Post by bear on Sept 9, 2015 8:13:04 GMT
The various things that characters can learn to do in the Fallout setting. Each Skill is connected to a Stat, which is combined with the Skill to form your dice pool when making a skill roll.
Alertness: How aware you are of your surroundings in any given situation. When you hear an incoming bullet and drop flat an instant before it splits your skull, or spy a mine before you can step on it, that's Alertness.
(Perception)
Athletics: Your physical ability for any number of actions, from climbing a building, to running between cover, to kicking a ball, to doing monkey bars. Mostly used for rolls such as scaling objects, landing falls safely, dodging attacks, and occasionally escaping grapples. Can be roleplayed as being good at soccer or basketball, if you can find a game.
(Agility)
Repair: Essentially crafting, renamed for Fallout flavor. This represents your general mechanical aptitude. Used to repair things, build things, and make ammo or weapons, .
(Intelligence)
Explosives: Fairly self explanatory. Used to manufacture and safely handle things that go boom. Disarming a mine, crafting a frag, placing satchels to take down a building, and making things such as impromptu mortars all fall under this. Note that explosives is SEPARATE from throwing the actual weapon, unlike Fallout. You can roll explosives to craft a Holy Hand Grenade, but if you want to use it, you still have to be able to throw it so it hits a target.
(Intelligence)
Unarmed: Brawling, basically. Used for throwing punches, blocking the same, landing kicks, avoiding grapples, or tackling someone. Of note is that to allow unarmed weapons to remain competitive with melee, this ability changes DC throughout it's leveling. At one point of Unarmed, you roll at DC6. At three points, you roll at DC5, and at four points, you roll at DC4 for any action involving hand to hand, including grapples. At five points, you merely get another die to the pool, and mad bragging rights in the Wasteland. The downside is that Unarmed, no matter what weapon you use, can only do Bashing damage. We're not the Chosen One here, folks. Getting your hands on plasma fists ain't gonna happen.
(Agility)
Science: Straight Outta Fallout. This is used for anything computer or robotics related. Hacking, making a new holotape, maintaining energy weapons, or re-wiring electronics all fall under this skill.
(Intelligence)
Guns: Anything that uses gunpowder to launch a projectile of any kind at lethal speeds. In lay terms, anything from a 9mm pistol to a twelve barrel rotary cannon falls under this stat. Firing a rifle, cleaning a pistol, using a mounted machine gun, and long-distance sniping all fall under this. Uses Perception for long-range shots and Agility for close range snap shots.
(Agility OR Perception)
Speech: The classic Speech ability in Fallout is split into three parts in this game for balance reasons. Speech itself is used for calmly and reasonably talking people to your side. Explaining to the captain that you need more ammo to hold back the raiders, talking a shopkeep into lowered prices because you only have a few caps and you really need food, and giving a speech inciting bravery from your squad in desperate situations all fall under this. Note that for all speech skills, we expect you to actually roleplay some decent dialogue rather than just rely on the dice.
(Charisma)
Bluff: The second part of Speech related abilities, this one is used to quickly pull the wool over someone's eyes through sheer vocal speed and agility. Selling snake oil by spouting bullshit benefits, distracting a guard long enough to convince him you deserve to be let inside the barracks, and talking your way into a gang hit squad instead of being murdered by them all full under this ability. Note that for all speech skills, we expect you to actually roleplay some decent dialogue rather than just rely on the dice.
(Manipulation)
Gambling: Why would you ever need to work, son? Just let the cards flow and trust to Lady Luck. This skill governs gambling and games of chance of all kinds. Everything from betting on a Rock Paper Scissors match to a no-limits poker game. Characters with high levels of this skill can hold a poker face like you wouldn't believe, read tells like a master, and also cheat at cards if they're willing to take the risk.
(Manipulation.)
Intimidation: The final part of Speech related abilities. Used to control someone through sheer fear and force of presence. Uses either Strength OR Manipulation, whichever is higher. Threatening a shop owner into lower prices, scaring a would be mugger too badly to attack, and telling a civilian to forget what they saw all fall under this.
