Actions In Combat Escape Grapple: -If grappled,
escape.-Strength check against their
strength or agility.
Action AP Cost
Help: - Help.- Creature you aid gains
Move 5 feet 1 AP advantage on the next ability check.
-Aid a friendly creature attacking a creature
Attack Weapon Dependant within 5 feet of you.-If ally attacks a target
before your next turn, the first attack roll is
Dodge 6 AP
made with advantage.
Grapple 3 AP Hide: - Sneak Check- Must be heavily
obscured or within full cover.-Enemies still
Escape Grapple 5 AP know your general location and can move to
try and make line of sight again.
Help 6 AP Equip Weapon:-Take weapon from your
inventory and prepare to attack with free
Hide 6 AP
hands.-Drop equipped/not stowed weapon.
Equip Weapon 3 AP Stow Weapon: -Take equipped weapon and
put it back in your inventory.
Stow Weapon 3 AP Interact with an Object:-Interact with an
object in the environment.
Interact with an object 3 AP Reload:-You use the necessary ammunition
Reload 6 AP to reload your weapon.
Search:-Make Perception check to look
Search 3 AP for someone or something hidden.
Shove:-Knock a target prone or push it
Shove 4 AP away.-Target must be no more than one size
larger than you and must be within your
Sprint 5 AP
reach. -Make Unarmed check VS target’s
Stand up from Prone 5 AP Unarmed or Agility check.-If you win either
the Target goes prone or gets pushed 5 feet
Take cover 3 AP away.
Sprint:-Move 50 feet in a line.-If you
Unarmed Strike 3 AP stop or are stopped before you move 50 feet,
movement ends and you don't regain spent
Use Chem 4 AP
AP.
Ready an Action Regular AP +2 AP Stand up from Prone:-You stand back up
from being prone.
Take Cover:-If you only have three quarters
Move 5 feet: You move 5 feet in any direction
or half cover, you can spend 3 AP to squat,
so long as your movement isn’t impeded or
kneel, or duck into cover to gain full cover.-If
the area isn’t difficult terrain.
you attack while taking cover, you no longer
Dodge: - Any attack role made against you
have full cover.
gets disadvantage if you can see the
Unarmed Strike:-You punch, kick, jab, slap,
attacker.-Can also move up to 15 feet in
or perform any kind of unarmed attack to
reaction to any creature's action.-Last till the
another creature within 5 feet of you.
start of your next turn.-Lose benefits you
Use Chem:-Use chem from inventory.
can't spend AP to move or diying.
Ready an Action:-Define trigger for an action
Grapple: -Hold someone in place.-Strength
to be ready.
check against their strength or agility.
VATS: On your turn you can make a VATS Critical Hit: If your targeted attack
targeted attack using VATS. When you critically hits, you inflict a severe injury
do, choose a limb on the targeted based on the limb you targeted.
creature and use the required additional Alternatively, instead of inflicting a
AP listed on the table based on the severe injury you can choose up to two
limb.If the attack hits, the effect of the conditions to inflict upon the
associated is applied. If damage is dealt target.
to creatures Hit Points, roll a D4 and the
target gains the condition associated Melee VATS: If you make a targeted
(ex: condition 1 thru 4 on the table). D4 attack with a melee weapon, the
can be re-rolled based on your luck additional AP required to make the
ability modifier. attack is reduced by 2 to a minimum of 1.
Movement
Travel Pace If traveling long
distances, the characters
choose to move at a
normal, fast, or slow
pace, as shown in the
table on the right. Choose
your speed, and its effect,
carefully.
Traveling Limits Each character can travel
a number of hours equal
to 8 + half their
endurance modifier
(rounded down). For
each hour traveled
beyond their maximum,
characters gain one
additional level of fatigue.
