melee Damage, the more damage your are assured of doing.


Attacking. The number of AP required to make an attack will
depend on the attack that you make. Weapons that are big and bulky
will require more AP to use than a smaller, more agile weapon.
Ammunition is scarce, each shot must count but you may make a quick shot taking 1 less AP but also -20% accuracy. Targeted shots require more aim time, so they take an additional AP to perform.
				Fists and Feet.
Punching & Kicking. If you are without a melee weapon, you
can always punch and kick. This type of attack uses your Unarmed
combat skill. Punching and Kicking attacks always do damage based
on just your Melee Damage.

				Melee Weapons.


		3.2.3		Ranged Attack:
RANGED WEAPONS
Ranged weapons are weapons that can be used in a range of
1 hex or more. Ranged weapons have some sort of finite range that
they can be used up to, but this is often 8, 15, 20 or more meters
(hexes) away. If you exceed this range then you recieve extra range penaltys.
Pistols, rifles, SMGs, shotguns, rocket launchers, flame-throwers
are all considered ranged weapons. So are throwing knives,
spears and rocks. If you can attack someone at a range of more than
2 hexes, it is considered a ranged weapon.

Attacking. The number of AP required to make an attack will
depend on the attack that you make. Weapons that are big and bulky
will require more AP to use than a smaller, more agile weapon.
Ammunition is scarce, each shot must count but you may make a quick shot taking 1 less AP but also -20% accuracy. Targeted shots require more aim time, so they take an additional AP to perform.
				Single.
Single Shot. Some ranged weapons are single shot. That is,
each attack will only use one round of ammunition or one instance of
the weapon (in the case of weapons which self-destruct, like a
grenade, or physically leave your hand, like a throwing knife).
You will have a single chance to hit with a single shot weapon. If
you succeed at your skill roll, after modifiers for range, light level, and
the armor of the target, you will hit. If you fail the roll, you will miss.
				Burst.
Burst. Burst weapons fire multiple rounds of ammunition
with every attack. Burst weapons can have a varying rate of fire
(ROF). The higher the ROF, the more shots the burst weapon will
use per attack.
Burst weapons do
have the advantage
that you will get multiple
chances to hit.
Each shot has an individual
chance to hit.
Even with a low skill, a
burst weapon with a
high ROF will most
likely mean that some
of the shots will hit.
The other advantage that burst
weapons have is a larger area of effect. A burst weapon is capable of
covering multiple hexes and hitting several targets at once. The
higher the ROF, the more likely multiple targets will be hit during a
burst attack. Your primary target (the person or thing you target)
will take the brunt of the burst attack. Everyone between you and
the target, within a cone that is centered on the target, can possibly
be hit by the burst attack. Friends, enemies, and non-combatants. If
they are in your way, there is a chance they could be hit.
for a burst any shot that msses the primary target will have a chance to hit the net target in presidence as determined by the random roll or the closest hex wise to the target and hexwise to the shooter. the shots will suffer a hit penalty of 5% per presidence.
Spray: like a burst but will hit many targets evenly without presidence.
If you perform a burst attack on an enemy that is very close to
you, then you will saturate them with bullets instead of doing the
wider, spraying affect.
Bursting does have the unfortunate side effect of using a lot of
ammo.

				Targeted.
Targeted Shots. Targeted shots are attacks that are aimed at
a specific location on your opponent. They are harder to do (resulting
in a negative modifier to your chance to hit), but can potentially
do much more damage and they are more likely to result in a critical
hit.
Targeted shots have a higher chance of scoring a critical hit.
The more difficult the location was to hit, the better the chance it will
do a critical hit.


				Aimed.

				Quick.

				Thrown Weapons.
Throw. Some weapons can be thrown. These weapons have a
range based on your Strength. Characters with a higher Strength
will be able to throw the ranged weapon farther.
Grenades are the most typically thrown weapon. They also
have the nasty ability to detonate even if you miss. A live grenade
has to land somewhere.


		3.2.4	Dodging.
Armor Class Bonus. Any unused AP remaining when you end
your turn will add to your armor class. Effectively, the less you do in
a turn, the more defensive you are and the harder you are to hit. If
you are trying to avoid an opponent, it will often be better to use the
action points to move away from the opponent instead of standing
still and getting the Armor Class bonus.
		3.2.5	Reloading Ammo.
Reloading. Weapons that have an ammo capacity (like a gun,
but also including any weapons that have fuel or energy requirements)
will need to be reloaded from time to time (more often if you
attack more often, or if the weapon is a burst weapon with a high
ROF).
Reloading can happen one of two ways: you can access inventory,
and drag the proper ammunition to the weapon to reload it, or you
can do a reload action from the active item button on the interface
bar. The first method is slower, but you get to choose the exact ammo
loaded. The second method is a little faster, but if your gun is empty,
you get whatever type of ammo is readily available that will fit it.
The green ammo bar on the right side of the active item button
will show the approximate number of rounds or energy remaining in
the active weapon. Examine the weapon in inventory to get an exact
count.
If you attempt to attack with an empty weapon, you will automatically
fail.
		3.2.6	Accessing Inventory.
Inventory. If you need to change weapons or use a stimpack or reload with an out-of-the-way ammunition source you will have to pay 4 AP to do so. If you do not have 4 AP, you can not
get to your inventory.
		3.2.7	Using an item.

		3.2.8	Other.
Other Actions. If you perform any odd actions (like opening
or closing a door, or using a computer), it will cost you 3 AP.
Some skills or actions require so much time to properly use that
you cannot perform them in combat.
	3.3	Attacking.
	3.3.1	Hit Class.
Skill devided by 5 round up is: Skill (1-20 or more)

Actual range + Overage Range - Perception is: Effective Range (No Minimum, No Maximum)
(A telescopic sight if used (1 AP) will half the actual range to a minimum of 10)
(A laser sight when used (1 AP) will reduce the actual range by 4 to a minimum of 4 (before reduction of telescopic bounis if applicable))
Weapons Inherent Accuracy (IA) (up to -5 to +10?) 
(Sniper rifle or other long rifle -1 class for each 2 effective range, pistols -1.5 class for each effective range round up, shotguns -2 class for each effective range, sawed off shotguns -3 class for each effective range, all others -1 class for each effective range.)
Hit Location (Aimed Shot) Torso -1 class,  Arms -5 class, Legs -4 class, Head -10 class.
Quick Shot -1 AP -4 class, Extended Shot +1 AP: +2 class, Extended Shot +2 AP: +4 class, Extended Shot +3 AP: +6 class, Extended Shot +4 AP: +8 class, Extended Shot +5 AP: +10 class.


