Simple: Books
From Fallout PnP
Properly speaking, books are used to raise skills. Normal books will increase a character's skill from 1 point if their skill is between 0 and 10. "Volume 2" books increase their skill between 1 point if their skill is between 11 and 20. Characters with skills outside of those ranges cannot use the books. Remember: points must be used to buy ranks. Tag! skills will receive double the benefit. A book may be used a total of 10 times before it falls apart. A character may only use a book of any given type once; he or she may not benefit from reading the same book over and over again. Characters with IN scores below 4 cannot benefit from books. It takes a number of eight-hour days equal to 11 - IN to read a book and benefit from it.
[edit] Big Book of Science
The Big Book of Science increases the reader's Science skill by 1 point if their skill is between 0 and 10.
[edit] Big Book of Science, Vol. 2
Volume 2 of The Big Book of Science increases the reader's Science skill by 1 point if their skill is between 11 and 20.
[edit] Big Fat Liars
Big Fat Liars increases the reader's Deception skill by 1 point if their skill is between 0 and 10.
[edit] Big Fat Liars, Vol. 2
Volume 2 of Big Fat Liars increases the reader's Deception skill by 1 point if their skill is between 11 and 20.
[edit] Dean's Mechanics
Dean's Mechanics increases the reader's Mechanics skill by 1 point if their skill is between 0 and 10.
[edit] Dean's Mechanics, Vol. 2
Volume 2 of Dean's Mechanics increases the reader's Mechanics skill by 1 point if their skill is between 11 and 20.
[edit] Don't Steal This Book!
Don't Steal This Book! increases the reader's Steal skill by 1 point if their skill is between 0 and 10.
[edit] Don't Steal This Book!, Vol. 2
Volume 2 of Don't Steal This Book! increases the reader's Steal skill by 1 point if their skill is between 11 and 20.
[edit] First Aid Book
First Aid Book increases the reader's Medic skill by 1 point if their skill is between 0 and 10.
[edit] First Aid Book, Vol. 2
Volume 2 of First Aid Book increases the reader's Medic skill by 1 point if their skill is between 11 and 20.
[edit] Fun Facts
Fun Facts increases the reader's Academics skill by 1 point if their skill is between 0 and 10.
[edit] Fun Facts, Vol. 2
Fun Facts, Vol. 2 increases the reader's Academics skill by 1 point if their skill is between 11 and 20.
[edit] Guns and Bullets
Guns and Bullets increases the reader's Firearms skill by 1 point if their skill is between 0 and 10.
[edit] Guns and Bullets, Vol. 2
Volume 2 of Guns and Bullets increases the reader's Firearms skill by 1 point if their skill is between 11 and 20.
[edit] Home Security
Home Security increases the reader's Security skill by 1 point if their skill is between 0 and 10.
[edit] Home Security, Vol. 2
Volume 2 of Home Security increases the reader's Security skill by 1 point if their skill is between 11 and 20.
[edit] Hot Pursuit!
Hot Pursuit! increases the reader's Pilot skill by 1 point if their skill is between 0 and 10.
[edit] Hot Pursuit!, Vol. 2
Hot Pursuit!, Vol. 2 increases the reader's Pilot skill by 1 point if their skill is between 11 and 20.
[edit] How to Be a World-Class Triathlete
How to Be a World-Class Triathlete increases the reader's Athletics skill by 1 point if their skill is between 0 and 10.
[edit] How to Be a World-Class Triathlete, Vol. 2
How to Be a World-Class Triathlete, Vol. 2 increases the reader's Athletics skill by 1 point if their skill is between 11 and 20.
[edit] Infiltration Techniques
Infiltration Techniques increases the reader's Sneak skill by 1 point if their skill is between 0 and 10.
[edit] Infiltration Techniques, Vol. 2
Volume 2 of Infiltration Techniques increases the reader's Sneak skill by 1 point if their skill is between 11 and 20.
[edit] Making Friends
Making Friends increases the reader's Persuasion skill by 1 point if their skill is between 0 and 10.
[edit] Making Friends, Vol. 2
Volume 2 of Making Friends increases the reader's Persuasion skill by 1 point if their skill is between 11 and 20.
[edit] Medieval Weaponry Today
Medieval Weaponry Today increases the reader's Melee skill by 1 point if their skill is between 0 and 10.
[edit] Medieval Weaponry Today, Vol. 2
Volume 2 of Medieval Weaponry Today increases the reader's Melee skill by 1 point if their skill is between 11 and 20.
[edit] Mystery!
Mystery! increases the reader's Investigation skill by 1 point if their skill is between 0 and 10.
[edit] Mystery!, Vol. 2
Volume 2 of Mystery! increases the reader's Investigation skill by 1 point if their skill is between 11 and 20.
[edit] Pugilist Quarterly
Pugilist Quarterly increases the reader's Unarmed skill by 1 point if their skill is between 0 and 10.
[edit] Pugilist Quarterly, Vol. 2
Volume 2 of Pugilist Quarterly increases the reader's Unarmed skill by 1 point if their skill is between 11 and 20.
[edit] Scout Handbook
The Scout Handbook increases the reader's Outdoorsman skill by 1 point if their skill is between 0 and 10.
[edit] Scout Handbook, Vol. 2
Volume 2 of the Scout Handbook increases the reader's Outdoorsman skill by 1 point if their skill is between 11 and 20.
| J.E. Sawyer's Simple system | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Introduction | What is Fallout? | What is Fallout Earth? | What is the Core Region? | ||||||||
| Simple | Simple Overview | Character Creation | Primary Attributes | Secondary Attributes | Derived Attributes Traits | Skills | Perks | Karma and Reputations | Vital Status | Actions | Advancement | ||||||||
| Equipment | Survival Gear | Weapons | Ammunition and Fuel | Armor | Chems | Implants | Books | Tools | Vehicles | Workshops | ||||||||
| The Fallout World | North America | South America | Europe | Asia | Africa | Australia | Antarctica | ||||||||
| The Core Region | Geography | Sites | Organizations | Personalities | Critters | ||||||||