The Roads Walked Walking on foot across
the wasteland is an Difficult Terrain Travel speeds given above assume
arduous and difficult task. relatively simple terrain: roads,
Regardless of pace or plains, or deserts.
how Wastelanders often face dense
long the characters walk, forests, deep swamps, rubble-filled
each character gains a ruins, steep mountains,and
level of fatigue when they ice-covered ground — all
travel on foot for at least considered difficult terrain.
half their maximum Creatures move a maximum of 20
distance (rounded down) feet on a turn in combat on difficult
terrain. When traveling, halve
Passive Sneak Depending on the distance traveled.
character's speed while
traveling, they can move Extreme Terrain such as sharp piles
through the wasteland Difficult Terrain of rubble, unstable floating objects,
unnoticed. Creatures flimsy boards spanning a drop, or
whose passive sense is waist high sludge are examples of
lower than their score extreme difficult terrain. Creature
cannot detect the party move a maximum of 10 feet on a
while they travel unless turn in extreme difficult terrain
(to during combat. When traveling, the
Overseer's discretion) the distance traveled is quartered.
party blows their cover by
entering combat, making
lots of noise, or becoming Special Movement
obvious to their
surroundings Off-Balance Some movement causes
you to be off-balance.
This means you have
disadvantage on attack
rolls.
Climbing: While you are climbing, you are Still waters either have very
Still Waters 2AP to
considered off-balance.While in combat, your swim 5ft little movement, are shallow,
limited to how many times you climb.You can relatively clear, and don’t
climb, assuming you have the AP to, a number require much strain to swim
of times equal to your Endurance ability in. A pool, clear lake, or
modifier(to a minimum of one) per turn. You may gentle river are all examples
exceed this, but at the start of your next turn you of still waters. Spend 2 AP to
will fall. This allows you to “scramble” for the top swim 5 feet
of what you are climbing. Climbing gear such as
ropes or stakes reduces AP by 1,except for
treacherous surfaces. Rushing Waters 2AP to Rushing waters either have
swim 5ft lots of movement, difficult
Scalable 3AP to climb Scalable surfaces terrain, or small objects to
5ft either have handholds, aren’t avoid. A speedy river, moving
perfectly vertical, are sewage drain, or waves on
rugged,or are otherwise easy the ocean are examples of
to climb. Rocky cliffs, brick rushing waters. At the
walls, an askew ruin, or a start of your turn while you
large tree are examples of swim in rushing waters, you
Scalable surfaces. move 10 feet in the direction
of the water
Sheer 4AP to climb 5ft Sheer surfaces have very
few handholds, are smoother, Treacherous Waters Treacherous waters have a
slippery, more vertical, or are force that is near impossible
otherwise difficult to climb
3AP to swim 5ft
to swim in without assistance.
without equipment. An intact Riptides, rapids, or a stormy
building, a smooth stone cliff sea are all examples of
face, rain pouring over a treacherous waters. At the
normally scalable wall, or a start of your turn while you
cave wall that turns outwards swim in rushing waters, you
are examples of sheer move 20 feet in the direction
surfaces. of the water.
Treacherous 4AP to Treacherous surfaces have
climb 5ft. Climbing no handholds, are perfectly
vertical, made of a slippery Diving: Swimming while underwater requires 1
equipment required.
material, or are otherwise more AP. You can hold your breath for a number
impossible to climb without of minutes equal to 1 + your Endurance ability
equipment. A smooth stone
cliff face that slants outwards, modifier (minimum of 30 seconds). The amount
or the concrete exterior of a of time you can hold your breath reduces by 30
building with seconds (6 rounds) each time you take damage
of a building with no
or use more than half your AP on your turn. If
handholds are examples.
you cannot hold your breath,and are still
Swimming: While you are swimming, you are underwater you begin drowning.
considered off-balance. You can only swim on each of Suffocating(Drowning): A creature can hold its
your turns for a number of times equal to your
breath for 1 + its Endurance modifier
Endurance Ability Modifier(to a minimum of one). If
minutes(minimum of 30 seconds) . If a creature
you exceed this at the start of your next turn after
swimming past your limit, you begin to drown.
exceeds this,or is choking, it can survive for a
number of turns equal to its Endurance modifier
(minimum of 1 turn). At the start of its next turn,
it drops to 0 hit points and is dying, and it can’t
regain hit points or be stabilized until it can
breathe again.
