Rules

The following new rules apply.

Health
Depending on the size of the group combat might be too lethal, so at the GM's discretion you may enable x2 health.


 * Double your starting health pool.
 * Whenever you level up and earn more health points, double it before you add them to your total.

Ability Scores
At the GM’s option a seventh ability score, Luck, is available. This affects ability score generation as follows:


 * Ability array. If using preset ability scores, the following are assigned between your seven abilities: 15, 14, 13, 12, 11, 10, 8.
 * Point buy. Ability scores are purchased using 30 points, rather than 27.

Luck
Luck is a seventh ability score which can sometimes be used in place of other abilities to affect the outcome of a roll. It is not, however, a “super-ability” that can always be substituted for other abilities. Luck should only be rolled when chance can realistically have a significant impact on the outcome of a roll, and when one of the following conditions are also true:


 * The GM can’t decide what ability (or abilities) make sense for what the character is attempting.
 * An ability check using one of the other six abilities was already rolled, but failed to establish a definitive outcome.

Luck can also be referred to rather than rolled as a method of breaking ties. For instance, say the Sole Survivor and a super mutant both roll 17 for Initiative, but the Sole Survivor has 14 Luck whereas the super mutant’s Luck score is 10. In this case, the GM could reasonably rule that the Sole Survivor acts first in the initiative order.

Unlike other ability scores, Luck is fluid. A character’s Luck bonus can be expended to gain one of several advantages. Conversely, a character with a Luck penalty grants similar advantages to their opponents.

A character can spend their Luck bonus on any of the following:


 * Roll an ability check, attack roll, or saving throw with advantage.
 * Cause an opposed creature’s attack roll or saving throw to be rolled with disadvantage.
 * After rolling an attack, spend one or more Luck to cause the attack to be a critical hit on a result 2 less than 20 per Luck spent. 1 luck = critical hit on 18+, 2 luck = critical hit on 16+, and so on.
 * If a character has a Luck penalty, the GM can spend points from their penalty in the same manner to give NPCs or even other PCs advantage against the character, force them to roll an attack or saving throw at disadvantage, or to turn an otherwise normal hit into a critical hit.

After a Luck point is spent and its effects occur, the character’s Luck ability bonus is temporarily reduced by 1 and their Luck ability score itself therefore temporarily reduced by 2, to a minimum bonus of +0 (and a minimum ability score of 10 or 11, depending on whether they started with an odd or even number).

After a GM spends a point of a character’s Luck penalty, their Luck penalty is decreased by 1 and their Luck ability score therefore increases by 2, to a maximum bonus of +0 (and a maximum ability score of 10 or 11, depending on whether they started with an odd or even number).

Once a character’s Luck bonus becomes +0 from either direction, no more Luck can be spent by either the player or the GM. The character’s Luck resets to its original score after a long rest.

Skill Proficiencies
The following skills can be selected:


 * Strength-based Skills
 * Athletics


 * Dexterity-based Skills
 * Acrobatics
 * Sleight of Hand
 * Stealth


 * Intelligence-based Skills
 * Engineering
 * Hacking
 * History
 * Investigation
 * Nature
 * Science
 * Wisdom-based Skills
 * Animal Handling
 * Insight
 * Medicine
 * Perception
 * Survival
 * Charisma-based Skills
 * Deception
 * Intimidation
 * Performance
 * Persuasion

Arcana
Arcana and magic don't exist in Fallout (with the exception of a few strange instances) so the majority of Arcana checks are instead based on Intelligence, such as:

Engineering
Use the Engineering skill to reason out how to create new devices, structures, and systems; as well as how to repair existing ones.

Hacking
Use the Hacking skill to perform anything beyond basic, foolproof, computer functions. You also use it to solve advanced computer-related problems, such as accessing secured systems via bugs and exploits, or changing the programming of a machine.

Science
The Science skill is used to decipher the purpose of machines, vault experiments, and other pre- and post-war technologies. Science might also impart knowledge about who developed a certain piece of technology. For instance, the character would know the difference between a RobCo component and one manufactured by General Atomics International. Similarly, methods of construction or clues in appearance might suggest a device was put together by an organization such as the Brotherhood of Steel, the Enclave, or the Institute.

