Dr Fallout
Centurion
After posting vague comments on my idea, I think it's time I wrote it out and made it a reality. It's made for simple play and no levelling up, so you may not like some aspects of it. Not to forget I'm not exactly trying to capture the feel of SPECIAL or perks. I want this to be made mainly for Fallout, but not be tied down by what has already been done (like the rules or hate them, the Fallout PnP is the most accurate representation of SPECIAL). Feel free to change it, ditch it or bear with it.
Gotta say big thanks especially to Mongoose Traveller First Edition for my influences (big thanks to E, for putting out some great ideas, acting as a thoughtful counterpart and providing me with a serviceable way to write down my rules. Also thanks to the NMA community!).
Note= The rules are made for usage with at least one six sided dice.
(I'll edit in more as I go on)
Stats
Statistics
Strength (Str), Endurance (End), Dexterity (Dex), Intelligence (Int), Charisma (Cha)
Statistical Score/Modifiers
0= -3
1-2= -2
3-5= -1
6-8= +0
9-11= +1
12-14= +2
15= +3
Working out Statistics
To make a base character roll the 2d6 (2 six sided dice) five times and apply the results to the different characteristics. Once finished, don't forget to write down the modifier next to the number which can be changed. While you can't get anything 13 or higher at the beginning, it's free space that allows for character improvement later on in the game.
Other Stats
Initiative= Dex Score
Movement= 6 metres+Dex modifier or Str modifier
Characteristic Checks
A characteristic check is taken when you want to do something that has a chance of failure but isn't related to any skill. A popular example is trying to smash open a locked door. To do a characteristic check you roll the 2d6, add the appropriate characteristic modifier (you can also use Task difficulty modifiers, explained later) and try get over 8.
Characteristic Check Formula
2d6+Characteristic Modifier+Task Difficulty Modifiers>=8
Skills
Each skill is tied with an appropriate characteristic and each skill has 5 different levels, starting at 0 and going up to 4. This is your skill value, and represents how trained you are in a skill. It also acts as the skill modifier in skill checks, with 1 adding a +1 bonus, 2 adding a +2 bonus and so on. 0 is basic competence and has no modifier however it is far better then being untrained in a skill, represented by having no skill value. Any checks with untrained skills suffer from a modifier of -3 but characteristic modifiers still apply.
Skill Value (-)= Untrained, unexperienced and clueless at what to do. -3 Modifier
Skill Value (0)= Trained but with limited experience. 0 Modifier
Skill Value (1)= Skilled and experienced. +1 Modifier
Skill Value (2)= Well trained and a figure of authority on the subject. +2 Modifier
Skill Value (3)= Expert and widely respected figure on anything to do with the subject. +3
Skill Value (4)= Extremely skilled and famous for it. +4
Skill Checks
To pass a skill check roll the 2d6 and add your characteristic and kill modifiers to the result. Most of the time you're expected to get a result higher or equal 8 but your Overseer can change the target number to better represent how easy or hard the activity is (or use task difficulty modifiers). If the activity is trivial and the character has a high skill value for it then assume they pass and forgo the skill check unless you want there to be a chance of failure.
Task Difficulty Modifiers
While not necessary, sometimes you may want to add a certain modifier making the task easier or harder. Just add this modifier to the other modifiers and roll the 2d6, trying to get an 8 or over.
Simple= +6
Easy= +4
Routine= +2
Average= 0
Difficult= -2
Very Difficult= -4
Formidable= -6
Skill Check Formula
2d6+Characteristic Modifier+Skill Value+Other modifiers (equipment, Task Difficulty, etc)>= 8
Gotta say big thanks especially to Mongoose Traveller First Edition for my influences (big thanks to E, for putting out some great ideas, acting as a thoughtful counterpart and providing me with a serviceable way to write down my rules. Also thanks to the NMA community!).
Note= The rules are made for usage with at least one six sided dice.
(I'll edit in more as I go on)
Stats
Statistics
Strength (Str), Endurance (End), Dexterity (Dex), Intelligence (Int), Charisma (Cha)
Statistical Score/Modifiers
0= -3
1-2= -2
3-5= -1
6-8= +0
9-11= +1
12-14= +2
15= +3
Working out Statistics
To make a base character roll the 2d6 (2 six sided dice) five times and apply the results to the different characteristics. Once finished, don't forget to write down the modifier next to the number which can be changed. While you can't get anything 13 or higher at the beginning, it's free space that allows for character improvement later on in the game.
Other Stats
Initiative= Dex Score
Movement= 6 metres+Dex modifier or Str modifier
Characteristic Checks
A characteristic check is taken when you want to do something that has a chance of failure but isn't related to any skill. A popular example is trying to smash open a locked door. To do a characteristic check you roll the 2d6, add the appropriate characteristic modifier (you can also use Task difficulty modifiers, explained later) and try get over 8.
Characteristic Check Formula
2d6+Characteristic Modifier+Task Difficulty Modifiers>=8
Skills
Each skill is tied with an appropriate characteristic and each skill has 5 different levels, starting at 0 and going up to 4. This is your skill value, and represents how trained you are in a skill. It also acts as the skill modifier in skill checks, with 1 adding a +1 bonus, 2 adding a +2 bonus and so on. 0 is basic competence and has no modifier however it is far better then being untrained in a skill, represented by having no skill value. Any checks with untrained skills suffer from a modifier of -3 but characteristic modifiers still apply.
Skill Value (-)= Untrained, unexperienced and clueless at what to do. -3 Modifier
Skill Value (0)= Trained but with limited experience. 0 Modifier
Skill Value (1)= Skilled and experienced. +1 Modifier
Skill Value (2)= Well trained and a figure of authority on the subject. +2 Modifier
Skill Value (3)= Expert and widely respected figure on anything to do with the subject. +3
Skill Value (4)= Extremely skilled and famous for it. +4
Skill Checks
To pass a skill check roll the 2d6 and add your characteristic and kill modifiers to the result. Most of the time you're expected to get a result higher or equal 8 but your Overseer can change the target number to better represent how easy or hard the activity is (or use task difficulty modifiers). If the activity is trivial and the character has a high skill value for it then assume they pass and forgo the skill check unless you want there to be a chance of failure.
Task Difficulty Modifiers
While not necessary, sometimes you may want to add a certain modifier making the task easier or harder. Just add this modifier to the other modifiers and roll the 2d6, trying to get an 8 or over.
Simple= +6
Easy= +4
Routine= +2
Average= 0
Difficult= -2
Very Difficult= -4
Formidable= -6
Skill Check Formula
2d6+Characteristic Modifier+Skill Value+Other modifiers (equipment, Task Difficulty, etc)>= 8
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