Falling: A creature's falling speed and damage
is dependent on its size.(DM has specifics)
Flames: When an area is first engulfed in
Darkness Creates a heavily
flames, any creature who moves through the obscured area.
area or starts their turn in the area takes 2d10 Characters face darkness
fire damage and gains Burning. For every 20 outdoors at night (even
additional feet a flaming area grows, this most moonlit nights) and
damage is increased by 1d10 to a maximum of inside unlit caves,
50d10. basements, and vaults.
At the start of each round, the flaming area can
Blindsight Allows perception without
spread up to 5 feet in all directions. The relying on sight, within a
Overseer should take into account factors that specific radius. Creatures
could allow flames to spread slower, such as with echolocation,
winds, rain, or if the flames are surrounded by heightened senses, or
non-flammable objects. Flames can be lacking eyes often have
extinguished via water, weapons that deal cryo Blindsight.
damage, or a fire extinguisher. Nightvision Within a specified range,
Visions and light: a creature with
night vision can see in
darkness as if the
Lightly Obscured Areas Areas having dim light,
darkness were dim
patchy fog, or moderate
light, so areas of
foliage. Creatures have
darkness are only lightly
disadvantage on
obscured as far as
Perception checks that
that creature is
rely on sight, passive
concerned. However, the
sense is reduced by 5,
creature can’t
and range with all ranged
discern color in darkness,
weapons is halved.
only shades of gray.
Heavily Obscured Areas Areas in darkness,
opaque fog, or dense
foliage-block vision
entirely. A creature
suffers from the blind
condition when trying to
see something in that
area.
Bright Light Most creatures see
normally. Even gloomy
days have bright light, as
do flashlights, lanterns,
and fires.
Dim Light Creates a lightly
obscured area. An area
of dim light is usually a
boundary between a
source of bright light,
such as a torch, and
darkness. Twilight, dawn,
and a bright full moon
also count as dim light.
Conditions
Drunk While drunk, you gain the
Blind Automatically fail any effects of Buzzed, you
ability check that requires have 2 less AP, and your
sight. Attack rolls against maximum stamina points
blinded creatures have increase by a number
advantage. Blinded equal to your level.
creature can
attack creatures with a
blind attack if they are
aware of them.
Dehydration Whenever you roll a d20,
Bleeding At the start of their turn, the total is subtracted by
for each level of bleeding 1 for each level of
they have, creature takes dehydration you have. At
damage to the end of each day, or
their hit points equal to every 24 hours, if you did
half their healing rate not consume at least
(rounded down). If dying. three drinks or a drink
fail death save at the start with the hydrating
of their turns. If a creature property, you gain three
who has any levels of levels of dehydration.
bleeding is healed, they When you gain your tenth
do not gain level of dehydration, you
any hit points, instead die.
they remove two levels of
bleeding. Deafened A deafened creature can't
hear and automatically
Burning A burning creature takes fails any ability check that
1d10 fire damage at the requires hearing
start of
their turns. They can Encumbered An encumbered creature
spend 6 AP to put moves slowly (2 AP per 5
themselves out. feet). The creature’s
travel pace is halved, and
Buzzed While buzzed you have you gain a level of
disadvantage on all Fatigue each hour you
Intelligence and are encumbered.
Perception ability and
skill checks and Fatigue Whenever you roll a d20,
advantage on the total is subtracted by
all Endurance and 1 for each level of fatigue
Strength ability and skill you have. You can only
checks. ever have a total of nine
levels of fatigue. At the
Corroded While you are corroded, end of each of your turns
your DT is reduced by 5. you lose one level of
fatigue.
Dazed While you are dazed,
your maximum AP is
reduced by half (rounded
down) and you do not
recycle any unused AP at
the start of your next turn.