Tool Proficiencies
The following tools can be selected:


 * Brewer’s Supplies
 * Calligrapher’s Supplies
 * Carpenter’s Tools
 * Cartographer’s Tools
 * Cobbler’s Tools
 * Carpenter’s Tools
 * Chem Cook’s Supplies
 * Cook’s Utensils
 * Gaming Set:
 * Chess, Dice Set, Draughts, Playing Card Set, etc.
 * Glassblower’s Tools
 * Jeweler’s Tools
 * Leatherworker’s Tools
 * Mason’s Tools
 * Mechanic’s Tools
 * Musical Instrument
 * Navigator’s Tools
 * Painter’s Tools
 * Pip-Boy
 * Potter’s Tools
 * Smith’s Tools
 * Thieves’ Tools
 * Vehicle Handling
 * Air (eg. airship, vertibird)
 * Land (eg. cart, car, motorbikes)
 * Water (eg. boat, ship)
 * Underwater (eg. submersible, submarine)
 * Weaver’s Tools
 * Woodcarver’s Tools

Chem Cook’s Supplies
When you have access to a makeshift portable lab (or better yet, a real lab!) you know how to use them to cook up chemical substances.

Mechanic’s Tools
When you have access to the right tools, you are excellent at putting things together or taking them apart.

Pip-Boy
If you’re proficient with a Pip-Boy you’re a competent computer user, even if you don’t have the Hacking skill. Your knowledge extends to the OS but not the code. However, if you’re proficient with a Pip-Boy and Hacking, you can attempt programming tasks that others can’t (like reprogramming a robot while it’s not near a terminal). Your Pip-Boy proficiency also applies to other tasks relating to the Pip-Boy’s functions, such as navigating using its map or isolating a radio signal.

Addiction
Whenever a character consumes an addictive substance, they must make a Constitution saving throw against a DC determined by the substance in question. On a failed saving throw, the character gains a level of addiction. Addiction is measured in three levels. A character can have multiple addictions, each with its own addiction level.


 * 1) Disadvantage on ability checks while in withdrawal. +2 to the DC of saving throws against addiction to this substance.
 * 2) Disadvantage on attack rolls and saving throws while in withdrawal. +5 to the DC of saving throws against addiction to this substance. +2 to the DC of saving throws to resist giving in to addiction while in withdrawal.
 * 3) Speed halved and cannot concentrate while in withdrawal. +10 to the DC of saving throws against addiction to this substance. +5 to the DC of saving throws to resist giving in to addiction while in withdrawal.

If an already addicted creature suffers another effect or fails a saving throw that results in addiction, its current level of addiction increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of addiction as well as all lower levels. While addicted, a creature may feed its addiction by regularly taking the substance to which it has become addicted. It must take the substance at least once every 24 hours to avoid the effects of withdrawal caused by its addiction levels.

If a creature chooses not to take the addictive substance, or cannot do so, it enters withdrawal and suffers the withdrawal effects for its addiction level for a period of 7 days, or until the creature takes the addictive substance. If the creature is in possession of the substance or in a position to acquire some, it must make a Wisdom saving throw with a DC equal to 12 plus the DC modifier associated with their current addiction level. On a failed save, the creature does everything it can to feed its addiction.

Recovering Addicts
The Recovering Addict condition is an optional rule that can be used to increase the impact of addiction. After a creature goes through withdrawal, it loses its addiction levels and gains the Recovering Addict condition instead. As with Addiction, a creature can have multiple instances of Recovering Addict. A creature that manages to go 7 full days of withdrawal without feeding its addiction loses all levels of addiction for that particular substance, and gains the Recovering Addict condition.

Ending an addiction through the use of addictol does not result in becoming a Recovering Addict. A recovering addict no longer has a physiological need to imbibe the substance to which they were addicted, but it retains a powerful psychological hold. For a period of time equal to 3d4 months after gaining this condition, the character must make a DC 12 Wisdom saving throw against temptation whenever they come into contact with the substance to which they were addicted. On a failed save, they acquire and make use of the substance if they have the opportunity to do so and if doing so will not put them in immediate danger. They may repeat their saving throw after each long rest, and they succeed automatically if the substance becomes inaccessible.