(Strength OR Manipulation)
Melee: Knives, hammers, spears, socks full of rocks. If it's used to physically strike someone and doesn't go around your knuckles, it falls under this category. Stabbing a kidney, crushing a skull, slicing a throat, and beating someone into unconsciousness with a pipe all fall under this.
(Agility)
Medicine: Stimpaks, Radaway, rough bandages, and everything else related to healing.. Used as much to turn desert plants into healing items as it is to apply a bandage to a cut arm or stitch up a gut so intestines don't fall out. Clearly very valuable in the Wasteland.
(Intelligence)
Lockpick: Used to paint beautiful portraits. No, seriously, what do you think this is used for? Opening a lock on anything from a locker in a bus station to a door on a vault deep underground falls under this skill. Also used to craft locks and rig traps to them.
(Agility)
Sneak: Belly crawling in a patch of shadow under the nose of a sniper, sneaking around a Deathclaw nest safely, or silently killing a guard behind his partner. Anything that requires a light step and staying out of sight falls under this, whether it's to scare your lover as they come inside or to crawl out of a deathtrap.
(Agility)
Survival: Your ability to handle heat, dehydration, starvation, as well as find edible food and safe water in the Wasteland. Absolutely vital for continued living, at least one point highly recommended.
(Endurance)
Scavenging: Getting that one can of beans under the floor that everyone else missed. Throwing together enough scrap steel to forge a knife. If it involves looking for junk that can be turned into treasure, Scavenging is the skill to use. With ST permission, this skill may be used to search an area for something useful, or over a period of several days for extended scavving trips. Vital for Prospectors and pretty handy for the Wastes in general
(Perception)
Throwing: Related to literally any throwing task, whether it's a baseball in the fort, a throwing spear in a Legion charge, or a grenade around a corner in the middle of a firefight. Uses Perception to hit and Strength (plus the weapon itself) for damage, unless you're using a weapon like a grenade with it's own damage stats. Your range, however, is limited by Perception, and type of weapon. Of note is that you can throw melee weapons with this stat, even if not explicitly designed for it. One handed weapons, up to and including spears, are rolled at +1 to the normal ranged attack DC. Two handed weapons, up to and including chainsaws (Yes, really) are rolled at +2 normal ranged DC, and require a Strength of 3 to attempt the toss.
(Perception)
Alertness: How aware you are of your surroundings in any given situation. When you hear an incoming bullet and drop flat an instant before it splits your skull, or spy a mine before you can step on it, that's Alertness.
(Perception)
Athletics: Your physical ability for any number of actions, from climbing a building, to running between cover, to kicking a ball, to doing monkey bars. Mostly used for rolls such as scaling objects, landing falls safely, dodging attacks, and occasionally escaping grapples. Can be roleplayed as being good at soccer or basketball, if you can find a game.
(Agility)
Repair: Essentially crafting, renamed for Fallout flavor. This represents your general mechanical aptitude. Used to repair things, build things, and make ammo or weapons, .
(Intelligence)
Explosives: Fairly self explanatory. Used to manufacture and safely handle things that go boom. Disarming a mine, crafting a frag, placing satchels to take down a building, and making things such as impromptu mortars all fall under this. Note that explosives is SEPARATE from throwing the actual weapon, unlike Fallout. You can roll explosives to craft a Holy Hand Grenade, but if you want to use it, you still have to be able to throw it so it hits a target.
(Intelligence)
Unarmed: Brawling, basically. Used for throwing punches, blocking the same, landing kicks, avoiding grapples, or tackling someone. Of note is that to allow unarmed weapons to remain competitive with melee, this ability changes DC throughout it's leveling. At one point of Unarmed, you roll at DC6. At three points, you roll at DC5, and at four points, you roll at DC4 for any action involving hand to hand, including grapples. At five points, you merely get another die to the pool, and mad bragging rights in the Wasteland. The downside is that Unarmed, no matter what weapon you use, can only do Bashing damage. We're not the Chosen One here, folks. Getting your hands on plasma fists ain't gonna happen.
(Agility)
Science: Straight Outta Fallout. This is used for anything computer or robotics related. Hacking, making a new holotape, maintaining energy weapons, or re-wiring electronics all fall under this skill.
