Hey everyone, with the premiere of our new live streamed campaign, Fallout: Sub-Zero, I bring you a robust
update to the ttrpg
system! Listed below is everything I remembered to mark down that I changed. There are also a lot of tiny changes like
rewording or specifications (also some easter eggs) that I do not have listed here. But below are a lot of the biggest changes.
Have fun out there, wastelanders!
- Added “Choose your Background” as the fourth step in character creation instead of it being sixth.
- Added “Choose a Perk” as the twenty third step in character creation
- Unaffected by Mortal Detriments: Luck rolls are now unaffected by levels of hunger, exhaustion, radiation, ect!
- I changed the font to roboto, new era, also I think it looks nicer.
Races
- Humans have a new ability called Tenacity which means they don’t die unless they fail their 4th death save rather
than 3rd (thanks Pathfinder)
- Inorganic Body from Robot and Gen-2 Synth has been updated to reflect the update.
- Robots are now resistant to damage dealt from targeted attacks.
Perks
- 11 New Perks! See last page.
- Butcher perk now requires you to deal damage equal to double the HP of the creature to sever a limb, rather than
double their level.
- Toughness perk now says “you are not frightened if you succeed by 5 or less” instead of “you can always choose to
be frightened (fight).” and if you take the perk again, you gain advantage on checks to resist becoming frightened.
- Animal Friend perk now gives you advantage on any Charisma checks to interact with animals.
- Big Ego perk is now Charisma 5 instead of 7. (There is a new Charisma 7 perk; Keeping your Cool)
- Terrifying Presence perk now specifies the frightened condition lasts till the end of turn.
- Legend of the Wastelander perk reworded to be more clear.
- Commander perk is now only once per turn.
- Celebrity perk added a few clarifying terms.
- Nerd Rage perk buffed from 2 DT to 3 DT and +3 damage.
- Chemist perk is now Intelligence 5 instead of 6, and Adroit Alchemist is Intelligence 6 instead of 5.
- Patch Up perk now specifies it takes 5 AP to use.
- Computer Whiz perk now allows you to spend 10 minutes to make your check equal to 8 + your breach skill bonus, or
you can spend an hour to make your check equal to 8 + double your breach skill bonus. Instead of spending an hour
to automatically succeed.
- Bloody Mess perk now increases damage with explosives. Additionally, the perk triggers whenever you bring a
creature to 0 hp, instead of it specifically being a weapon attack.
Equipment
- Load of all items reworked. Many Load totals were inconsistent and now should be a bit more realistic.
- New Armor Upgrade: Insulated. It keeps you warm, but it sure is bulky.
- Power Armor
- Hydraulic Machine now makes your Strength 12 instead of 10.
- Extended Limbs is removed and replaced with Longer Strides which allows you to move an additional 20 feet
when you sprint (Having a 10 foot reach in power armor is a bit ridiculous, also being able to move as fast as it
did was also insane. It’s built like a tank, not a race car.)
- Calibrated Impact Servos now lets you spend 5 DP to not fall prone instead of standing up from prone
costing 1 AP.
- Automatic Injector makes stimpaks and chems cost 1 AP instead of none.
- Lead Plated Exoskeleton still protects against radiation, but if the armor decays, it offers less protection.
- Jet Pack Upgrade now specifies how long you can use it.
- Dismember melee weapon special property reworked. Instead of giving random limb conditions, targeted attacks to
the arms and legs cost no additional AP.
- Pitchfork is now two-handed.
- Commie Whacker now has Fragile and Weak properties.
- Paddle Ball now has the weak property.
- Stop Sign cost reduced from 350 to 75, it deals 3d8 damage instead of 5d8, it no longer has the slow property,
- Ripper cost increased from 410 to 475, crit increased by 1d8 to 3d8.
- Handy buzz blade is now a mechanical weapon instead of bladed. Now has ammo and depleted property.
- Chainsaw crit reduced by 6d8 to 3d8.
- Power Fist now specifies it requires energy cells for its ammo.
- To load rounds into a weapon, you must now have a free hand.
- Chem Loader syringe ammunition type now specifies you cannot load a chem into it that has an inhaler, such as jet.
