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Fallout: Legends

Survivor's Guide

Introductions:
Intro: As it is said in Fallout many times War... War never changes. That's Granted you've played the Fallout
games, if not then you still have missed a great series of RPG's, however I'll try to fit this to those who
have never picked up a RPG Pen and Paper of even Fallout. I took up this project as a challenge and as
something I personal want to play, the perfect mixture of Fallout and D&D, And Although this has been
done before I wish to have my own take on it while infusing some of Fallout 3 and New Vegas. Have Fun.
An Introduction to Pen and Paper Role Playing Games.
Pen and Paper Role Playing games has you create and take the place of a character in a world created by
another person, using stats, Dice and a map. but not only that in order to get a clear idea it's like playing a
RPG game however the world its inhabitants and locations are created in your imagination, the nearest
thing I can think of is reading a book where you are the main character, YOU make the decisions, YOU talk
to the people (though most likely it will be you friend or enemy in (real life) depending on the situation). It
takes some thinking, as said before lots of imagination, and patience (depending on your Overseer). This is
met with a Reward, The most interesting stories and NPC's created by my friends, and some very
challenging battles. The stories had me addicted enough to come back every night. All in all it is an
experience that though may not be for some is very much so for others.
An Introduction to the Fallout Universe
Now a quick introduction to the Fallout universe is in order. Fallout takes place in an alternate time line
splitting from ours after WWII, in it the micro-processor was never invented thus technology focused
instead on perfecting everything atomic. They were able to create fusion powered batteries, and fusion
powered cars, while computers still take up entire rooms. This also caused the styles of the times to remain
in the 1950's retro style. (An Advanced Time Line will be provided in the Overseer's Guide.) Though they
nearly perfected atomic energy it was the downfall of humanity. After years of smaller conflicts, high
tensions, and a deficiency of resources, the world was plunged into a second dark age in a mere 2 hours.
This however did not end humanity like presumed due to some foresight by a company called Vault-Tec and
the U.S. Government, small slivers of humanity survived in underground bunkers called Vaults. These
Vaults though only housed 1,000 people and there are 122 known vaults, so how did the rest of humanity
survive, through luck or a multimillionaire with an army of robots and anti-nuclear missile lasers. Humanity
began to rebuild a few years after the nuclear Armageddon, creating settlements that grew into
civilizations, then nations. The wasteland is a vast place with every vice, personality, and numerous
undiscovered Pre-War mysteries.

GETTING STARTED
Before getting started you may want to know how to play Fallout: Legends, well this section will describe in
detail how to play every facet of this game.
Materials:
A Map- A map can be anything from a dry erase board or a complex 3d model, but in an essence it
illustrates the world around you character, however is just the sights (the sounds and smells(if you insist)
are up to you Overseer). All maps however must have a hexagonal grid, no hexes (due to how combat and
many features work.)
Figurines/tokens (optional): This is used to represent your character in the world the figurines are optional
and can be replaced (due to their cost) with basically anything you can move on a game board. These are
important though for puzzles or showing NPC on the map.
Polyhedral dice: Polyhedral by the way is just another way of saying dice with a lot of sides like 20 sided or
10 sided. These are used for combat, skill checks and for the Overseer's own desires. From here on out if
you hear the terms D10 or D20 for example it's referring to certain type of polyhedral die, were in the d
mean die and the number is the sides on said die.
Character Sheet: A piece of paper that has all of your character's information written on it. A character
sheet should be provided by your Overseer, or brought by you, they usually have fields to fill out with your
character's info. (But if youre Overseer has custom sheets that's fine as long as they contain the proper
fields.).
Your Imagination: This you shouldn't forget even with the most detailed map in existence, this game takes
at least some Imagination.
An Overseer: The Overseer is the person in charge of creating and directing and adventure before you.
They must read this and the Overseer's guide. They must possess some or all of the following traits:
intelligence, creativity, the aforementioned imagination, and a degree of math logic and acting skills. It
sounds like a lot, and it is but when you actually do it, (for some) it comes naturally.