Range:
For ranged weapons, the distance between you and your target
is critical. The closer you are to the target, the better the chance to
hit. Your Perception will drastically modify the final to hit penalty or
bonus for range. If you are closer than your Perception in meters (8
Perception is 7 meters or less, for example), you will actually get a
bonus to your to hit chance. If the target is farther away than your
Perception in meters (9 meters or more, according to our other example),
then you will get a penalty on your to hit chance. If the target
is exactly your Perception away from you, there is no modifier.
If your target is in the dark, they will be harder to see. Targets
that are hard to see are also harder to hit. The light level of the target
will therefore modify your chance to hit. If the target is in the
shadows, there will be a penalty for attacking it. Partial darkness is
a -10% to hit, medium darkness is a -20% to hit, and full darkness is
a -40% to hit penalty.
Armor provides protection against the target actually being hit
by deflecting the attack. Attacks that are deflected (or bounced, for
really heavy armor) do no damage to the target. The percentage that
the chance to hit is modified by is called Armor Class (AC). The AC
is subtracted from the chance to hit. Higher ACs are therefore better.
Anything over a 20% AC is really good.
Cover is considered as any obstacle between you and your target.
Other people, barrels to duck behind, trees, and walls are all
considered cover. Cover will modify the to hit chance as a negative
penalty. You will never have a better chance to hit your target if
there is cover between you and it. The amount of the penalty
depends on the cover. A barrel may be very little, another person a
little more, and a wall may have a really big modifier.
Targeted attacks are discussed below, but they all have some
sort of negative to hit penalty based on the location being targeted.
Trying to hit someone in the eyes is more difficult than attacking
their left arm (or tentacle, or whatever).


	3.3.2	Armor Class.
Armor Class bounis from AP: Each AP gives +3 class bounis to AC. (lasts 'til next turn and if character is not first you may take out a loan against the characters future AP's.)
Armor's AC + Dodge bounis is: AC (1-30 or more)

	3.3.3	Hit Chart.

-------------------------------------------------------------------------------------------------------------------------------
HC   00  01  02  03  04  05  06  07  08  09  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25  26  27  28  29  30
AC  ---------------------------------------------------------------------------------------------------------------------------
00   10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20
01   11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19
02   12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14 -15 -16 -17 -18
03   13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14 -15 -16 -17
04   14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14 -15 -16
05   15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14 -15
06   16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14
07   17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13
08   18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12
09   19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11
10   20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10
11   21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09
12   22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08
13   23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07
14   24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06
15   25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05
16   26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04
17   27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03
18   28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02
19   29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01
20   30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00
21   31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01
22   32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02
23   33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03
24   34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04
25   35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05
26   36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07  06
27   37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08  07
28   38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09  08
29   39  38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10  09
30   40  39  38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11  10
31   41  40  39  38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11
32   42  41  40  39  38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13  12
33   43  42  41  40  39  38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14  13
34   44  43  42  41  40  39  38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15  14
35   45  44  43  42  41  40  39  38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16  15
36   46  45  44  43  42  41  40  39  38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17  16
37   47  46  45  44  43  42  41  40  39  38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18  17
38   48  47  46  45  44  43  42  41  40  39  38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19  18
39   49  48  47  46  45  44  43  42  41  40  39  38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20  19
40   50  49  48  47  46  45  44  43  42  41  40  39  38  37  36  35  34  33  32  31  30  29  28  27  26  25  24  23  22  21  20
-------------------------------------------------------------------------------------------------------------------------------




