Fallout: Vault 67
In general, Vault 67 follows the Fallout PnP 2.0 rules, as found on No Mutants Allowed. Below are several of my house rules. Not included on this page are my specific additions to Perks, or my Skill changes.
Perks are normally gained at every even-numbered level, rather than every 3rd level. With a maximum level of 30, this means a default character will have the option of picking 15 different Perks to upgrade.
=====Books can be found for every skill. Any single book may only be read once, and grants 1d4 + (INT/3) skill points, and require 11-INT hours to read. These are treated as regular skill points if the skill in question is over the 100% mark. Some books have the same name as the ones found in Fallout 3, others are listed below:
- Move Like Jackie Chan (Unarmed)
- SCA Handbook (Melee)
- Anarchist’s Cookbook (Explosives)
- Zen Art of Piloting (Pilot)
- Selling a Lemon (Barter)
- Dean’s Electronics (Electronics)
- Big Book of Science (Chemistry)
- Popular Mechanics (Mechanics)
- IKEA Instructions (Construction)
- Scout Handbook (Outdoorsman)
Under normal rules, you cannot hold and fire two pistols at the same time. The following is my house rule for dual-wielding pistols.
To start with, the character must surpass the Strength requirement for the gun by at least 1 point. If he does not have Strength of one point above the gun’s requirement, add a -50% to his skill when firing the gun. For example, if the character is dual wielding 9mm Berettas, then he needs to have at least Strength 4, while dual wielding .44 revolvers needs Strength 6. If the two pistols are different kinds, then use the higher requirement.
To determine the AP needed to fire both guns, take the larger AP number, then add half the AP for the smaller gun, rounded up. For example, if the character is dual wielding 9mm Berettas, then he needs 8 AP (5 AP for the first, then 3 AP for the second), but dual wielding .44 revolvers only takes 6 AP (4 AP for the first, then 2 AP for the second). If the character has the Fast Shot Trait, or the Gun Kata Perk, subtract the AP from the gun’s rating before determining dual wield rates. When firing both guns, the character cannot do targeted shots. If the character is firing at two different targets as the same action, add a -40% to his skill. No dual wielded weapons can be burst fired.
Dual wielding Melee weapons is different than dual wielding guns. A character can only dual wield melee weapons of the same type – for example, two knives, or a club and a baseball bat, etc. When dual-wielding, the character gains +10% to hit or half their Agility to Armor Class against Melee and Unarmed attacks, at the cost of +1 AP per attack. If the character is using two of the exact same weapon (ie, two combat knives) then the character rolls damage as normal for a single weapon on a successful hit. If the character is using two different weapons of the same type (ie, one knife and one combat knife) the GM will randomly determine which weapon strikes the opponent.
Unarmed weapons cannot be dual wielded, as they are always considered to be a matched pair.
When targeting an unconscious enemy, add +20% chance to hit for all skills.
When crouching, the character gains +5% to Small Guns, Big Guns, and Energy Guns, but has a -25% penalty to Unarmed and Melee. His armor class is reduced by half his Agility (rounded up). Sneaking gains a +15% bonus. Moving while crouched costs 2AP for every yard of movement.
When prone (or knocked down) the character gains +15% to Small Guns and Energy Guns, +10% to Big Guns, but has a -50% to Unarmed and Melee. His armor class is reduced by his Agility. Sneak gains a +30% bonus. Prone characters need 4AP to move one yard.
Characters with Kamikaze still suffer the same Armor Class penalty, leaving them with a value less than their worn armor, or a negative value if not wearing armor.
The Medicine skill can be used in three ways. Medicine can be used a maximum of 3 times a day on any given person.
A character can be healed by rolling Medicine at standard difficulty. Without any aids, this heals 1d6+1 HP. Using a First Aid Kit heals 2d6+1 HP. Using a Doctor’s Bag heals 2d6+6 HP. Note that a failed roll will use up the valuable materials inside a Kit or Bag. A character will still gain back their Healing Rate each hour. Medicine cannot be used during combat without taking the Stat! Perk.