Interacting with your World

In Fallout: Legends the world you occupy is represented by drawings or models on a map
however do not under estimate these simply seeming lines for they could be walls or traps or
PEOPLE. The board is also made up of hexagons that from here on out will be referred to as
hexes. To move around the map (Non-combat mode) simply move your figurine to the space
(each space is 1 meter) you wish to travel to (granted there are no objects on your path).
Simple as that, however if
you are on the edge of a map it and move a hex outside the map must be updated to the next
map. This is why it is Imperative that your Party stays together. Combat movement will be
covered in its own section in the Combat Chapter.

Checks & Interactions


When you wish to perform an action on an object or person or nothing, simply state to the group or the
Overseer I'm Going to... on... then the Overseer will either give you the result or instruct you to do roll a
die to perform a check. For example, I say I'm want to lock pick that door in this case the overseer will
tell me to do a Lock-pick check. Checks can also be prompted by the Overseer at any time.

Checks
checks are the means of representing your character using one of their skills in the game world. there are
two types of checks S.P.E.C.I.A.L checks and skill checks. Let's start with the easy one
S.P.E.C.I.A.L Checks
S.P.E.C.I.A.L are a way of using one of your basic stats in the game world. To execute a S.P.E.C.I.A.L check
the overseer will have a predetermined value and S.P.E.C.I.A.L stat in his plan or made up (in case youre
Overseer needs to get his Campaign in shape.). The Overseer will ask what is your... and you will respond
with the value of that S.P.E.C.I.A.L stat. Eventually your overseer should memorize the PC's S.P.E.C.I.A.L
making these checks a breeze as you become more associated with your Overseer. For example, there is a
bomb hidden inside if a teddy bear so I become suspicious and say I look closely at the Teddy Bear then
the Overseer will ask what's your Perception stat I'll say 6 the overseer then may say you hear a
distinct beeping Etc. Etc.

Skill Checks
Skill checks are by comparison much more complex (which is true to their contextual meaning) because
they representing you utilizing the skills you learn over time. To perform a skill check you first state or are
prompted, then you roll a two d10s (this is called a d100, you use the first digit on the first d10 you roll for
the tens place so if you roll a 2 your result would be between 20-29, then the second die will be the ones
place, so if you roll a 2 on the first roll and a 5 on the next your final result will be a 25 ). Success is
determined if you roll within the range of your skill. For example, (using the one from above) in order to
disarm a bomb with an Explosives skill of 20,
Then when you roll 2 d10's it must land between 1-20 and 1 for every point over 5 in Luck. Within this
range is considered a successful check above it will result in failure, if you roll and it lands on exactly the
number that your skill level is that is a critical success (Meaning that you instantly pass the check.), while
landing outside the range or in negative numbers results in a failure. Failure can mean many things
including simply not completing the task at hand or completely destroy the object in question. This is
referred to as Degrees of failure, and is covered in detail in the Overseers Guide. you can use your Skills
on. Skills can be used on just about anything, this includes but not limited to, NPC's PC's Items, and some
world objects. What you can use your skills on specifically is up to your Overseer.
NPC Interaction
Lucky for you youre not alone, when interacting with NPC's you will talk with the Overseer as if he/or she
was the NPC. You can be prompted for a Check while still talking to a NPC.

Trading
Trading is the process of exchanging items or currency, if you want something a NPC owns you can either
barter or refer to the combat section of this guide. To begin bartering with an NPC simply say to the
overseer I want to trade with (NPC name) (note that you can also trade with players this is done by
talking directly to the player of interest.). After declaring that you want trade with NPC, the overseer will
trade on the behalf of the NPC, when you trade you the player will make the first move and propose a
trade that can be either you will give X item or Caps for X (which can be anything that can be traded)
however it must be equal to to or greater than the item the NPC is trading To you (value is listed in the
items sections of this book however they are also subject to the overseer's conditions) once you have
rolled the overseer will tell you whether you were successful or not, from there if you were successful then
the items will be exchanged accordingly and everyone can move on with their lives, however if you
somehow fail then you can propose another trade with a 2% deduction on the barter roll or a 4% if the
offer is identical to the offer that failed prior to the current one.