-------------------------------------------------------------------------------------------------------------------------------
HC  -15 -14 -13 -12 -11 -10 -09 -08 -07 -06 -05 -04 -03 -02 -01 ***  31  32  33  34  35  36  37  38  39  40  41  42  43  44  45
AC  ---------------------------------------------------------------------------------------------------------------------------
00   25  24  23  22  21  20  19  18  17  16  15  14  13  12  11 *** -21 -22 -23 -24 -25 -26 -27 -28 -29 -30 -31 -32 -33 -34 -35
01   26  25  24  23  22  21  20  19  18  17  16  15  14  13  12 *** -20 -21 -22 -23 -24 -25 -26 -27 -28 -29 -30 -31 -32 -33 -34
02   27  26  25  24  23  22  21  20  19  18  17  16  15  14  13 *** -19 -20 -21 -22 -23 -24 -25 -26 -27 -28 -29 -30 -31 -32 -33
03   28  27  26  25  24  23  22  21  20  19  18  17  16  15  14 *** -18 -19 -20 -21 -22 -23 -24 -25 -26 -27 -28 -29 -30 -31 -32
04   29  28  27  26  25  24  23  22  21  20  19  18  17  16  15 *** -17 -18 -19 -20 -21 -22 -23 -24 -25 -26 -27 -28 -29 -30 -31
05   30  29  28  27  26  25  24  23  22  21  20  19  18  17  16 *** -16 -17 -18 -19 -20 -21 -22 -23 -24 -25 -26 -27 -28 -29 -30
06   31  30  29  28  27  26  25  24  23  22  21  20  19  18  17 *** -15 -16 -17 -18 -19 -20 -21 -22 -23 -24 -25 -26 -27 -28 -29
07   32  31  30  29  28  27  26  25  24  23  22  21  20  19  18 *** -14 -15 -16 -17 -18 -19 -20 -21 -22 -23 -24 -25 -26 -27 -28
08   33  32  31  30  29  28  27  26  25  24  23  22  21  20  19 *** -13 -14 -15 -16 -17 -18 -19 -20 -21 -22 -23 -24 -25 -26 -27
09   34  33  32  31  30  29  28  27  26  25  24  23  22  21  20 *** -12 -13 -14 -15 -16 -17 -18 -19 -20 -21 -22 -23 -24 -25 -26
10   35  34  33  32  31  30  29  28  27  26  25  24  23  22  21 *** -11 -12 -13 -14 -15 -16 -17 -18 -19 -20 -21 -22 -23 -24 -25
11   36  35  34  33  32  31  30  29  28  27  26  25  24  23  22 *** -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20 -21 -22 -23 -24
12   37  36  35  34  33  32  31  30  29  28  27  26  25  24  23 *** -09 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20 -21 -22 -23
13   38  37  36  35  34  33  32  31  30  29  28  27  26  25  24 *** -08 -09 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20 -21 -22
14   39  38  37  36  35  34  33  32  31  30  29  28  27  26  25 *** -07 -08 -09 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20 -21
15   40  39  38  37  36  35  34  33  32  31  30  29  28  27  26 *** -06 -07 -08 -09 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20
16   41  40  39  38  37  36  35  34  33  32  31  30  29  28  27 *** -05 -06 -07 -08 -09 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19
17   42  41  40  39  38  37  36  35  34  33  32  31  30  29  28 *** -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14 -15 -16 -17 -18
18   43  42  41  40  39  38  37  36  35  34  33  32  31  30  29 *** -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14 -15 -16 -17
19   44  43  42  41  40  39  38  37  36  35  34  33  32  31  30 *** -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14 -15 -16
20   45  44  43  42  41  40  39  38  37  36  35  34  33  32  31 *** -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14 -15
21   46  45  44  43  42  41  40  39  38  37  36  35  34  33  32 ***  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13 -14
22   47  46  45  44  43  42  41  40  39  38  37  36  35  34  33 ***  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11 -12 -13
23   48  47  46  45  44  43  42  41  40  39  38  37  36  35  34 ***  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -08 -07 -12
24   49  48  47  46  45  44  43  42  41  40  39  38  37  36  35 ***  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10 -11
25   50  49  48  47  46  45  44  43  42  41  40  39  38  37  36 ***  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09 -10
26   51  50  49  48  47  46  45  44  43  42  41  40  39  38  37 ***  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08 -09
27   52  51  50  49  48  47  46  45  44  43  42  41  40  39  38 ***  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07 -08
28   53  52  51  50  49  48  47  46  45  44  43  42  41  40  39 ***  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06 -07
29   54  53  52  51  50  49  48  47  46  45  44  43  42  41  40 ***  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05 -06
30   55  54  53  52  51  50  49  48  47  46  45  44  43  42  41 ***  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04 -05
31   56  55  54  53  52  51  50  49  48  47  46  45  44  43  42 ***  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03 -04
32   57  56  55  54  53  52  51  50  49  48  47  46  45  44  43 ***  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02 -03
33   58  57  56  55  54  53  52  51  50  49  48  47  46  45  44 ***  12  11  10  09  08  07  06  05  04  03  02  01  00 -01 -02
34   59  58  57  56  55  54  53  52  51  50  49  48  47  46  45 ***  13  12  11  10  09  08  07  06  05  04  03  02  01  00 -01
35   60  59  58  57  56  55  54  53  52  51  50  49  48  47  46 ***  14  13  12  11  10  09  08  07  06  05  04  03  02  01  00
36   61  60  59  58  57  56  55  54  53  52  51  50  49  48  47 ***  15  14  13  12  11  10  09  08  07  06  05  04  03  02  01
37   62  61  60  59  58  57  56  55  54  53  52  51  50  49  48 ***  16  15  14  13  12  11  10  09  08  07  06  05  04  03  02
38   63  62  61  60  59  58  57  56  55  54  53  52  51  50  49 ***  17  16  15  14  13  12  11  10  09  08  07  06  05  04  03
39   64  63  62  61  60  59  58  57  56  55  54  53  52  51  50 ***  18  17  16  15  14  13  12  11  10  09  08  07  06  05  04
40   65  64  63  62  61  60  59  58  57  56  55  54  53  52  51 ***  19  18  17  16  15  14  13  12  11  10  09  08  07  06  05
-------------------------------------------------------------------------------------------------------------------------------

	3.3.4	Critical Hits.

Critical Hits. Some attacks are just so good that they cause
extra damage or have some nasty effect on your target. These are
called critical hits. Your chance to have a critical hit is based on your
critical chance, and whether or not you made a targeted shot.
Targeted shots will do more critical hits than normal shots.
A higher skill will give you a better chance to make a critical hit.
Some common critical hit effects:
Doing extra damage (x1.5, x2, or even x3)
Crippling a limb (with a targeted shot)
Ignoring the armor of your target
Unconsciousness
Knocking the target over
Other effects are possible. The type of effects that will occur
depend on the target.



Critical Hit		1d20+Luck
Roll	General				Limb				Head

0	No Critical			No Critical			No Critical
1	No Critical			No Critical			No Critical
2	No Critical			No Critical			No Critical
3	No Critical			No Critical			No Critical
4	No Critical			No Critical			No Critical
5	No Critical			No Critical			No Critical
6	No Critical			No Critical			No Critical
7	No Critical			No Critical			No Critical
8	No Critical			No Critical			No Critical
9	No Critical			No Critical			No Critical
10	No Critical			No Critical			Level 1 Critical
11	No Critical			No Critical			Level 1 Critical
12	No Critical			No Critical			Level 1 Critical
13	No Critical			No Critical			Level 1 Critical
14	No Critical			No Critical			Level 1 Critical
15	Level 1 Critical			No Critical			Level 2 Critical
16	Level 1 Critical			No Critical			Level 2 Critical
17	Level 1 Critical			No Critical			Level 2 Critical
18	Level 1 Critical			No Critical			Level 2 Critical
19	Level 1 Critical			No Critical			Level 2 Critical
20	Level 1 Critical			Level 1 Critical			Level 2 Critical
21	Level 2 Critical			Level 1 Critical			Level 2 Critical
22	Level 2 Critical			Level 1 Critical			Level 2 Critical
23	Level 2 Critical			Level 1 Critical			Level 2 Critical
24	Level 2 Critical			Level 1 Critical			Level 3 Critical
25	Level 2 Critical			Level 1 Critical			Level 3 Critical
26	Level 2 Critical			Level 2 Critical			Level 3 Critical
27	Level 3 Critical			Level 2 Critical			Level 3 Critical
28	Level 3 Critical			Level 2 Critical			Level 3 Critical
29	Level 3 Critical			Level 3 Critical			Level 3 Critical
30	Level 3 Critical			Level 3 Critical			Level 3 Critical


Level 1 Critical:		1d10
	General				Limbs				Head

1	Extra Damage x1.5		None				Knock Down, EDx 1.5
2	Extra Damage x1.5		None				Knock Down, EDx 2
3	Extra Damage x1.5		None				Eye Damage, EDx 1.5
4	Extra Damage x1.5		None				Knock Out 1d4, EDx 2
5	Extra Damage x2		None				Knock Out 1d6, EDx 3
6	Extra Damage x3		None				Knock Out 1d8, EDx 3
7	Bypass Armor			None				Knock Out 1d8, EDx 3
8	Knock Down			None				Knock Out 1d10, EDx 3
9	Knock Down			Fracture			Knock Out 1d10, EDx 3
10	Knock Down			Broken Bone, EDx 1.5		Concussion, KO 1d6, EDx 3