A character may heal a crippled arm of leg by rolling Medicine at -20%, or a crippled eye by rolling Medicine at -40%. Using a Doctor’s Bag for healing crippled limbs gives a +20% bonus on the roll (for no penalty on arms/legs or only -20% for eyes).
A character may attempt to remove radiation by rolling Medicine at -50%, or use a Doctor’s Bag to reduce the penalty to -30%. A successful roll removes (Medicine/10) rads, rounded down. Otherwise, to remove radiation, a character must have a Radaway drug to use.
If a character is reduced below 1 HP, they are considered dead. However, a character who is between 0 a -9 HP can be healed by using the Medicine skill at a penalty of -100%. Each round they are at or below 0 HP, they lose one more hit point. A Doctor’s Bag may be used to reduce the penalty to a mere -80% (or -30% if you have the Touch of Life Perk). Once a character reaches -10 HP, they are dead, gone, and ready to be buried once you find all of the pieces.
Eating a food item, such as Fruit, Jerky, or Nuka Cola, heals a character 1d4 HP and gives them 1 rad. Eating an MRE or a Pie heals back 1d4+1 and gives them 1 rad. Drinking alcohol (2 beers, 1 moonshine, or 1/2 a whiskey or vodka) grants +1 STR, +1 CHA, -1 AGI, -1 PER for one hour, as well as giving the character 2 rads.
Any character may attempt to scrounge for a “junk” item. Any junk item (except for animal parts such as a Roach Shell) can be found by making an Outdoorsman roll with a penalty equal to 1/10 the cost of the item in question, rounded up. (A fission battery would have a penalty of 8% to find.) An equipment item may be found in the same manner, except the penalty to find it is equal to 1/5 the cost of the item in question. (A stimpack would have a penalty of 30% to find.) A search takes up 1d4 hours. A critical failure on a search roll is the same as a Bad random encounter with no chance to avoid; a critical success grants the item with no search time.
Under normal rules, any unused Action Points at the end of a character’s combat round are converted into extra Armor Class until their next turn. If a player wishes, they can instead use up 1 AP for a +2% bonus on a single attack. Example: Roy has 7 AP, and is firing a 9mm Beretta. Since a single shot costs 5 AP, he has 2 AP left over. He can either turn those 2 AP into 2 AC, or turn them into a +4% bonus for his single shot. If Roy switched over to using a Knife (3 AP for a stab), then he could make two attacks and increase his AC by one point, or give either attack a +2% bonus.
If a player wishes to delay their turn in combat, they lose 1 AP for every 4 Sequence they wait before taking an action. Example: Roy has a Sequence of 10, and is attacked by a Giant Radroach with a Sequence of 6. If Roy waits until after the cockroach has taken its ocmbat turn, then he will only have 6 AP remaining when he chooses to act.
Normally, you can only burst-fire at a single target, though you have a good chance of hitting anything in the immediate area. If you wish to use a burst to spray multiple targets (and the area between them), you can cover a large area with a penalty to your chance to hit. For every yard separating the targets, subtract 10% from the odds to hit, and use the higher of your opponents’ AC. Regardless of the distance between them, you cannot fire at two targets who would require your character to turn more than 90 degrees. Any gun that is limited to a 3 round burst cannot hit multiple targets with more than 3 yards of separation.
Example: Roy, armoed with a 10mm SMG (Small Guns 100%), is facing down two geckos (AC 5). The two animals are standing two yards apart from each other, so Roy decides to fire off a full burst and try to hit both geckos. He subtracts 20% from his Small Guns, for a final total of 75%. He rolls down the final number to 7, and rolls ten d10s to hit. All results of 1-7 will hit one of the two geckos, while all results of 8-10 will miss them (and litter the landscape between them).
Example 2: Roy, having moved up to a CZ-53 minigun (Big Guns 50%) is facing down five rather pathetic bandits (AC 5). The bandits are clumped up, with two of them standing behind the other three (1 yard apart total). Roy subtracts 10% for the separation, then rounds his 35% down to 3. He rolls twenty d10s, striking one of the three bandits in the front on any roll of 1-3. The rolls of 4-10 will be re-rolled by the GM to see if one of the bandits in the read was struck.