Combat

* Results may vary

Combat, is the primary method of conflict resolution in the Wasteland. Combat is done in turns
which each combatant gets a turn to perform an actions, then at the end there will be
rewards.
Turns & Sequence
When in Combat everyone involved gets a turn to something in order to avoid chaos, the order for which
the combatants take their turn is decided by the sequence stat (see Derived Stats for how you determine
Sequence.) The combatant who has the highest Goes first (except in a Surprise round) then the turns go to
the player with the second highest, the third and so on so forth. Essentially it goes from highest to lowest
order by sequence
SURPRISE ROUND!
This occurs Always as the first round of combat when attacking an NPC. The first to receive a turn is the
Attacker or whoever initially attacks or becomes hostile with someone else. The Defender regardless of
Sequence will then take a turn to react (unless killed) then it is greatest to least order excluding the
Attacker and Defender. After the last person uses there turns and there are combatants left to fight
Combat should resume as usual.
COMBAT ACTIONS
When in combat almost everything you do is measured in Action Points (AP). When you open a door that
uses AP when you shoot yer Gun that takes up AP. When all your AP is used up your turn is done. Below is a
list of some actions that use AP and how much AP they use. This is an ABRIDGED list.
Action

AP Used

Open a door

2 AP

Walking

1 AP Per Hex Moved

Use an item on hand (Equipped)

2 AP

Equip an Item from Inventory

3 AP

Interacting with a large object (No Skill Check)

2 AP

Interacting with a large object (Skill check)

3 AP

Interacting with a Small Object (No Skill check)

1 AP

Interacting with a Small Object (skill check)

2 AP

Free Actions
Some actions do not come with the cost of precious AP, for example talking to NPC during combat, or
making an S.P.E.C.A.L. Check since those are inherent. Sometimes it could be up to the of the Overseer
whether or not some things that are iffy like trying to climb a tree
During combat which can be both an S.P.E.C.A.L. check and an interaction.

ATTACKING!!
Attacking is the primary method of depleting your enemies HP (HIT POINTS) to zero thusly killing them. To
attack you simply declare I want to attack or something similar then depending on the weapon you
have equipped you roll a d100 (actually 2d10s the first for the tens place a second for the ones) then you
add your skill in of respective weapon type and subtract 10 times the number of hexes you are away from
your target rounded to the nearest whole number.
TO HIT
1d20 + respective weapon skill-(5 * hexes in distance from opponent) vs. opponents AC

DAMAGE
After you have hit your opponent(s) you will deal damage, there are of several types of damage depending
on what kind of weapon you are using, The Damage type is import because some Armor is more resistant
to certain types of damage, you can find out what kind of damage it is by looking at the items entry in the
Items section of this book. Anyways the types of damage are:
Normal: the most common type of damage this covers any damage dealt by any combustion gun (ex:
pistols, rifles, mini-guns, assault rifles)
Laser: this type covers any damage dealt by a weapon that shoots primarily lasers.
Flame: this is damage dealt via any weapon that uses fire to damage an opponent
Plasma: damage dealt by weapons that fire plasma as projectiles
EMP: EMP meaning electromagnetic pulse, anything that uses this usually deals in area damage
Overseer does
this part
FOR DAMAGE
Respective damage dice + respective weapon skill x fire rate vs. Opponents Damage resistance

Overseer Does this too!


MELEE DAMGE
Melee damage Stat + Respective Skill + Strength Modifier - DR
Explosives and Beyond...
If one of the PC's are happening to be packing 14 ounces of death (a grenade) then you must use the
following set of rules to determine if you hit something and how much damage you will deal. The explosion
will spread like every time, it goes 5 hexes in every direction (this is the KILL ZONE, meaning it deals X2
damage (just stick it on the end of the parentheses there) to everything, the explosion spreads 10
additional hexes in every direction which deals damage according to this formula:
Explosives hit die * (Explosives skill)/ (your Agility* Luck)
The nature of the fragment grenade causes what else but fragments to fly all over the place therefore
outside of the damaging 15 square radius characters within 5 hexes in any direction must pass a check of
6 Luck, OR 6 Agility OR 6 Endurance.