Level 2 Critical:		1d10
	General				Limbs				Head

1	Extra Damage x 3		None				Eye Damage, EDx 2
2	Extra Damage x 2		None				Knock Out 1d6, EDx 2
3	Extra Damage x 2		None				Knock Out 1d8, EDx 2
4	Extra Damage x1.5		None				Knock Out 1d10, EDx 2
5	Bypass Armor			None				Knock Out 1d12, EDx 2
6	Bypass Armor			Fracture			Knock Out 1d20, EDx 2
7	Bypass Armor			Fracture			Concussion, KO 1d10, EDx 3
8	Knock Out 1d4 & EDx 1.5	Broken Bone, EDx 1.5		Concussion, KO 1d12, EDx 3
9	Knock Out 1d6 & EDx 2		Broken Bone, EDx 1.5		Concussion, KO 1d20, EDx 4
10	Knock Out 1d8 & EDx 3		Cripple Limb, EDx 2		Concussion, KO 1d20, EDx 4

Level 3 Critical:		1d10
	General				Limbs				Head

1	Extra Damage x 2		None				Eye Damage, EDx 3
2	Extra Damage x 3		None				Knock Out 1d12, EDx 3
3	Extra Damage x 3		Fracture			Knock Out 1d20, EDx 4
4	Bypass Armor			Fracture			Concussion, KO 1d6, EDx 2
5	Bypass Armor			Fracture			Concussion, KO 1d6, EDx 3
6	Bypass Armor			Broken Bone, EDx 1.5		Concussion, KO 1d6, EDx 3
7	Bypass Armor			Broken Bone, EDx 1.5		Concussion, KO 1d6, EDx 4
8	Knock Out 1d8 & EDx 2		Broken Bone, EDx 2		Concussion, KO 1d6, EDx 4
9	Knock Out 1d10 & EDx 3		Cripple Limb, EDx 2		Concussion, KO 1d6, EDx 4
10	Knock Out 1d12 & EDx 3		Cripple Limb, EDx 3		Concussion, KO 1d6, EDx 5


	3.3.5	Critical Misses.



Critical Failures. With every good thing must come a bad
thing. Critical Failures are the opposite of the nice critical hits.
Critical failures mean that something bad has happened to the
attacker, which can include you.
Trying to make a difficult attack with a low to hit chance will
increase the odds that you will have a critical failure. Taking the
Jinxed trait means that everyone, including yourself, will have more
critical failures.
The type of critical failure that you have depends on the weapon
(or lack thereof) you attack with.
Some common critical failure effects include:
Running out of ammo
Jamming your gun
Losing AP
Dropping your weapon
Your weapon may explode (only likely with explosives and
energy weapons)
Missing your target and hitting someone else
There are other effects. Trial and error will take on a whole new
meaning.


Critical Failure		1d20+Luck
Roll		Effect

1		Weapon Explodes
2		Weapon Explodes
3		Weapon Explodes
4		Weapon Explodes
5		Weapon Explodes
6		Oops, Hit another target
7		Oops, Hit another target
8		Oops, Hit another target
9		Dropped Weapon
10		Dropped Weapon
11		Dropped Weapon
12		Gun Jams (or drop weapon if not a gun.)
13		Gun Jams (or drop weapon if not a gun.)
14		Gun Jams (or drop weapon if not a gun.)
15		Gun Jams (or drop weapon if not a gun.)
16		Gun Jams (or drop weapon if not a gun.)
17		Gun Jams (or drop weapon if not a gun.)
18		Gun Jams (or drop weapon if not a gun.)
19		Gun Jams (or drop weapon if not a gun.)
20		Gun Jams (or drop weapon if not a gun.)
21		Gun Jams (or drop weapon if not a gun.)
22		Loose 1d6 AP
23		Loose 1d4 AP
24		Loose 1d4 AP
25		Loose 1d4 AP
26		Loose 1d4 AP
27		Loose 1d4 AP
28		Loose 1 AP
29		Loose 1 AP
30		Loose 1 AP

Unjam a Gun:

Roll d100 against Weapons Skill (devided in half) or Vs. Gunsmith
The guns reliabulity will modify the skill percentile upward.

time to attempt unjam:
	Using Weapons Skill	1d6
	Using Gunsmith		1d4
Sucess indicates loss of one round of ammo and the weapon now able to be used again.
Failure indicates the unjam must be attempted again and you must roll against the guns reliabulity on a percentile if the roll is less than the reliabulity of the waepon it may be damaged if the character was using the weapons Skill to unjam it is damaged (roll on a chart to find severity of damage) or if the character was using the gun smith skill roll against the skill if it is a failure then the weapon is damaged (roll on a chart to find severity of damage), if sucessfull then may attempt to unjam again for an aditional 1d4 AP.


	3.4	Damage and Armor.
DAMAGE
Damage is the result of a successful combat attack. The more
damage you do, the more likely your opponent will be killed, knocked
unconscious, or otherwise put out of the fight.
ARMOR
Fortunately, armor can protect against damage. Armor is protective
apparel worn to defend against attacks and damage. Better
armor can protect against bigger attacks.
There are three factors that determine the quality of armor.
Armor Encumberence. The encumberence of an armor is expressed in a negitive to the Dodge bounis from Agility (to a minimum of zero). The result is that some times it is almost better for some characters with a high Dodge bounis may not want to ware armor due to the ristrictiveness, but a person who is slow would most definetly want to ware armor because he can't dodge so the negitive would not be so much of a hassel.
Armor Class. The first function of armor is to prevent the
wearer from being hit by the attack. This is known as Armor Class
(or AC). The higher the AC, the better the armor. The AC subtracts
from the to hit chance of the attacker. Example: you are wearing
light leather armor, with an AC of 15%. Your attacker has a base to
hit chance of 50% (assuming all the other modifiers have been taken
into account). His final to hit chance is only (50% - 15%) 35%.
Damage Soak. The second step is blocking the damaging
energy of the attack. This is known as the Damage Soak (or
DS). The DS is subtracted from the hit point damage of the attack.
Example: Assume the above attacker succeeds. His attack does 20
points of damage (ouch!). You have a DT of 4. The first four points
of his attack are stopped, with only 16 (still ouch!) getting through
the first phase of your armor.
Damage Resistance. After the DT, the Damage Resistance
(or DR) of your armor takes over. This represents the ability of armor
to slow down and disperse the damaging energy. DR is expressed as
a percentage. This is the percent of the remaining damage that is
nullified. Example: The 16 points from the above attack are still
coming. You have a DR of 20%. The damage is reduced by (16 x .2)
3.2 points of damage (round down), or 3 points. The final attack does
only 13 points of damage, which is a heck of lot better than the initial
20 points.
Armor is always expressed as: Armor Class, DT/DR.
		3.4.1	Damage Soak.
		3.4.2	Damage Resistance.
	3.5	Damage.
		3.5.1	Hit Points.
Hit Points. Basic damage is recorded in Hit Points (HP). The
more HP you have, the more damage you can take in combat. The
more HP you do with an attack, the better that attack was.
When your HP reach zero (0), you die.
		3.5.2	Special Damage.
Poison. Poison is a nasty type of attack. It does damage over
longer period of time. So instead of taking 4 points of damage from
a knife, you could take 4 points of damage immediately from a poi-soned
knife, and then 10 points of damage over the next ten minutes.
The more poison you are affected by, the longer you will take damage
from poison.