- Corroded condition removed and is now a ranged weapon property called Corrosive that decays armor.
- Debilitating weapon property now specifies how it works with Accurate.
- Manual Reload reworked. You must spend at least 3 AP to reload and each additional round you manually load is 1
AP.
- Unwieldy weapon property gives you disadvantage if you use one hand unless your Perception is 10.
- New Weapon: .45 Auto Pistol. (We can’t expect God to do all the work.)
- Sniper Rifle critical hit damage increased from x4 to x5.
- Anti-Material Rifle now has the destructive property and the critical hit damage increased from x4 to x5.
- Flamer no longer has the slow property.
- Infrared Scope now has “attacks made at targets within 30 feet are made at disadvantage.”
- Player characters can only benefit from one Lucky Charm weapon mod at a time. It can be moved to other weapons,
but you can’t add a lucky charm to all your weapons.
- Scope weapon mod reworked. In addition to quadrupling the weapons long range modifier, it doubles the short range
modifier. However, any attacks made at targets within 50 feet are made at disadvantage.
- New chem property; Neuro-Stimulant.
- Mentats now have Neuro-Stimulant instead of Stimulant. Giving back the smarts bonus to the chem.
- New Food Property: Tainted which causes disease!
Crafting
- Explosive vent power armor mod is now craftable
- Shiv is now craftable
(There might be a few other minor changes in there, but I didn’t mark them down if I did. Sorry!)
Movement
- Difficult Terrain reworked. Instead of only being able to move 20 feet through difficult terrain on your turn, now you
must spend an additional action point to move through 5 feet of difficult terrain. Moving through an enemy space is
also considered difficult terrain. Same change to Extreme Difficult Terrain.
The Environment
- New Chapter: Diseases. Get ready to blow the bowl with these new skin blisteringly awful rules! Your players will be
begging for mercy after 10 consecutive days of their characters having rad worms and the whoopsies!
- New Chapter: Hazardous Weather. It sure is coming down out here, raining cats and dogs and nuclear fallout! Now
you can oppress your players with the harsh reality of post-nuclear storms and high winds. Because the bombs
weren’t already catastrophic enough, now you can freeze them to death with the power of the atmosphere! Psh,
Extreme Heat almost makes me wish for a nuclear winter!
- New Chapter: Hazardous Environments. Swimming in that irradiated water was a little too bare bones, wouldn’t you
say? What if we spiced it up with some dysentery! That’s right. Slipping on ice is gonna be a real pain when you aren’t
too lucky, and toxic spills will give you more than just a radioactive glow, it’ll give you the runs!
- Radiation reworked. Gaining a level deals 1d4 damage to your hp and sp that cannot be healed until you have no
levels of rads, instead of 1d12 to your hp that you cannot heal until you’re no longer in an irradiated zone.
Combat
- Escape a Grapple action removed, now just called Escape.
- Grapples now use unarmed to escape or grapple instead of flat ability checks.
- Help action reworked. Instead of giving advantage on skill checks, you add half your ability modifier to the creature
you help.
- Enemy spaces are now considered difficult terrain.
- Ready action update. If the trigger for your readied action never occurs, you do not perform the action and instead
you may recycle half the total amount of AP used at the start of your next turn.
- You can now make two unarmed strikes by spending 5 AP.
- You can no longer be unarmed to block.
- New Rules: Improvised Attack. Always wanted to pick up the nearest object and beat someone to death with it? Ever
wanted to launch your fire axe across a parking lot into some poor sod’s head?? Well now you can, with improvised
attacks!
- Targeted Attack Table
- Attacking the eyes and head now halves the range of the weapon.
- Attacking the head now costs 4 AP instead of 3.
- Simplified language for how long the rounds are and increased most from “end of target’s next turn” to “two
rounds”
- Leg conditions updated, instead of having no condition 1, condition 2 being “Target can only move a
maximum of 30 feet on their next turn.” and condition 3 being “Target can only move a maximum of 20 feet
on their next turn”. Condition 1 is now “Can only move a maximum of 30 feet for two turns.”, Condition 2 is
now “Can only move a maximum of 20 feet for two turns.”, and condition 3 is now “Can only move a
maximum of 15 feet for two turns.”
