Tools are a necessary evil for most of the science skills. Without the proper tools, most of the science skills can only be used for knowledge purposes. However, the advanced versions of the tools have the added bonus of increasing the user's skill total for applied tasks. A "fresh" tool starts with 10 charges. Performing different tasks with tools will cost different amounts of charges. When a tool runs out of charges, it is exhausted and can no longer be used.
The doctor's bag is used with the medic skill. It gives a +5 bonus to checks.
Electronic Security KitEdit
The security kit is used with the security skill. It gives a +5 bonus to checks.
First Aid KitEdit
The first aid kit is used with the medic skill.
The lil' lab can be used to make ammo, books, chems, and implants that have skill requirements below 15.
The lil' shop can be used to make armor, weapons, and weapon accessories that have skill requirements below 15.
The multitool kit is used with the mechanics skill. It gives a +5 bonus to checks.
The security kit is used with the security skill.
The tool kit is used with the mechanics skill.
|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 | Survival | 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|