The character has disadvantage on their saving throw if they are under stressful circumstances. The Recovering Addict condition is removed after the months are up, but an addict is never truly “cured”— the GM may call for a temptation roll at their discretion any time the former addict is suffering or recently suffered conditions of extreme stress. In the world of Fallout, “extreme stress” should entail more than physical pain or dangerous encounters. Grief or intense and long term pressure are two possible stressors.

Radiation Poisoning
Radiation Poisoning is a new condition that is a constant danger in the post-nuclear world. What begins with symptoms of nausea leads into headaches, fever, dizziness, weakness, and ultimately hair loss, high infection risk, poor natural healing, and other serious symptoms.

Whenever a creature is exposed to a source of radiation, they may gain a level of radiation poisoning. If a creature already suffering from radiation poisoning falls victim to another effect or fails a saving throw that results in radiation poisoning, its current level of the radiation poisoning condition increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of radiation poisoning as well as all lower levels.


 * 1) You are poisoned.
 * 2) You gain a level of exhaustion.
 * 3) You gain a level of exhaustion.
 * 4) You gain a level of exhaustion.
 * 5) You gain a level of exhaustion. Halve any hit points or temporary hit points you receive from natural healing or curative items and effects.
 * 6) Death.

Many effects cause Radiation Poisoning instantly. Others, such as consuming irradiated food and drink, have a delayed impact but become immediately serious after a single saving throw, even if that saving throw is not made immediately.

Radiation Damage
Many creatures and certain environmental hazards can deal hit point damage of the radiation type. A character is not required to make a saving throw every time they suffer radiation damage. Instead, every time the character loses hit points from radiation damage it increases their chances of gaining Radiation Poisoning.

Rad Resist
All creatures have a Rad Resist score equal to 5 + their Constitution saving throw bonus. When a character attains a new level, they automatically increase their Rad Resist score by +1. It is also possible to increase Rad Resist by selecting the Rad Resistance feat. Creatures without character levels add their CR -1 to their Rad Resist. For instance, a CR 7 Raider Boss has a Rad Resist of 15 (5 + 4 Con + (7-1)).

Geiger Counters
Each time a creature suffers one or more points of radiation damage, the Game Master gives that creature’s player a token known as a geiger counter. If the damage exceeds the creature’s Rad Resist, they are given two geiger counters. You can use any kind of token to represent geiger counters, including poker chips, cards, and so on. If you prefer not to use counters at all, players can also simply keep tallies. Keeping tallies is also likely the best option for the GM when it comes to NPCs, regardless of the method used by players.

When a creature with one or more geiger counters takes a short rest, they make a Constitution saving throw with a DC equal to 8+ the total geiger counters they’ve collected. On a failed saving throw, they gain a level of radiation sickness.

Hydration and Sustenance
It’s essential that characters eat and drink enough to survive, but in the wasteland it isn’t always easy to find the necessary supplies.

Sources of food and liquids are abstracted into meals, drinks, solid snacks, and liquid snacks. Players should either keep track of their own food and drink supplies or the group may designate a volunteer as their quartermaster.

Starvation and Dehydration
A character needs at least two meals worth of sustenance and two bottles worth of water (or equivalent hydration) each in-game day.

Every day that a character goes without one or both of their meals, they gain that many points of Starvation. Similarly, going without one or both bottles of water gains that many points of Dehydration.

When a character has points in Starvation or Dehydration, they must make a Constitution saving throw at the beginning of the following day (usually after their next long rest). The DC is 8 + their starvation points + their dehydration points. Failure reduces the character’s Exhaustion track by one step. This Exhaustion is permanent until the character properly feeds and hydrates themselves for at least one day (see below). Success means that the character is ignoring the effects of their hunger and/or thirst, for now.

Returning to an Adequate Diet
Every day that a character eats at least two meals, they reduce their starvation by 2. Provided they aren’t also dehydrated, they also regain access to one step on their Exhaustion track. A character may eat three meals per day, if they have enough food, to reduce their starvation by 3 instead of 2.