Conditions
- New Condition: Short Circuit. This is basically Bleeding but for robots and gen-2 synths!
- Corroded condition removed and is now a ranged weapon property called Corrosive that decays armor.
- Dazed reworked, instead of having a max of 6 ap, it reduces your AP by 3.
- Shock reworked, now you gain dis on d20 rolls and you cannot gain SP.
- Frightened reworked.
- The check to become frightened is now Endurance or Charisma
- You are not frightened if you succeed by 10 or more instead of 5.
- If you critically fail the frighten check, the duration is doubled.
- Frightened - Freeze now says “A creature with this condition cannot spend any AP on their turn, except to
ready, while the source of their fear is within sight. They can still recycle what they don’t use.” instead of “A
creature with this condition loses half their maximum AP (rounded down) and cannot spend any AP to move.
New Perks
Made of Sterner Stuff
Strength Requirements: Endurance 7.
Your AC increases by 1 regardless if you are armored.
Additionally, when you block, you do not need to be
Don’t Fence Me In
wielding a melee weapon. If you are wielding a melee
Requirements: Strength 5.
weapon, your DT increases by 2 against other Melee
You can spend 3 AP to Escape grapples, restraints, or
attacks.
chokeholds and you always have advantage on the roll.
Additionally, you can move through one enemy space on
Charisma
your turn without spending an additional action point.
Keeping your Cool
Dual Wielder
Requirements: Charisma 7.
Requirements: Strength 7.
During combat, you have advantage on all Charisma
Two is better than one! If you wield a melee weapon in one
checks and your AC increases by 1 so long as you haven’t
hand while you wield another melee weapon in your other
taken any damage to your hit points during the combat.
hand, you can spend additional AP when you attack with
Once you take damage to your hit points, you lose this
one weapon to make another attack with the other
ability even if you heal back those hit points.
weapon. The additional AP is equal to half of the second
Repeat: You can take this perk up to a maximum of twice.
weapon's AP cost (rounded up).
When you take it again, the bonus to your AC increases by 1
(for a total of 2) and whenever you take damage to your
Perception
stamina points; it is reduced by 1.
Nose For Trouble
Agility
Requirements: Perception 5.
You have a keen connection to your sixth sense. Sneak
Guns Akimbo!
attacks deal half as much damage to you. If a creature
Requirements: Agility 7.
rolls a sneak ability check against your passive sense and
One gun ain’t enough? You can wield two with deadly
succeeds by 5 or less, you are aware of the presence but
efficiency. If you wield a gun or energy weapon in one
are unable to detect the location of the hiding creature.
hand while you wield another gun or energy weapon in
Additionally, you are always aware if you have failed a
your other hand, you can spend additional AP when you
sneak check to hide.
attack with one weapon to make another attack with the
other weapon. The additional AP is equal to half of the
Act on Instinct
second weapon's AP cost (rounded up).
Requirements: Perception 7.
When you roll combat sequence, you gain 3 AP that you
can spend immediately before any other creatures act in Luck
the combat. If an action would have taken place to initiate
the combat, such as an enemy attacking from a hidden Immuno-Four-Leaf Clover
spot, you spend these action points after this action Requirements: Luck 5.
occurs. When you or another player character contracts a disease,
you can roll a Luck check with the DC equal to 10 + 2d4. If
Endurance you succeed, you do not contract the disease and the next
time you roll this check; the DC increases by 1d4. The DC
resets to 10 + 2d4 after you contract a disease.
Walk It Off
Requirements: Endurance 5.
Whenever you gain a limb condition, the effects last for
half as long. Additionally, so long as the limb condition
isn’t severe, you can flip your Karma Cap to ignore the
effects of the condition.
Inflictable Opportunity
Requirements: Luck 7.
You can take the help action with 3 AP instead of 6.
Additionally, when you help another creature with a skill
check, they can add your full skill bonus to their roll
instead of half.
Race
Ice Cream and Apple Pie
Requirements: Human, Ghoul, or Super Mutant.
If you consume food with the Putrid or Tainted property,
you cannot become poisoned or diseased. Additionally, if
you consume a food with the Bland property, it is
considered Tasty instead.