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Fallout PnP

Skills

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Skill represent a character's invested training and representation of natural ability. Throughout a game, a player is able to use skills to accomplish various tasks based on dice rolls called "Skill Checks". A Skill Check is a set number that must be matched or surpassed by a dice roll. To make a Skill Check, roll 3d6 and add skill ranks and any appropriate modifiers. If this total matches or surpasses the Overseer's number (the Skill Check), it is considered a success.

A Skill Check's difficulty is dependent on the action. For example, repairing a simple weapon would require a low Skill Check using the Engineering Skill, while swimming against rapids would require an extremely high Athletics Skill Check.

Some Skill Checks are hidden from the player at the discretion of the Overseer, who rolls for them or witholds the Skill Check difficulty or successes/failure.

Each skill lists its associated SPECIAL in parentheses and has several entries for sample task difficulties.

Spending Skill Points Edit

At level 0, a character begins with 0 skill points to spend (unless they trade a lesser perk for them). Every time a player levels up, they gain 10 Skill Points to spend on the skills they desire. All skills begin with a number of ranks equal to the SPECIAL statistic associated with it (for example:Perception 4 means rank 4 of Detect).

Skill Points work on a gradually more expensive scale. Raising the Rank of a Skill costs just as much as the rank being purchased. For example, raising a skill from 0 to 1, costs 1 skill point. Raising a skill from 1 to 2 costs 2 point, 2 to 3 costs 3, and so on...

Designating a skill as a Tag! skill makes it 1 cheaper to raise every rank.

Skills that are negative due to an extremely low SPECIAL statistic cost a relative amount to the negative number to raise (3 points to raise a -3 to a -2. 2 points to raise a -2 to -1. 6 to raise a -3 to a 0, etc...)

A skill maxes out at Rank 10, and cannot be raised higher by skill points. However temporary bonuses, such as equipment, chems and other such effects, can raise it above 10.

SkillsEdit

Animals (CH) Edit

This is your ability to identify, tame and socialize with animals and simple minded creatures (such as feral ghouls). Ranks in this can allow you to tame animal companions and stave off attacks. Generally, the higher your skill, the more exotic creatures you can interact with and the more you can do with them.

Each Trick requires 8 hours of training with the animal, and passing the designated Animal skill check (which is modified by the beast's Animal Skill).

  • Break em’ (DC 14) – While under a leash, muzzle or whip, the animal will be relatively compliant, and will cease to escape or attack others. It can be lead along, but not much else.
  • Trick: “Good boy!” (DC 15) – This animal will follow you around as it pleases and will not attack while off leash or un-muzzled. It might not be loyal, but it won’t attack unless provoked and will generally follow the party as long as it remain incentivized (aka fed). The animal can be mounted with a pack, armor or yoke, but must be coaxed with a leash, whip and/or muzzle.
  • Trick: “C’mon boy!” (DC 16) – The creature will follow you without the need of a leash, assuming there is no imminent danger and you take care of them. It will be able to recognize the name you give it, and can learn basic show tricks when incentivized (such as fetching a stick or rolling over). It also won’t put up a fight when being tended to medically.
  • Trick: “Saddle up” (DC 17) – The animal can be given armor, yoke or pack equipment and wear it without issue or needing a leash, whip or muzzle.
  • Trick: “Fuck off, boy!” (DC 18)  - The animal is dismissed and will fend for themselves until called upon again. The animal will stay within a mile proximity of the master. This requires an environment that animal can logically fend for itself (you cannot have the animal fuck off in a locked cellar for example).
  • Trick: “Friend, boy, Friend!” (DC 19) –You can designate targets as Friends. Friends will never be attacked by that animal (unless the master or animal is attacked). Friends can issue the C’mon and Fuck-off orders to the animal, and the animal will always defend friends, just as they would their master (though they will always prioritize their master over friends).
  • Trick: “Sick em’” (DC 20) – The animal will attack a designated target until they are physically unable to continue or the target is dealt with. This can cause the animal to attack under situations that they would normally never attack, such as against much larger opponents. The animal can also be pulled back to attack the nearest target assaulting the master or a friend.
  • Trick: “Heel!” (DC 21) – The animal ceases all actions. If they are under attack, they will instead seek to avoid conflict until another command is given. In addition, the animal can be placed in situations of extreme discipline. This can be hunting for the master, staying close in a frightening environment, resisting the urge to attack a foe or assailant, or sneaking with friends.
  • Trick: “Staaaay!” (DC 22) – The animal will remain in the same spot near indefinitely for their master. They will leave to seek food, but will immediately return. The animal will not attack transgressors, unless provoked.
  • Trick: “Fetch!” (DC 23) – The animal runs and fetches an item on command. They will grab the nearest unique item, or a specific item you have trained them to grab. In addition, the animal can have a designated foe. They will always attack the foe on sight if they encounter them. They can also disarm enemies as an attack command.
  • Trick: “Guard” (DC 24) – The animal will relentlessly guard a small area. Only those designated as friend will be allowed to pass by. If someone gets close the animal will threaten them, and if the transgressor does not leave they will be attacked.
  • Trick: “Seek!” (DC 25) - They animal can use its senses to track a target given clues (such as a scent). They will follow the trail until the target is found or the trail goes dead.