(Intelligence)
Guns: Anything that uses gunpowder to launch a projectile of any kind at lethal speeds. In lay terms, anything from a 9mm pistol to a twelve barrel rotary cannon falls under this stat. Firing a rifle, cleaning a pistol, using a mounted machine gun, and long-distance sniping all fall under this. Uses Perception for long-range shots and Agility for close range snap shots.
(Agility OR Perception)
Speech: The classic Speech ability in Fallout is split into three parts in this game for balance reasons. Speech itself is used for calmly and reasonably talking people to your side. Explaining to the captain that you need more ammo to hold back the raiders, talking a shopkeep into lowered prices because you only have a few caps and you really need food, and giving a speech inciting bravery from your squad in desperate situations all fall under this. Note that for all speech skills, we expect you to actually roleplay some decent dialogue rather than just rely on the dice.
(Charisma)
Bluff: The second part of Speech related abilities, this one is used to quickly pull the wool over someone's eyes through sheer vocal speed and agility. Selling snake oil by spouting bullshit benefits, distracting a guard long enough to convince him you deserve to be let inside the barracks, and talking your way into a gang hit squad instead of being murdered by them all full under this ability. Note that for all speech skills, we expect you to actually roleplay some decent dialogue rather than just rely on the dice.
(Manipulation)
Gambling: Why would you ever need to work, son? Just let the cards flow and trust to Lady Luck. This skill governs gambling and games of chance of all kinds. Everything from betting on a Rock Paper Scissors match to a no-limits poker game. Characters with high levels of this skill can hold a poker face like you wouldn't believe, read tells like a master, and also cheat at cards if they're willing to take the risk.
(Manipulation.)
Intimidation: The final part of Speech related abilities. Used to control someone through sheer fear and force of presence. Uses either Strength OR Manipulation, whichever is higher. Threatening a shop owner into lower prices, scaring a would be mugger too badly to attack, and telling a civilian to forget what they saw all fall under this.
(Strength OR Manipulation)
Melee: Knives, hammers, spears, socks full of rocks. If it's used to physically strike someone and doesn't go around your knuckles, it falls under this category. Stabbing a kidney, crushing a skull, slicing a throat, and beating someone into unconsciousness with a pipe all fall under this.
(Agility)
Medicine: Stimpaks, Radaway, rough bandages, and everything else related to healing.. Used as much to turn desert plants into healing items as it is to apply a bandage to a cut arm or stitch up a gut so intestines don't fall out. Clearly very valuable in the Wasteland.
(Intelligence)
Lockpick: Used to paint beautiful portraits. No, seriously, what do you think this is used for? Opening a lock on anything from a locker in a bus station to a door on a vault deep underground falls under this skill. Also used to craft locks and rig traps to them.
(Agility)
Sneak: Belly crawling in a patch of shadow under the nose of a sniper, sneaking around a Deathclaw nest safely, or silently killing a guard behind his partner. Anything that requires a light step and staying out of sight falls under this, whether it's to scare your lover as they come inside or to crawl out of a deathtrap.
(Agility)
Survival: Your ability to handle heat, dehydration, starvation, as well as find edible food and safe water in the Wasteland. Absolutely vital for continued living, at least one point highly recommended.
(Endurance)
Scavenging: Getting that one can of beans under the floor that everyone else missed. Throwing together enough scrap steel to forge a knife. If it involves looking for junk that can be turned into treasure, Scavenging is the skill to use. With ST permission, this skill may be used to search an area for something useful, or over a period of several days for extended scavving trips. Vital for Prospectors and pretty handy for the Wastes in general
(Perception)
Throwing: Related to literally any throwing task, whether it's a baseball in the fort, a throwing spear in a Legion charge, or a grenade around a corner in the middle of a firefight. Uses Perception to hit and Strength (plus the weapon itself) for damage, unless you're using a weapon like a grenade with it's own damage stats. Your range, however, is limited by Perception, and type of weapon. Of note is that you can throw melee weapons with this stat, even if not explicitly designed for it. One handed weapons, up to and including spears, are rolled at +1 to the normal ranged attack DC. Two handed weapons, up to and including chainsaws (Yes, really) are rolled at +2 normal ranged DC, and require a Strength of 3 to attempt the toss.
(Perception)