FLAME THROWERS:
Flame throwers follow the same pattern when dealing with damage except the flame thrower shoots out a
cone pattern with the kill zone being the three hexes directly in front of the business end (the muzzle) then
increasing outward one square to the side for every square forward, there is also one more check a check
to see if the player catches on fire which is decreased by one for every square the person is away from the
flamethrower they must pass a Luck (8 at kill zone) Endurance (9 at kill zone) Agility (9 at kill zone). This is
in addition to the check for damage

CALLED SHOTS

When declaring your target, you also have the opportunity to make a called shot or in other words you can
aim for specific limbs of your opponent. Why you may ask because you can end combat if your opponent is
unable to continue to fight. In order to make a called shot you declare (when attacking) that you want to
target a specific part EX: Left leg. When you shoot a called shot you will incur a penalty to your to hit roll
equivalent to your opponents strength mod + endurance mod + (AC\2) Damage Resistance (%)

EXP and leveling


When the combat is done all PCs will be rewarded with experience points or EXP, to represent the
experience gained through battle. If you gain enough EXP you will gain an experience level or simply a
level. Levels allow you to increase your stats and take up perks. The amount of EXP needed to gain specific
levels listed below for the first 10 levels.
Level

EXP

500

1000

3000

6000

10000

15000

21000

28000

36000

10

45000

And Beyond
For leveling beyond 10 which is a given, the EXP required for the next level goes N = N*(N-1) *500. Where
N is the desired level. (*to the Overseers* you can change the EXP Rate if
You which this is just optimized for even pacing.)
Experience REWARDS
After the smoke clears and the rigor-mortis has set in the only thing left to do is reap your
rewards, you monster....
Once all enemies are killed you may loot their corpses for anything they were holding on to (which is up to
the overseer of course), however all party members will also earn Experience Points, this is determined by
the following formula
(base exp value* Enemy level / number of party members* individual Party Member
Intelligence score OR average party Intelligence score)

Your Character

THAT'S YOU

To even consider playing Fallout: Legends you first must design a character to play with so
here it is in simple steps:

Step 1: Your Name


Let's start simple, your name, and the thing for which you're called by. Try for something relevant to your
character's personality or appearance, or just what youre feeling, just remember a Name is permanent so
what you write down now is what your character is called forever.

Step 2: Age
This is how old your character is in years (and only years). With age comes its perks and downfalls. Namely
there is a cap for how high which you S.P.E.C.I.A.L. And or skill can go. This table below will list the buffs
and downfalls associated with age. All unspecified can be maxed out

AGE

AGE GROUP

Disadvantages and advantages

1 to 5 Yrs. old

Early Childhood

Str=>3 Agi=>4 End=>3 skills=>10

6 to 13 yrs. old

Late Childhood

Str=>4 End=>4 Skill=>15 Agi=>4

13-17 yrs. old

Teenager

Skill=>25

18-29 yrs. old

Young Adult

Unrestricted

29-50 yrs. old

Mid Adult

See notes

50-Death

Elder

See notes

Progressive Degradation:
Starting when you leave you prime years your character experiences a degradation of his/her S.P.E.C.I.A.L.
This is represented by this formula which is age specific.
Mid-Adult
-1 Agi/End/Str for every 10 years in this age group
Elder
-1 Int/Per/End/Str for every 5 years in this age group
Implementing Age (or not):
if you (the Overseer) does not want to use Age or the progressive degradation relating to age, then you
may do so, in that case simply ignore this section.

Step 3: Race
Race is a major part of your character's identity, it defines your appearance, your S.P.E.C.I.A.L, and your
skills. There are three playable races, Human, Super Mutant, and Ghouls. So without further ado.

Humans

Description: Humans are the basic race. They can do just about everything, and make up most the social
structures in the wasteland. Humans have no restrictions on their S.P.E.C.I.A.L progress (besides starting at
all fives), or skill progress. They are a blank slate with no advantages or disadvantages.
Starting S.P.E.C.I.A.L
Strength: 5
Perception: 5
Endurance: 5
Charisma: 5
Intelligence: 5][
Agility: 5 Luck: 5

Racial Attributes: Humans have what's called derived attributes, meaning


that Attributes depend on their S.P.E.C.I.A.L (See Derived Stats section for more details)

Racial Traits: Humans are allowed to choose their two traits, if you desire a more random approach then
assign a range of numbers to each trait and roll a d100 twice whatever range you roll in you will take the
corresponding trait.