Returning to an Adequate Level of Hydration
Every day that a character hydrates themselves with at least two canteens of water (or equivalent), they reduce their dehydration by 2. Provided they aren’t also starving, they also regain access to one step on their Exhaustion track. A survivor may drink three canteens worth of water per day, if they have enough, to reduce their dehydration by 3 instead of 2.

Snacks
Snacks are sugary or caffeinated foodstuffs and beverages. One snack of either type can be consumed to temporarily recover a step of Exhaustion. Since this recovery is from the effects of a sugar or caffeine rush it doesn’t last, and the character moves one step along the Exhaustion track again at the end of the current encounter. A character may only gain the effects of imbibing an energy snack once per encounter.

Other than this, three edible snacks can also be consumed in place of a meal if the character doesn’t have anything healthier and more substantial available to them. Three liquid snacks can count as a single bottle worth of water.

Irradiated Food and Drink
Whether canned or bottled goods from before the Great War, or grown or sourced in the post-nuclear wastes, almost all sources of food and drink available are irradiated.

All meals and bottles are assumed to be radioactive unless the GM specifies otherwise. When a character consumes radioactive food or liquid on any given day, at the beginning of the next day (usually after their next long rest) they make a DC 10 Constitution saving throw. On a failed saving throw, the character gains a level of radiation poisoning.

If a character is fortunate enough to partake of fresh food or purified drink for some but not all of their daily rations, reduce the DC by 1 per non-radioactive meal or drink consumed that day. Naturally, if all meals and drinks consumed are non-radioactive, no saving throw is required. Skipping a meal or drink also reduces the DC by 1.

Eating and drinking nothing avoids the saving throw altogether. Abstaining from irradiated food and drink can work for avoiding the risks of radiation poisoning in the short them, though it means the character may instead face the consequences of starvation and dehydration (see above).

Counters
One way to track a character’s growing or decreasing dehydration and starvation is through the use of physical counters.

Instead of tallying Starvation and Dehydration scores on paper, the Game Master give a player between 0-2 Starvation counters and 0-2 Dehydration counters when they take a long rest, depending on how many meals and drinks they were able to consume that day.


 * If the character consumes 2 meals they receive 0 starvation counters, and if they consume 2 drinks they receive 0 dehydration counters.
 * If the character consumes 1 meal they receive 1 starvation counter, and if they consume 1 drink they receive 1 dehydration counters.
 * If the character consumes 0 meals they receive 2 starvation counters, and if they consume 0 drinks they receive 2 dehydration counters.

The number of Dehydration counters in a player’s possession is known as their character’s Dehydration Pool. Similarly, the number of Starvation counters they have is their Starvation Pool. The growing or shrinking collection of both types of counter on the table in front of the player is a physical reminder of their character’s current Dehydration and Starvation score.

As the PC manages to reduce their Starvation and Dehydration scores, they give the appropriate amount of counters from each pool back to the Game Master.

Damage Types
Sources of damage in Fifth Edition Fallout can deal any of the following types of damage:


 * Bludgeoning: Dealt by non-edged weapons such as hammers and other sources of blunt force trauma.
 * Chemical: Acids, alkalis, and many man-made chemical products deal this type of damage. In general if it corrodes or is caustic, it deals chemical damage.
 * Cold: Cold damage can be caused by exposure to extreme temperature lows, as well as to attacks from certain advanced weaponry such as the cryogun.
 * Electrical: Live currents, electrical strikes, and stun guns are all examples of damage sources that deal electrical damage.
 * Energy: Energy damage is dealt by laser weaponry.
 * Fire: Exposure to flame or extremely hot environmental conditions can cause fire damage.
 * Piercing: Piercing damage is dealt by attacks that puncture and impale, such as spears, horns, and conventional bullets.
 * Poison: Sources of poison damage include the stings of radscorpions and other insects, poisonouses gases and vapours, as well as substances that make you sick if handled or consumed.
 * Radiation: Radiation damage can be caused by exposure to radioactive substances and higher than usual levels of background radiation, proximity to unshielded fusion generators machines or fusion cells, and certain radiation-based weapons.
 * Slashing: Axes, claws, and rippers are examples of this damage type. If it cuts or rends, it deals slashing damage.
 * Sonic: Concussive blasts of sound and painfully pitched noises are sources of sonic damage.

