The following list of skills is a general skill that covers most tasks in the Fallout setting. Each skill lists its skill bonus in parentheses and has several entries for sample task difficulties. Use these task difficulties as a guide for completing similar tasks in the world.
To make a skill check, roll 2d10 and to it, add your skill ranks, skill bonus, and any other appropriate modifiers. If the sum is equal to or greater than the task difficulty, you successfully make the check.
The Combat Skills are the four skills that determine the effectiveness of a player's use of weapons in combat. They are the Firearms, Energy Weapons, Melee Weapons, and Thrown Weapons Skill.
Examples of dificulty for a combat check (2d10+skill Level)
- 10 - Stab a Supermutant with a switchblade
- 16 - Hit a standing armored foe at 30 ft with a revolver
- 20 - Hit a lightly armored foe while he is behind partial cover with a slightly damaged rifle at 50ft
- 21 - Kick someone in the groin in a barfight
- 22 - Hit an unarmored foe with every round from a grenade machinegun
- 28 - Headshot an armored foe behind cover with a crossbow
- 31 - Fist firght an armored foe in pure darkness and active noise
- 43 - Shoot the cigarete out of a partial covered armored midget's mouth in a blizard at 400 ft with a gauss rifle
- 45 - Headshod an armored foe taking partial cover at night while raining with a damaged pistol 150 Ft away
The firing of combustion powered rounds is covered by this skill. By far, the most common skill check for firearms is attempting to hit a target.
Note: If the Guns skill is low, the Energy Weapons skill may be used at a 50% penalty in its place for firing traditional gunpowder firearms and vise versa.
Energy Weapons (IN)Edit
The handling of energy powered weapons. By far, the most common skill check for firearms is attempting to hit a target.
Note: If the Energy Weapons skill is low, the Firearms skill may be used at a 50% penalty in its place for firing energy based weaponry and vise versa.
The use of all hand-to-hand weapons is covered by the Melee skill. Punching, kicking, holding, smashing, slashing, bashing, chopping, cleaving, heaving, and otherwise beating people down with objects like brass knuckles and sledgehammers are covered by the Melee skill. Higher Ranks means the ability to hit more heavily armored or agile foes.
The skill of effectively judging distances and launching projectiles at a target. This is used for throwing knives, grenades, spears and rocks, as well as launching rockets, firing grenade rounds, shooting bows and using flame throwers.
Non-Combat skills, not suprisingly, are skills that are not themselves harm foes, but are used for a number of different tasks.
Jump, Climb, Swim: if its a physical exertion that's is not solely running or throwing then it is classified by the athletics skill. It also allows you to to be prolific at sports such as soccer or wrestling. Higher levels will allow you to jump impossible distances or climb the most difficult surfaces.
The Deception skill allows you to bold face lie to individuals. Higher levels will find it it trivial to deceive people and make the impossible seem true. Deception is also your barter skill. For every point of the skill you have trade deals will say in your favor by 1%
Detection is your ability to notice and find things around you. It helps you gather information, spot hidden objects and foes, and discern lies. A high Detection level would allow you to spot a hidden land mine or loot cache, or tell weather you being snuck up on or lied to.
Engineering covers knowledge for all sorts of mechanical and electrical devices. It's used to deal with everything from vehicles to weapons to elevators and architecture. It also allows you to design new weapons and explosive. It takes a minimum of 5 Engineering to Repair Bolt, Pump, Revolver and Leaver action Firearms, 10 to repair Semi-Automatic and Automatic Firearms, and 15 to repair Energy weapons such as lasers and plasma weapons.
Intimidation is your ability to verbally (or physically) coerce individuals into complying. It also allows you to draw aggravation from allies in combat or provide suppressing fire for allies to move unmolested in combat. Higher levels will have groups of raiders drop their guns to the ground in surrender or cower behind cover as you stand waving a machete above your head, It would allow you to draw sniper fire if you friend was crippled several hundred yards away. Intimidat also lets you insult people more effectively.
The medic skill covers everything from the knowledge of creature anatomy to hands-on proficiency at treating wounds, healing broken limbs, and dealing with toxins/disease. A Character with high medic heals more hit points and can take care up to 5 patients over the course of 16 hours and add half their medic skill to their healing rate. Various checks are made based on treating wounds.
This skill covers scouting and survival in the wilderness. It allows you to mix poisons and makeshift medicines and chems, as well as track foes and prey in varying environments. It allows you to train and recognize animals and find water and vegetation is the wild.
Persuasion is used to come to peaceful agreements, diffuse situations and give speeches. It is also used to perform bribes. Higher levels allow for first time meetings with new groups (including hostile ones) to end in your favor without combat. It also allows you to demand better rewards for tasks.
Pilot allows you to operate vehicles of all kinds as well as heavy machinery and ride animals. Higher ranks allow you to perform evasive maneuvers, drive faster and pilot more skillfully, particularly making vehicular combat easier. Some machines cannot even be operated without a high enough pilot skill, such as Tanks, Cranes and Airships.
This catch-all skill encompasses lock picking, hacking and dealing with traps. While Investigation is used for locating traps of all sorts, Security must be used to disarm or otherwise neutralize a trap once it has been found. Lower levels can be used to pick locks, and higher levels can be used to hack computers with the proper equipment.
The broad Science skill covers knowledge of mathematics, physics, computers, literature, and history. It allows you to create explosive material, chems and compounds, design energy weapons and program electronics. (Security allows you to hack computers, but Science allows you to program)
Sneak is the ability to perform actions without being noticed, stealing or killing silently, be it while hiding or in plain sight. A sneak check is placed directly against a target's Detection skill.
- Using a Firearm -20
- Using a Firearm with Subsonic Round -15
- Sneak up on a searching oponnent -10
- Picking a Pocket -10
- Killing a foe using a Two-Handed Weapon -10
- Using a Silenced Firearm -10
- Picking a Lock -10
- Using a Bow, crossbow or thrown weapon -10
- Sneak up on a guard -5
- Stealing an Item -5
- Using a Silenced Firearm With Sub Sonic Ammo -5
- Killing a foe using a One Handed Weapon Melee -5
- Reload or activate Item -5
- Sneaking up on a distracted foe +5
- Sneak in low light +5
- Sneak with heavy noise +5
- Sneak in pitch blackness +10
- Sneak while foe is sleeping +10
|Wageman's Fallout Tabletop|
|Rules||Play Materials | Character Creation | Traits | Skills | Perks | Lesser Perks | Survival | Combat and Actions | Reputation and Karma|
|Gear||Items | Chems and Consumables | Skill Books | Food and Water|
|Armory||Armor | Ammo | Weapons | Handguns | Shotguns | Rifles | Automatic Guns | Lasers and Plasma | EMP and Gauss |One Handed Melee | Two Handed Melee | Fist Weapons | Hand Thrown | Launchers|
|Bestiary||Abominations | Animals | Ghouls | Insects | Robots | Super Mutants|