Hunger Whenever you roll a d20,
Exhaustion When rolling a d20, the the total is subtracted by
total is subtracted by 1 1 for
for each level of each level of hunger you
exhaustion you have. have. At the end of each
When you gain your day, or
tenth level of exhaustion, after 24 hours, if you did
you die. If human, ghoul, not consume at least one
or super mutant; remove food,
one level of exhaustion you gain one level of
after resting for 6 hunger. When you gain
hours.Robot or synth; your tenth
you can remove one level of hunger, you die.
level after 2 hours rest
Radiation Whenever you roll a d20,
Grappled A grappled creature the total is subtracted by
cannot spend AP to 1 for each level of
move. radiation you have.
Additionally, each time
Hammered While drunk, you gain you gain a level of
the effects of Buzzed radiation you take 1d12
and Drunk. Additionally, radiation damage to your
your maximum stamina hit points. This damage
points increase by a cannot be healed until
number equal to your you are no longer in an
level and whenever you irradiated zone. If this
roll a d20 it radiation damage
is subtracted by 5. reduces you to 0 hit
points, or you would gain
Heavily Encumbered A heavily encumbered your 10th level of
creature moves slowly (3 radiation; you die. Roll a
AP per 5 feet). The Luck check with a DC of
creature’s travel pace is 20. If you succeed, you
halved. Every hour a return to life as a ghoul
heavily encumbered with 1 hit point. If you roll
creature travels reduces below a 5 on this check,
their maximum stamina you instead return to life
points by 2 (resets upon as a feral ghoul and the
sleeping) GM
Every day a heavily controls your character.
encumbered creature
travels reduces Invisible An invisible creature is
their carry load capacity impossible to see. For the
by 10 (resets upon purpose of hiding, the
traveling a day creature is heavily
without being obscured. The creature's
encumbered) location can be detected
by any noise it makes or
Poisoned A poisoned creature has any tracks it leaves.
disadvantage on all d20 Attack rolls against the
rolls. creature have
disadvantage, and the
creature's attack rolls
have advantage.
Prone A prone creature's only Wasted While wasted, you gain
movement option is to the effects of Buzzed,
crawl, unless it stands up Drunk, and
and thereby ends the Hammered. Additionally,
condition. The creature you remember nothing
has disadvantage on from the time while you’re
attack rolls. An attack roll wasted and you fall
against the creature has unconscious after an
advantage if the attacker hour.
is within 5 feet of the
Frightened:
creature. Otherwise, the
attack roll has When a creature becomes frightened, they
disadvantage must succeed an Endurance ability check
with the DC equal to 8 + the Intimidation skill
Restrained A restrained creature bonus of the frightening creature.
cannot move. When a - If they succeed this check by 5 or more:
restrained creature takes
They are not frightened.
damage it cannot be
subtracted from their - If they succeed this check: They can
stamina points. choose to become frightened Flight, Fight,
Freeze, or Fawn for half (rounded down) the
Shadowed While you are shadowed, allotted time.
you cannot be detected - If they fail this check: They can choose to
via sight become frightened Flight, Fight, Freeze, or
from creatures who do
Fawn for the allotted time.
not have night vision. If a
creature is aware of your - If they fail this check by 5 or more: They
presence and does not can
have night vision, they choose to become frightened Flight or
can attempt to target you Freeze for the allotted time.
with a blind attack. Frightened - Flight. A creature with this
condition must use their action points on
Shock A creature who goes into
shock has their stamina their turn to move as far away from the
points immediately drop source of their fear as possible.
to 0 and starts their next Frightened - Fight. A creature with this
turn with a maximum of 6 condition must use their action points on
AP. their turn to attack with intent to kill towards
the source of their fear. They cannot spend
Slowed A slowed creature starts
action points to move away from the source
their turn with a
maximum of 6 AP. of their fear.
Frightened - Freeze. A creature with this
Unconscious When a creature condition loses half their maximum AP
becomes unconscious, it (rounded down) and cannot spend any AP to
drops anything move.
it was holding and all of Frightened - Fawn. A creature with this
its stamina points
dropped to 0. It can't condition uses all their AP on their turn to
move or speak, and is attack any creatures that are considered
unaware of its enemies to the source of their fear, or might
surroundings. use AP to heal/help the source of their fear.