Super Mutants

Super Mutants are the result of Pre-War experimentation with something


d the FEV (Forced Evolutionary Virus). They were originally created by someone called just The Master, by dipping people
tire vats of FEV. The Master formed an army and tried to assimilate the entire world, but was stopped by a mysterious
ger. The Super Mutants are usually brutish, stupid, and very aggressive. There is however an acceptation with a few
r Mutants who are very intelligent and even capable of civilizations. All Super However Mutants are sterile. There are
types of Super Mutants, Generation 1's who are the direct result of The Masters Army, and these have the most
igent Mutants. Generation 2's who are the result of generation 1's making more Super Mutants, these are most
monly less intelligent than Gen 1's. And East Coast mutants who come from Vault 87, there are only two known intelligent
r Mutants in this type, and they always have an orange skin tint. Super Mutant skin is usually green colored. You may
your type of mutant then roll to decide intelligence it's a D5 for Gen 2's and East coast plus the amount over 5 in the
attribute. And a D10 for Gen 1's plus amount over 5 in Luck. Your Intelligence stat fixed after it is determined and
zed.
Starting S.P.E.C.I.A.L
Strength: 7*F
Perception: 5
Endurance: 7*F
Charisma: 3*F
Agility: 4*F
Luck: 5
Racial Attributes: Super Mutants have 100% Rad Resistance regardless
Of Endurance. Super Mutants also have a 25% Damage resistance
On top of character's endurance score addition
Super Mutants have a base Melee damage of 2. Rest are Derived

Racial Traits
Fearsome Sight: Even the most intelligent Super Mutants can't help but
Inspire fear in the hearts of human. -15 speech and -1 charisma when talking to humans
Born to Kill: It's no secret that Super Mutants were first intended to be super Soldiers. You deal 1d4 extra
damage when using a melee weapon
Mutant Rage: This is the primal, viciousness that they sometimes can't control. For the cost of all your AC
you can enter a temporary, state of complete RAGE. You gain +2 Str +1 End +2 Agi +20% damage
resistance for 3 turns. This comes at the cost of all your AC for the next 3 turns.

Ghoul
Ghouls are the zombie like mutants, and the result of high level background radiation exposure. The
process of becoming a ghoul takes months to years and is very painful. Due to their lack of skin, the
decaying tissue of a Ghoul are exposed making them slightly weaker than humans. Ghouls are also more
perceptive than regular humans. There is a down side however eventually no matter how long every Ghoul
becomes Feral; the time is decided by this formula Age Turned + 100 + (Int x End). When your character
becomes feral you become hostile to every non-Ghoul NPC and players as well. Ghouls are cursed with The
Charisma of a rotting tomato (fixed Charisma at 3)
Starting S.P.E.C.I.A.L
Strength: 5
Perception: 6
Endurance: 4

Charisma: 3
Intelligence: 5
Agility: 5
Luck: 4 (because you obviously were unlucky enough to be a ghoul in the first place)

Attributes: Permanent 10% Damage resistance 100% Rad resistance.


Racial Trait:
Unnatural Reaction: Because of how they were created Ghouls Gain 3 HP for every turn in combat when in
a radioactive space. Outside of combat Ghouls gain 2 HP for every hour spent in a source of radiation in
addition to their Healing Rate.
Birds of a Feather- Ghouls and Super Mutants are not that far apart from each other +10 Barter when
dealing with Super Mutants and +5% to all for Hit checks when teamed up with
Super Mutant.
All the Time in the World: Because Ghouls live so long they have plenty of time to pursue and perfect skills.
Ghouls start with 10 extra skill points at Character Creation

Step 4: Little Details


GENDER
Not much can be said about gender except that Super Mutants do not have gender, because the FEV
removes all gender

Eye color:
This is the color of your characters eyes, only natural eye colors(blue, green, brown, Grey,amber,hazel),
unless you have a viable excuse for other eye colors

Skin Color:
certain races can only have certain skin colors here they are
HUMAN
White
Black
Brown
Light Brown
Super Mutants
Green
Blue
Yellowish Orange

Ghouls have no skin color because they have no skin

Hair Color
this is the color of you Characters Hair this can be almost any color. As above Ghouls have no hair unless
there are wearing a wig, which is an item

Height
This is the height of your character. The Height is dependent on your Characters race.
So Ill list the range of heights per race. (NOTE: your character can go beyond these ranges but this is the
average height for their races
Human
4 ft. to 6 ft.
Super Mutants
7 ft. to 10 ft. (usually 7 ft. with a hunched back)
Ghouls
4 ft. to 6 ft.