Athletics (ST)Edit

Jump, Climb, Swim, and Land: if its a physical exertion that's not running, throwing or attacking, then it is classified under the athletics skill. Athletics will allow you to reach places other people cant, and keep you safe from drowning and large falls.

For Climbing, the DC depends on the surface or object in question. Here are some examples:

  • DC 5 - Quickly climb a ladder
  • DC 10 - Scale a wall with a rope, or use monkey bars
  • DC 15 - Climb a rock wall
  • DC 20 - Climb a rocky surface with only a few hand holds
  • DC 25 - Climb a brick wall

Jumping requires the player character to designate if they are performing a horizontal jump or a vertical jump. If a character does not have a running start of at least 20 ft, the difficulty of the jump is doubled.

Horizontal Jumps require an Athletics Check equal to the distance jumped in feet (15 for 15 horizontal ft).

The Vertical Reach of a character is 8ft by default. Anything higher requires a jump Athletic Skill Check of 4 for each foot (DC 8 for 2ft (10ft vertical) for example.).

Landing is an action players take when jumping or falling from a height greater than 10 ft. A player simply rolls an Athletics Check, reducing the effective fall distance for the purpose of taking damage. A player takes 1d6 damage for every 10 ft they fall, and 1 damage for every extra foot (1d6 + 4 Damage for 14 feet).

If a player's Athletics is below 5, they must make a DC 10 Athletics check when swimming each round or start to drown. Drowning deals 1d4 damage, and reduces the players Athletic Skill by 2 for an hour. Each limb the player does not have dedicated to swimming results in a -5 penalty. A player's Athletics Check is also the max distance they can dive before drowning. A player moves at one-quarter speed while swiming, but can move 1/2 speed for a Athletics Check of 15.

Deception (CH) Edit

Deception is your ability to deceive and beguile others. Its is also your ability to tell when you are being lied to and makes bartering easier. Those with a strong investment in Deception can get away with atrocious fallacies or disguise themselves effectively. Each rank of this skill sways a transaction 1% in your favor.

Detection (PE)Edit

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 whether you're being snuck-up on or lied to.

Electronics (IN) Edit

Your ability to program and hack computer devices, as well as deal with artificial intelligence routines. Having a high rank in this skill can allow you to program robots, work on computers and energy weapons, and accesses hidden information.

Engineering (IN)Edit

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 explosives.

Intimidation (ST)Edit

Intimidation is your ability to verbally (or physically) coerce individuals into complying. It also allows you to draw aggravation away from allies in combat or provide suppressing fire for allies to move unmolested in combat. Higher levels will have groups of raiders dropping their guns in surrender or allow you to draw sniper fire from a friend. Intimidate also lets you insult people more effectively. It is also a representation of your bravery. It can be used to negate fear effects, do wildly stupid ideas, resist speech attempts and resist torture and other intimidation.

Medic (IN)Edit

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 patient's healing rate. Various checks are made based on treating wounds.

  • Stabilize: Stimpack (DC 10)
  • Stabilize: First Aid Kit (DC 15)
  • Stabilize: Improvise (DC 20)
  • Fix Limb: Surgery w/ Medical Equipment (DC 20)
  • Fix Limb: Quick Fix w/ Stim & First Aid (DC 25)

Outdoorsman (EN)Edit

This skill covers scouting and survival in the wilderness. It allows you to mix poisons and makeshift medicines as well as track foes and prey in varying environments. It allows you to train and recognize animals and find safe water and vegetation in the wild.

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Pilot (AG)Edit

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.

Security (AG)Edit

This catch-all skill encompasses lock picking, pick-pocketing, hot wiring and the arming and disarming of bombs and traps. While Detection is used for locating traps of all sorts, Security must be used to disarm or otherwise neutralize a trap once it has been found.

The Security Milestones mostly focus around devious methods of theft, entry, disarmament and sabotage.

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Science (IN)Edit

The broad Science skill covers knowledge of mathematics, physics, chemistry and biology. It allows you to craft poisons, chems and useful compounds.

Sneak (AG)Edit

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.

Speech (CH)Edit

Speech is used to come to peaceful agreements, diffuse situations, bribe, barter and give speeches. For every point of the skill you have, trade deals will sway in your favor by 1%. Higher levels allow for first time meetings with new groups (including hostile ones) to end in your favor with or without combat. It also allows you to demand better rewards for tasks.

Tactics (PE) Edit

Tactics is a catch all skill. When used, it allows the Overseer to make a hidden roll on behalf of the player. Doing so reveals possible courses of actions the player could perform. This can include options for achieving their goal, new sudden variables appearing to aid them in combat or even being flat-out told the outcome to some actions they are thinking of doing. Characters with high tactics make strong leaders, as they can asses the battlefield quickly and determine possible outcomes.


Wageman's Fallout PnP
Rules Character Creation | Skills | Perks | Lesser Perks | Traits
Armory Armor | Repair | Firearms | Energy Weapons | Melee | Launchers | Hand Thrown
Gear Items | Chems and Consumables | Food and Water | Skill Books | Crafting
Bestiary Abominations | Animals | Ghouls | Insects | Robots | Super Mutants
Reference Glossary | Play Materials | Combat and Actions | Survival | Reputation and Karma

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