Fortunately, poison runs out of steam. The poison will weaken
over the same period of time. At first, you will take damage frequently
from the poison. As time goes on, the period between damage
will lengthen. Eventually, the poison will vanish.
If you can survive long enough, you can escape the clutches of
evil poison.
Radiation. Radiation is an insidious, invisible attack.
Radiation causes damage to the cells of the target. Dangerous levels
of Radiation are left behind in craters from nuclear bomb attacks, for
example. Even after hundreds of years, dirty bombs can create haz-ardous
radiation dangers.
The effect of Radiation is based on the total amount of rems, a
count of the amount of radiation you have been exposed to. The higher
your rem total, the more likely you are going to suffer ill effects.
A rem count of over 100 is dangerous.
If your rem count is over 1,000 it is most likely fatal.
Radiation will do damage to your hit points, and even to your
statistics.
Normal armor does not stop radiation damage. Chems, such as
Rad-X and RadAway, can protect against the ill powers of radiation.

"Poisoned" means that you have been poisoned. Poison is fairly dangerous if not treated, but is usually not fatal. Poison does damage over time. The more poison you have been infected with, the
longer you will take damage. Fortunately, as the poison starts to wear
off, it takes longer and longer after the poison hurts you before it hurts
you again. Still, avoid it if you can.
"Radiated" means that you have a measurable amount of radiation
damage. Radiation still lingers in the form of fallout and other hot spots. Radiation can have several bad effects, but in general, the more radiation damage you have accumulated, the worse the effect will be. You can tell the exact amount of radiation you have been exposed to by using a Geiger counter. You can get treatment for radiation in an Emergency Medical Lab (if you can find one). It is possible that other locations may be able to flush out radiation damage.

"Eye Damage," "Crippled Right Arm," "Crippled Left Arm,"
"Crippled Right Leg," and "Crippled Left Leg" are all crippled limbs or
body parts. You will generally receive these special types of damage in
combat. It is possible to heal these serious wounds by using the Doctor skill, or a visit to another trained medical personnel. The effects of these severe inflictions are cumulative.
Table 4-1 PERSONAL DAMAGE EFFECTS
DAMAGE EFFECTS
Eye Damage ..................If your eyes are hurt, your Perception will be
lowered until you heal this wound. Ranged
combat will be much more difficult as a result.
Concussion ....................If You recieve a critical wound to the head you may recieve a concussion -20% to all skills -1 INT -1 PER
Arm Damage ..................If one of your arms is hurt, you cannot use
two-handed weapons. If both arms are crippled,
you cannot use any weapons at all.
Leg Damage....................If one leg is crippled, you will find it more difficult
to move (taking more Action Points to move the same distance). It will also be
impossible to run. If both legs are crippled,
you will barely be able to move. Running will
still be impossible.

Each combat turn is roughly 5 seconds of game time. It may
take longer in real time to finish, as you think about and then perform
your actions for that turn.
Combat will often refer to hexes (short for hexagon, or a six-sided
polygon). A hex is a way of dividing the area of the battle-field
into small, manageable chunks. Each hex in Fallout is one
meter from side to side. Someone two hexes away would be considered
two meters away.


		3.5.3	The Final Effects of Damage.
Unconsciousness. Some attacks, especially critical hits to the
head, will cause unconsciousness. During this time, the person can
do nothing. The amount of time the affected person will be knocked
out is dependent on their Endurance. The higher their Endurance,
the shorter they will remain unconscious.
Death. There are many ways to die the most common for PC's is to be reduced in hitpoints to a negitive number exceeding your endurence stat. A Characetr falls unconcious a zero HP's and if has been wounded for more than 5 HP's in one attack then the character will loose 1 HP to blood loss pr. wound pr. 5 minutes, larger wounds may cause more blood loss a wound of 20 HP's causes 2 HP loss, 50 HP, 5 HP loss, and 75 HP, 8 HP loss.
		3.5.4	The Long Dirt Nap.




	3.5	Overview.
Hit Class: Skill+ Weapon Mod+ Range Mod+ Location Mod+ Aim Mod.	(20+0+0+0+0)=20
Armor Class: Armors AC+ Dodge+ AP mod.				(20+10+0)=30


then roll damage.
subtract DT points
subtract DR %
apply remaining damage to character.
1d20   auto fail 1 auto sucess 20
if suceeds by 5 points or more or fails by 5 points or more or if aimed for head roll sucess by 2 points groin 3 points,  arms or legs by 4 points. then roll for possible critical hit.

posible critical hit or critical failure  (roll class based on the location of the hit)

roll 1d20 then base on the chart.

	
4.0	Equipment.
A reminder: You can only carry an amount of equipment equal to
your carry weight. Anything over that amount must be left behind.


