Welcome to Librarium Online!
These are basic conversion rules and charts to play the Fallout 3 game using the FFG rule set.
It's a work in progress, as much a reminder to myself to finish it as anything else.
Characters do not roll their stats in Fallout, instead they start with values of 35 in every stat. They may exchange points between stats 1:1 provided no stat is dropped lower than 15 or raised above 55.
Each character's wounds characteristic is equal to 3 + twice their toughness rank, plus one for every full 500xp gained.
All skills start as untrained. Characters may pick 3 'tag' skills at creation and gain the 'talented' trait in these skills.
Optional - DMs may optionally allow the players begin with training in all weapons.
Players start at level 1, with 0xp. Level is increased as 500 point intervals (0-499, 500-999, 1000-1499, etc) with new perks becoming available at every even level.
Any skill may be trained at a cost of 100xp
+10 and +20 skill bonuses cost 250 and 500xp and require the player to search the wastelands for a suitable book to study.
Perks cost a flat 500 points each and are comparable to Dark Heresy talents.
Players may raise their stats using the "intense training" perk. Intense training always costs 500 points per 5 point increase and may not be used to raise a stat above 55.
Other derived stats such as carry capacity and movement speeds are determined normally.
There are 15000 total xp points for each player to spend (the final level 30 covers the range 14500-15000xp).
Each character has a number of action points equal to 3 + 1/2 their agility bonus (rounding down).
These action points can be spent in V.A.T.S. combat (see below) and regenerate at the rate of 1 per round at the end of any round in which the player did not use either action points or their reaction.
Additional action points are not awarded with higher levels, they must be obtained through perks and equipment.
Monsters and NPCs do not have action points.
V.A.T.S. - Vault-Tec Assisted Targeting System
Players may opt to spend some or all of their action points during their turn to gain additional actions - 1 point grants a reaction, 2 points a half action, and 4 points a full action.
Players may take multiple actions in this way, and may repeat the same action multiple times, but may only initiate one V.A.T.S. attack per turn.
All actions in a single V.A.T.S. attack must be declared at the start of the attack. Only combat actions (shooting, aiming, reloading, etc) may be taken - the character may not move during V.A.T.S.
Damage to the player, loss of a weapon, or the death of all targets will end the V.A.T.S. attack prematurely. Attacks against dead or unreachable targets may be discounted but not redirected once the V.A.T.S has begun.
Players cannot trigger righteous fury in V.A.T.S. - critical hits are never scored.
Optional - DMs may restrict the players from taking other attacking actions during a turn in which they use V.A.T.S. (moving, etc, is still fine) but reduce damage to the player during that initiative tick by half (excluding ongoing damage such as fire or radiation).
Last edited by A.T.; December 9th, 2010 at 11:07.
Basic armour table
Armour Type____________Location__________AP____Stat Bonus
Jumpsuit_______________Arms, Body, Legs___1
Advanced Rad Suit______All________________2
Leather Armor__________Arms, Body, Legs___4
Leather Duster_________Arms, Body_________1
Regulator Duster_______Arms, Body_________2____+5_Fel
Security Uniform_______Arms, Body, Legs___4
Metal Armor____________Arms, Body, Legs___6
Flak Armour (AV is 5 vs blast damage)
Armoured Overcoat______Arms, Body, Legs___3
Talon Combat_Armor_____Body, Legs_________4
Military Combat_Armor__Arms, Body, Legs___5
Enclave Power_Armor____Arms, Body, Legs___7____+5_Str, -5_Agil
T-45d Power Armor______Arms,_Body, Legs___7____+10_Str, -10_Agil
Hellfire Armor_________Arms, Body, Legs___8____+5 Str
(reserved for weapon chart)
(reserved for drugs and miscellaneous equipment)
(reserved for perks table)