Disease
The following are diseases that a character might contract in a game of Fifth Edition Fallout. Unless otherwise noted, a disease can be halted using antibiotics (see Chems).

Parasites
A character can contract this disease by eating suspect food or drinking contaminated water. The character must make a DC 11 Constitution saving throw or become a carrier for parasites. While carrying parasites, a character must make regular toilet stops. Apart from being exceptionally unpleasant, this reduces their effective travel pace per hour by 1 mile and per day by 8 miles. Furthermore, the carrier must consume two meals to gain the benefits of one meal, and two drinks to gain the benefits of one drink (see Sustenance).

Rabies
A character can contract this disease when bitten by a carrier of the disease, or when they come into contact with infectious material from such a creature and take no steps to avoid the contamination getting into their eyes, nose, mouth, or a wound. The character must make a DC 13 Constitution saving throw or become a carrier themselves. The site of the bite prickles or itches until healed. Other symptoms of the disease manifest within 6d4 days, and initially include anxiety, confusion, and agitation.

During this period, the carrier suffers disadvantage on Wisdom and Charisma-based ability checks and saving throws. After another 1d4 days, the carrier experiences more serious symptoms including insomnia, delirium, and hallucinations. As well as the previous symptoms, the carrier gains one level of exhaustion when the disease moves into this secondary stage and a further level of exhaustion every 24 hours thereafter.

During the secondary stage, once per short rest the GM can require the carrier to make a DC 13 Wisdom saving throw. On a failed save, the carrier becomes confused. It can’t take reactions and must roll a d12 at the start of each of its turns to determine its behaviour for that turn.


 * 1. The carrier uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The victim doesn’t take an action this turn.
 * 2. As 1, except the carrier is also Frightened of the nearest creature (if multiple creatures are equidistant, the carrier becomes Frightened by all of them) and the direction of its movement must be away from them by the most direct route possible.
 * 3-6. The carrier doesn’t move or take actions this turn.
 * 7-8. The carrier is dazed until the beginning of its next turn. While dazed, it has disadvantage on attack rolls and ability checks.
 * 9-10. The carrier uses its action to make an attack against a randomly determined creature within its reach using a weapon in its hands or accessible during this turn. If there is no creature within reach/range of its ranged weapon, the carrier does nothing this turn.
 * 11-12. The carrier can act and move normally. At the end of each of its turns, the carrier can repeat its Wisdom saving throw. On a successful saving throw, the carrier is not confused and cannot be affected again until after its next short rest.

Vault 81 Mole Rat Disease
This disease was engineered in experiments within Vault 81’s hidden laboratories. Although it was believed that all the mole rat carriers were eliminated by the Sole Survivor, it is possible some survived and escaped out into the wasteland.

A character can contract this disease when bitten by an infected mole rat. The character must make a DC 13 Constitution saving throw or contract the disease. Once a character makes their save, they are at no risk from contracting the disease from the same mole rat until 24 hours have passed. Mole Rat disease manifests as a loss of vital energy, and its symptoms appear quickly, first manifesting on completion of the carrier’s next long rest, or after 24 hours have passed if the carrier fails to take a long rest during that time.

The carrier’s maximum hit points are permanently reduced by an amount equal to their character level (increasing as they themselves level) until the disease is cured.

Antibiotics cannot cure mole rat disease. The only known cure for the disease was created by Curie, and she was only able to manufacture one dose. However, the very existence of that cure implies it might be possible to reproduce it. Curing the mole rat disease carried by one or more characters (or NPCs) could be the subject of an adventure.

Waste Plague
Waste Plague is a generic term for a broad category of illnesses caused through exposure to waste products and filthy creatures such as rad-rats. A character can contract this disease when bitten by a carrier of the disease, or when they come into contact with rotten organic material or bodily effluence. The character must succeed on a DC 11 Constitution saving throw or become infected.

It takes 1d4 days for the waste plague’s symptoms to manifest in an infected creature, after which the infected creature suffers one level of exhaustion and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. The symptoms manifest physically as severe cramps and fatigue.

At the end of each long rest, the carrier repeats its Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. When a successful saving throw reduces the carrier’s level of exhaustion below 1, the character recovers from the disease.