There are six different types of equipment:
Weapons (things that hurt people)
Ammo (things that go in things that hurt people)
Armor (things that help people not get hurt)
Containers (things that hold other things)
Chems (things that you take)
Miscellaneous (things that do other stuff)
All items have the following in common:
Weight (how much things weigh, in pounds). The weight of the
item will affect your ability to carry equipment. You can carry a larg-er
amount of lighter items than heavier items. When you examine
an item, it will tell you the weight for one instance of that item. If
you carry multiple items of the same type, you need to multiply the
number of items by the weight to determine the total weight of items
in that stack.
Encumberence When the character is carrying 50% or more of his carry weight then the character looses 1 point of dodge bounis, over 75% the loose 2 points.
Size (how big or small things are). The size of the item will
affect how many items a container can hold, and how difficult it will
be for someone to steal this item from you. Larger items are more
difficult to steal. Generally, items that are heavy, are larger in size.
This is not always the case.
Cost (how much things are worth, in money). More valuable
items are worth more money. We don't know what kind of monetary
system will exist after a nuclear war, but bartering is most likely to
exist. In this case, items necessary to survival will probably carry a
larger price tag than fancy, expensive, but unnecessary items.
Your bartering skill will adjust the value of an item.





BRASS KNUCKLES
Brass Knuckles are a melee weapon that use your unarmed skill.
They will help in hand-to-hand combat when punching. Besides
giving your hand a little more protection, they will increase the
amount of damage you do with a punch. And they look cool.
RIFLE
A longer ranged, and more powerful, firearm. The Rangemaster is
your basic, solid rifle. It uses the .223 caliber rifle round, a standard
for over 110 years. The .223, combined with a 1:10" twist, gives
good accuracy at range and solid knockdown capability.
PISTOL
This is your basic ranged weapon. The 10mm round packs a
goodly punch, and the Colt pistol is a fine example of
workmanship and quality. It is a single shot weapon only,
meaning that every time you pull the trigger, you will fire one,
and only one, round of ammunition. The 6520 has no problem
feeding hollowpoint ammunition for small game hunting, or
armor piercing rounds for larger, bipedal game.
CLUB
This police baton will help subdue your opponents. You can
swing or thrust it, as you desire. The baton will focus your
strength, doing more damage than your own hands. Not much
more, but more…
GRENADE
The fragmentation grenade is extremely useful as a defensive
weapon. A small, but concentrated, explosive charge connected to
a contact fuze will spread over 1,000 metal fragments over a 2.5
meter radius area. The small explosion area means that these
grenades can be used at a closer range than ever before, without
possible harm to the user.
SLEDGEHAMMER
While many would consider a Sledgehammer to be an excellent
tool, but a poor self-defense weapon, the latest designs are
made with lightweight but extremely strong materials. The
sledgehammer is a massive weapon, that in the hands of a strong
wielder, can knock foes off their feet.
SPEAR
A razor-tipped spear can be thrown for several meters (more
depending on your strength), or used in hand-to-hand combat,
making this a good balance between ranged and melee weapons.
While it is not the best tactical sense to throw your only weapon at
your opponent, if you keep a sidearm or other small weapon readily
available, the spear can be a good first attack.
KNIFE
Vault-Tec knives are formed from the hardest steel alloys known to
man! The knife is a superb tool, capable of performing many
mundane tasks, as well as being a good melee weapon. The
knife point and edge will act as a force multiplier, increasing the
amount of damage your Strength can do. Not as good as a gun,
but better than most other small melee weapons. This knife is not
balanced or designed for throwing, as some others are.
SMG
One of the finest weapons in the world. The H&K MP9 is a solid
submachinegun, capable of single or burst mode attacks. The
single shot is acceptable, comparable to the 6520 pistol, but the
burst mode is spectacular! The MP9 is easy to control, and spews
10mm death like no other firearm in it's size category.
.223 FMJ
Rifle caliber ammunition. The FMJ stands for Full-Metal Jacket,
which describes the bullet that is used in the round of ammo. A
FMJ bullet is very tough, and has pretty good penetration without
sacrificing good expansion. In other words, it's an average round.
COMBAT ARMOR
Combat Armor is advanced personal armor for the 22nd century
police officer or military grunt. This is about the best armor a Vault
Dweller is likely to see in their lifetime. Combat Armor is highly
effective against most types of damage, is light weight (for it's
protective value), and is, unfortunately, not available without a special
permit. Interested parties should contact the BADTFL office near them.
LEATHER ARMOR
The original Leather Armor was designed for Motorcycle Football and
other dangerous contact sports. It is likely that the simple construction
techniques required to produce armor of this design will make it a
popular choice following a nuclear disaster. It provides moderate
protection, and the light construction makes it easier to dodge attacks
while worn. Unfortunately, it provides little to no protection against
explosions or plasma attacks.
10mm JHP
This is another version of the 10mm, but in JHP or Jacketed Hollow
Point. Hollow Point ammunition is designed to expand to as large of
a size as possible to translate the most energy to the target.
Unfortunately, if the target is wearing armor, most of the energy is
splatted against the armor and little of it will actually affect the target.
10mm AP
The 10mm caliber ammo is designed for pistol or submachinegun
size firearms. The AP suffix denotes the round is Armor Piercing.
AP rounds have excellent penetration, but poor expansion. They
will not be as affected by armor as a normal round, but do less
damage after armor to the target.
LEATHER JACKET
What's the point of wearing armor if you can't look good? The
Leather Jacket is a toned down version of Leather Armor,
providing minimal protection while not sacrificing any dodging
capability. Stylish, too. Unfortunately, poor ventilation and the
black leather make this a very hot armor to wear under the
scorching desert sun.
RAD-X
Rad-X is a preventive medication. Take Rad-X before exposure
to radiation, and the total amount of radiation you receive will
be reduced. Rad-X bolsters your bodies own Radiation
Resistance. The stronger you are to start with, the more effective
Rad-X will be.
RADAWAY
If you have been exposed to large amounts of radiation, then use
RadAway to remove the radiation from your system. It won't feel
good, but better a headache and some stomach problems for a
couple of days than the long term effects of nuclear radiation!
RadAway takes a little while to work.
BACKPACK
A backpack will store items for you in one convenient location.
Items have two features: size and weight. A backpack will store
any number of items that total less than around 40 lbs., and
have a combined size that will fit in the backpack. Several
really large items (like suits of armor) will not fit in a normal
backpack, but lots of small items (like ammo, or grenades) will
fit just fine.
Why use a backpack? To keep your inventory organized.
STIMPAK
A stimpak (short for Stimulation Delivery Package) contains many
healing chems. A soup of healing medication, if you will. By
injecting the Stimpak, you drastically increase your own
recuperative functions and restore lost hit points almost instantly.
DOCTOR'S BAG
A Doctor's Bag includes all the items necessary to perform most tasks
required by the Doctor skill. Using this item will automatically perform
the Doctor skill task, but at a higher percentage chance of success (the
proper tools help ensure a higher success rate). A Doctor's Bag does
not contain unlimited supplies and will eventually run out.
DYNAMITE
An explosive. Use the dynamite to set the timer. After the timer
expires, the dynamite will explode. Your Traps skill will determine if
you set the timer properly. In Fallout, explosives are generally lower
powered then you would expect. But don't stand next to a charge of
dynamite when it goes off.
SUPER STIMPAK
The Super Stimpak contains more drastic chems, increasing the
healing effect at the cost of eventual damage to the very tissue it
heals! A larger cousin to the Stimpak, the Super Stim will heal
more damage. It will, however, cause a small amount of hit point
loss after a period of time. You should be aware of this function,
and prepare for it. But nothing works like a Super Stim when
time is short, and danger grave.
FIRST AID KIT
Similar in nature to the Doctor's Bag, the first aid kit (FAK) has items
for the use of the first aid skill. Using the FAK on a hurt subject will
improve the successful chance of using the skill of First Aid. Also, like
the Bag, the FAK contains a limited amount of healing items,
bandages, and so on. After multiple uses, it will be eliminated.
FLARE
The flare can be used to create a field of light for a period of
time. Only really useable during the night, or in darkness
conditions, the flare can be a successful tool in exploration.
Light makes it easier to see people and things.
MOTION SENSOR
When used in conjunction with the PIPBoy 2000 AutoMap
feature, the motion sensor will display living and moving critters
on the map. The motion sensor must be placed in an active
item slot to function correctly. Use the motion sensor to scout
the area ahead.
THT TAPES (Holotapes)
THT Tapes can store an incredible amount of data, some can hold
as much as 256k. The standard tape holds 64k, with the middle
model holding an average of 128k (barring any bad inches of
tape). THT Tapes are based on Tape Holography technology,
storing their information safely for extended periods of time. Use
the THT Tape to add it's information to a compatible reader, in your
case - the PIPBoy 2000.
LOCKPICKS
An unauthorized item for general vault personnel use. Lockpicks
are only to be used in emergencies requiring the opening of
doors or locked containers when the proper key is unavailable.
The proper use of the lockpick item will increase the successful
chance of using the Lockpick skill. +30%
GEIGER COUNTER
A geiger counter is a device for the measurement of radiation.
If you place the counter in one of your active item slots, you will
have advance warning about radiation. Actively using the
counter will give you important detailed information about your
personal radiation count.