Weight
Unlike above weight is a little more work to figure out, a healthy weight (which is ideal if you are a
Wastelander). If your character is above or below the ideal weight, they shall incur a penalty. To find your
Ideal weight refer to this chart however if your height is beyond the range refer to a ideal height weight
chart (there all over the internet). The following chart is for humans as ghouls have no weight difference
and Super Mutants are naturally buff and thus weigh around 800 lbs. Lot
HEIGHT

WEIGHT (Men)

Weight (Women)

95-117 Lbs.

90-110 Lbs.

51

101-123 Lbs.

95-116 Lbs.

52

106-130 Lbs.

99-121 Lbs.

53

112-136 Lbs.

104-127 Lbs.

54

117-143 Lbs.

108-132 Lbs.

55

122-150 Lbs.

113-138 Lbs.

56

128-156 Lbs.

117-143 Lbs.

57

133-163 Lbs.

122-149 Lbs.

58

139-169 Lbs.

126-154 Lbs.

59

144-176 Lbs.

131-160 Lbs.

510

149-183 Lbs.

135-165 Lbs.

511

155-189 Lbs.

140-171 Lbs.

160-196 Lbs.

144-176 Lbs.

The Formula to figure out your Ideal height goes Men: 106 + 6 lbs. for every inch over 60 inches and
Women: 100 + 5 lbs. for every inch over 60 in and on a side note: Add 10% if person has large frame,
subtract 10% if a person has small frame. If frame size is unavailable, assume medium.

OVERWEIGHT/UNDERWEIGHT
If you choose to and your characters Weight falls above or below the ranges though there is grace range
that goes from 10-20 lbs. above and below, after that the penalties start 20 to 30 lbs. Underweight and
over weight for medium builds
20 lbs. (-1 Str -2 End -2 Agi}
30 lbs. (2 Str -3 End -3 Agi)
40 lbs. (-3 Str -4 End -4 Agi)
(This continues until 100 lbs. where the PC must pass a 6 luck check to determine whether they live or not,
then that check is increased by one for every 50 lbs.)

Weight Gain
if you wish you may have PC's gain weight depending on how much food they eat and how often they
exercise, the amount of weight gain is determined by the average fat content (given in the item section of
this manual) of item consumed (on a timescale of your choice) divided by the number of hours exercised. It
is also worth noting here that when you exercise it takes 1 AP per every hour while exercise for that day.
But you gain 1 point in your endurance, strength, or agility (depending on the type of exercise) S.P.E.C.A.L
stat for every hour of exercise beyond your limit
, however you do have limits on how long you can
exercise, this is determined by the value the S.P.E.C.A.L stat corresponding with the type of exercise.
BUILD
Build refers to the overall size of your characters body both your muscle/fat weight and overall bone mass
and size. There are three Builds: Small, Medium, and Large. This effects the ideal weight mentioned above.
Build is also good way to flesh out your character as it can be used to further describe them.
Other Physical Features
Any other things about how your character looks (Scars, birthmarks, tattoos, piercings any kind
of...deformity) can go here, this spot is optional.

S.P.E.C.I.A.L.
What is S.P.E.C.I.A.L.?
S.P.E.C.I.A.L. is an acronym for the basic statistics for your character, these are by far the most important
when building your character as they affect every other statistic, the acronym stands for:
Strength:
the measure of how physically apt your character is, this influences the melee damage basic statistic, the
unarmed skill, the melee weapons skill, Carry weight, and Hit Points (HP)
Perception:
this stat is representative of how observant your character is with all five senses, this influences the
Sequence on a Surprise round, the maximum firing range, your Guns skill, Your Explosives skill, the
Medicine skill, the traps skill, and the Lock pick skill.
Endurance:
this stat represents how much your character can endure in other words their physical limitations, this
influences the number of hit points (HP), resistances (i.e. poison resistance, damage resistance, etc etc)
your Armor Class, and your Healing rate (HR)
Charisma:
this is how influential your character is using there looks, and some honeyed words, this influences your
barter skill, and the speech skill, used to persuade NPC's.
Intelligence:
This is the measure of how smart your character is, this will Influence the amount of skill points you
receive upon gaining a level as well as the amount of exp you receive after a battle, as well as the Science,
Medicine, Repair Skill, and the number of languages you can learn
Agility:
this stat represents how reactive and flexible your character is, this influences your Armor Class, Guns skill,
the Sneak and Pickpocket skills, and last but most importantly your Action Points.
Luck:
This is a very odd stat as it cannot be empirically measured in real life, Luck is the concept of a bias that
exist in the random event of everyday life, that more events are beneficial to you then detrimental, so this
stat is going to add a percent equal to the modifier (more about those later) to the to hit roll, and skill
checks