	4.1	Melee Weapons.

MELEE WEAPONS	Wt.	DAM			AP	Min STR	RNG

Knife			1	1 to STR+1		3	2		1
Throwing Knife		1	3 to ½STR+1		4	2		16 thrown
Combat Knife		2	3 to STR+5		3	2		1
Club			3	1 to STR+1		2	2		1
Light Sledge Hammer	15	4 to STR+4		3	4		2
Heavy Sledge		30	8 to STR+10		5	8		2
Spear			3	3 to STR+5		3	3		2 or 10 thrown
Machetti		5	6 to STR+8		4	4		1

Spiked Knuckles		1	4 to STR+5		2	2		1* Uses Unarmed Combat Skill.
Brass Knuckles		1	1 to STR+1		2	2		1* Uses Unarmed Combat Skill.
Unarmed *Fists*		N/A	1 to ½STR		2	1		1* Uses Unarmed Combat Skill.
Unarmed *Feet*		N/A	1 to STR		3	2		1* Uses Unarmed Combat Skill.

		4.1.1	Swords.
		4.1.2	Knives.
		4.1.3	Blunt.
		4.1.4	Spears.
		4.1.5	Chain Weapons.
	4.2	Guns.

GUNS			CAP	RNG	DAM	ROF	Wt.	AP: S/A/B	M Str	Ammo Type

10mm Pistol		12	25	5-12	1	3	5/X/X		3	10mm (Pistol)		
.44 Magnum		8	25	10-16	1	4	5/X/X		4	.44 Magnum (Pistol)
14mm Pistol		6	24	12-22	1	4	5/X/X		4	14mm (Pistol)
.223 Pistol		5	30	20-30	1	5	5/X/X		5	.223 Remington (Rifle)(7.62mm)

10mm SMG		30	25	5-12	10	7	5/6/6		4	10mm (Pistol)

DB Shotgun		2	14	12-22	1 or 2	5	5/X/X		4	12 Guage Shot Gun Shells
Combat Shotgun	12	22	12-22	3	10	5/6/6		5	12 Guage Shot Gun Shells

Hunting Rifle		10	40	20-30	1	8	5/X/X		5	.223 Remington (Rifle)(7.62mm)
Sniper Rifle		6	50	20-40	1	15	6/X/X		5	.223 Remington (Rifle)(7.62mm)

Assault Rifle		24	35	8-16	8	10	5/6/6		6	5mm (Rifle)(Smaller than 5.56)

MiniGun		120	25	8-16	40	31	X/X/6		7	5mm (Rifle)(Smaller than 5.56)

Flamer			5	5	45-90	Burst	20*	X/X/6		6	Flamer Fuel
	* The flamethrowers presurised bottle and fule are extra weight: Rear mounted bottle 8 lbs. Back Pack model 		20 bursts 22 lbs.

		4.2.1	Pistols.
		4.2.2	Sub-Machine Guns.
		4.2.3	Rifles.
		4.2.4	Shot Guns.
		4.2.5	Machine Guns.
		4.2.6	Heavy Weapons.
		4.2.7	Energy Weapons.
	4.3	Explosives.
Explosives		DAM	RNG	Min STR	Blast	AP
HE Grenade		20-35	15	3		1+1	3
Frag Grenade		30-50	15	3		1+3	3
White Phosphorus	30-60	15	3		1+4	3
Molitov Cocktail		8-20	12	2		1+1	3 +2 to light	Burns for 1d6+2 rounds


		4.3.1	Grenades.
		4.3.2	Rockets.
		4.3.3	Bulk Explosives.
	4.4	Ammunition.
10mm		25 pr. lb.
14mm		12 pr. lb.
.223		10 pr. lb.
.44		20 pr. lb.
5mm		50 pr. 2 lbs.
Shells		20 pr. lb.
	4.5	Armor.
4.5.1	Helmets.



4.5.2	Vests and Jackets.

Normal,	 Laser, Fire, Plasma, Explode, Blunt, Cutting.
Torso, Arms, Legs, Head.

Leather	Jacket:		Enc: 1	AC: 8	Wt.: 8		Coverage: T,A
	N: 0/20%	L: 0/20%	F: 0/10%	P: 0/10%	E: 0/20%	B: 0/05%	C: 0/10%

Leather Armor:		Enc: 3	AC: 15	Wt.: 15		Coverage: T
	N: 2/25%	L: 0/20%	F: 0/20%	P: 0/10%	E: 0/20%	B: 6/50%	C: 2/25%

Metal Armor:		Enc: 5	AC: 10	Wt.: 65		Coverage: T
	N: 4/30%	L: 6/75%	F: 4/10%	P: 4/20%	E: 4/25%	B: 2/20%	C: 5/35%

Combat Armor:		Enc: 7	AC: 20	Wt.: 20		Coverage: T
	N: 5/40%	L: 8/60%	F: 4/30%	P: 4/50%	E: 6/40%	B: 3/30%	C: 5/40%




	4.5.3	Others.
	4.6	Clothing.
	4.7	Food.
	4.8	Medical.
		4.8.1	Drugs.

Rad-X
RadAway
Stimpack
Mantats
Buffout
Psycho
	4.9	Electronics.
		4.9.1	Radios.
		4.9.2	Computers.
		4.9.3	Others.
	4.10	MORE EQUIPMENT LISTS.

5.0	GM Section.
	5.1	The World.


5.1.1	Vegas.

 Vegas was spared the bomb as one landed but did not detonate but was severly depleted by chemical and biological weapons. The Vegas Carels seasing control over resorces and manpower were able to maintain order of the 15 or so only 3 remain due to war amongst themselves aproximately 12 years after the fall. The Vegas cartels now control many transport routes, farming and manufactoring intrests and control fortress like "camps"  Though recently no open hostility has erupted sence atleast 2 generations ago a low key "Cold War" is simmering while the grand and Lux are opposed and severly depreciate each others chips when spent in their camp the sands are like middel men both opposing forces needing them to trade with to survive and seeing the sands as a weak and relitivly harmless cartell and while the sands chips are fairly depreciated in both camps their power is steadlay growing by cuting a little off the top for them selves.



			General			G		S		L
"The Grand"		$1 = 1 "Chip"		1		5		15
"The Sands"		$1 = 2 "Chips"		1		1		1
"The Lux"		$1 = 1 "Chip"		15		5		1


	5.2	Trade.
Trade:
Items desired in arias.
+3:	Desired & Coveted maby above life it's self.	+300%
+2:	Highly Desired					+100%
+1:	Desired						+25%
0:	Not Desired or undesired but kinda avarage.	\
-1:	Not Desired					-25%
-2:	Do Not Need but may trade for to just to have.	-50%
-3:	May not trade for, they do not need or want.	-75%


			Sm. Village	Lg. Village	City		Ind. City	Mecca		Monks Abby
Tobaco:			0		+1		+2		+2		+2		-1
Alchahol:		0		0		0		0		0		-1
Machenery:		+1		+1		+1		0		+1		+2
Parts:			+1		+1		+1		+1		+1		+2
Automobiles:		+1		+1		+2		+2		+2		+1
Livestock:		+2		+1		0		0		0		-1
Beast of Burden:	+2		+2		+1		0		0		-1
Gasoline:		+3		+3		+2		+1		+1		0
Batteries:		+2		+2		+1		0		+1		0
Medical:		+3		+3		+2		+2		+1		+1
Relics:			0		0		+1		+1		+2		+3
Ancient Tech:		-2		-2		-1		0		+1		+3
Historical Data:		-3		-3		-2		-2		-1		+3
Jewlery & Jewls:	0		0		+1		+1		+1		0
Gold:			0		0		0		0		0		0
Silver:			0		0		0		0		0		0
Platinum:		0		0		0		0		0		+1
Copper:			-1		-1		0		0		0		+1
Food:			0		0		+1		+1		+1		+2
Survival Items:		+2		+1		+1		0		0		+1
Books:			-1		-1		0		0		+1		+2
Clothing:		0		0		0		0		0		0
Blades:			0		0		0		-1		0		0

			Sm. Village	Lg. Village	City		Ind. City	Mecca		Monks Abby
Firearms:		+1		+1		+1		0		+1		0
Ammunition:		+2		+2		+1		0		+1		0
Body A. (HiTec):	+3		+3		+2		+1		+1		0
Body A. (LoTec):	+1		+1		0		-1		0		-1
Household Items:	0		0		0		0		0		-1
Mechanical Tools:	+2		+2		+1		0		0		0
Farm Tools:		0		0		-1		-2		-1		-3
Explosives:		-1		-1		0		0		0		0
Wrk. Electronics:	+1		+1		+1		+2		+2		+3
Drugs/ Narcotics:	0		0		0		+2		+1		-2
Bows & X-bows:		0		0		-1		-1		-2		-3
Electric Lights:		+1		+1		+1		0		0		-1
Flame Lights:		-1		-1		0		0		0		-2
Maps:			+1		+1		0		0		+1		+3
Radio (Working):	+2		+1		0		0		+1		+1
Slaves*			0		+1		+1		+1		-1		-3

New Vegas Cps.:	-3		-2		-2		-1		0		-2
O. American Cns.:	-3		-2		-1		0		0		-1
O. Mexican Cns.:	-3		-2		-1		0		0		-1
O. Canadian Cns.:	-3		-2		-1		0		0		-1

* Slavery may be legal or illigal in a particular city or geographical aria depending. This assumes legal slavery exists and a steady supply is available.



The product of a town will be of less value to that town by one point and any lacking suply will be up by one or two points.  The old coins will be worth any thing at all depending on where you are geographicly the closer you are to the old location these items are from the more they will be accepted as money at all if they are in the aria that they are most respected these will be the values but if further away they will be worth less or nothing at all. (all old coins are valued at 1/100th of original value) Vegas chips will be acepted at all vegas bussinesses (though each of the major casino cartels issue their own chips) and are accepted in trade as far as tiajuana, sacrimento, denver, and dallas. (though maby further) The Caravan Cartels that trade in vegas will accept vegas chips and will usualy pay in gold or another precious metal stamped as their own coins (standard sizes listed in ounces and the caravans estimation of it's worth in dollars (not the old american dollars but rather the casino cartells interpritation of their chips value listed in dollars) though they cary Gasoline & Water as well to barter with communitys that undervalue their coins.)




6.0	Apendixes.
	6.1	Glossery.
	6.2	Index.
	6.3	Charts and Tables.
	6.4	Character Sheets.
	6.5	Combat Sheets.

    Source: geocities.com/timessquare/cave/2822/docs

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