S.P.E.C.A.L Points

It is now time to customize your S.P.E.C.A.L stats to do this you will invest points into the stat of your
choice. To start all characters, have 5 points to invest in all of your S.P.E.C.A.L stats. Please note that if a
S.P.E.C.A.L Stat on the RACE section has a *F next to it, it is fixed and cannot be changed.
S.P.E.C.A.L Modifiers
S.P.E.C.A.L Modifiers are something you should be familiar with if you have ever played D&D. Modifiers are
used whenever you must use a S.P.E.C.A.L stat in a formula, you use the modifier, so what is the modifier
equal to? the amount of points over or below 5 your S.P.E.C.A.L stat
is. for example, if I had a strength of 6 my Strength modifier would be 1 (Because 6 is one point over five.)
as mentioned above your modifier can also be negative, this will subtract from the equation the modifier is
being used in rather than add to it as it is above. You get a negative modifier by having a S.P.E.C.A.L stat
with a value below 5, an example is if I had a strength of 3 my Modifier would be -2 because 3 is 2 below 5.

Derived Statistics
Derived Statistics are the more Stats, however unlike the ones above you cannot
change these stats Directly they are determined by your S.P.E.C.A.L and only
modified if the corresponding S.P.E.C.A.L stat is changed, or modified by some items (Ex.
Armor)
The Derived Statistics (in no particular order) are...

Hit Points:
This is how much damage your character can take before they die, there are two numbers related to HP
(and abbreviation of Hit Points) you need to know first is your maximum HP which is marked under the
derived statistics section of the character sheet, this is as the name implies the maximum value that your
HP can increase to, on the other hand is your Current HP which tracks the amount of HP your character has
at that given moment. When your HP reaches 0 you are considered dead, no longer functioning on any
biological level. But before you hit zero you go through several stages of injury starting when you hit 40%
of your maximum HP with each growing in severity as your HP decreases here they are in a neat little chart
for all you, sadists out there

(the degree of injury is an optional feature)


HP Range

Name/And check if required

40%

Wounded: pass 6 STR OR END to attack if failed


take 1d10 normal damage

30%

Severely Wounded: pass 7 STR OR END to walking


any distance.

20%

Critically Wounded: Pass 8 STR OR END to perform


any action costing more than 3 AP

10%

Mortally wounded: in addition to the Critically


Wounded check you also must pass a 9 END to
remain conscious for this turn

5% to 1 HP
Almost Dead: the player is considered dead unless
they pass a 7 LCK and 9 END
0 HP

Dead: You are dead, no more, you have shuffled of


this mortal coil.

All these checks apply for every turn in which you your current HP is within the range make sure to work
out the percentages when you are building your character and when you level up, speaking of which your
HP increases every level, by the formula below.
HP Formulas
In order for any of this to matter to you must know the formula to figure out how much HP you have, when
you start your HP is equal to this formula
15 + strength + (Endurance X 2)
then when you progress a level you will gain some HP the amount of HP gained after a level up is
determined by the formula
(Endurance/2) + level

ARMOR CLASS
Armor class is a measure of how difficult it is to inflict damage upon your character, armor class is a simple
statistic as it equal to your Agility + Perception

Damage Resistance
This is how well your character can endure injury, it is subtracted from any damage received, this stat
represent resistance to Normal Damage, and serves as the starting percent for the resistance percent for
all types of damage. damage resistance starts at a value of 0%
Do not give up hope though, as Armor also modifies this statistic, when equipped (also show on the chart
mentioned above)

Action Points
Action points or AP is a unit used to gauge how much you can do in one turn, as mentioned in the
COMBAT section of this book every action in combat uses AP, your AP is determined by this formula:
5 + Agility Modifier
For info on how AP is used see the subsection in the COMBAT chapter of this book.