Fallout Cinematic Unisystem Rules Guide
Fallout Cinematic Unisystem Rules Guide
What is Fallout? What made Fallout 1 and Fallout 2 such great games? Everyone has their own opinion and occasionally two
people will manage to agree. To me, Fallout is about exploration, traveling the wastes, becoming a power to be reckoned with
through both skill and equipment, interacting with communities, and making great changes to what’s left of the world. So this
conversion is my attempt to keep what makes Fallout great for me while fashioning it to a system more appropriate for tabletop
use.
This document contains the rules for the adaptation of the Fallout game to Eden’s Cinematic Unisystem. Each rule block in this
conversion specifies how it changes the standard Cinematic Unisystem rule set:
Addendum – The information listed should be included along with the pre-existing text in the rulebook for the section
specified.
Addition – This indicates an entirely new rule subsection and specifies where it should be included in the flow of the existing
rules.
Modification – The existing rules or information are to be altered in the manner specified. Ignore the standard rules
wherever they conflict with the new information.
This conversion has been written to conform with the Cinematic Unisystem rules as they appear in the Angel Roleplaying Game and
the Army of Darkness Roleplaying Game.
Quintin Stone
[email protected]
-1-
Chapter 2 – Characters
Character Type (Modification)
The character types available in Cinematic Unisystem Fallout are:
Rugged Survivor
Rugged Survivors make their way through the wastes relying on their inherent abilities. They may not be particularly well-
trained, but they make up for it with natural physical and mental talents.
Attribute points: 20 Skill points: 25
Quality points: 0 Drama points: 10
Drawback points: up to 10
Talented Survivor
Talented Survivors have focused on skills and training in order to "get the job done". While they are probably not as well-
rounded as a Rugged Survivor, they can be more specialized and useful in specific areas.
Attribute points: 15 Skill points: 35
Quality points: 0 Drama points: 10
Drawback points: up to 10
Favored Survivor
Favored Survivors don't rely so much on impressive training or inherent talent in order to survive. Instead, they seem to
have a knack for being in the right place at the right time. Either that or someone up there really likes them. Their increased
number of Drama Points means that they may even pull through scrapes that put a Rugged or Talented Survivor out of
commission.
Attribute points: 15 Skill points: 25
Quality points: 0 Drama points: 20
Drawback points: up to 10
Human
This is your standard member of homo sapiens. A little hardier than before the war, probably a little less civilized.
Bonuses:
None
Penalties:
None
Ghoul
A ghoul is a transformed human who has been exposed to heavy levels of radiation followed by a gene-altering supervirus
developed by the U.S. government (the FEV or Forced Evolutionary Virus). They get their name from their gruesome
appearance: a ghoul’s flesh is discolored and often falling off, many have no hair or only clumps of it, and those who have
been exposed to radiation after their transformation give off an eerie glow. Ghouls also have considerably longer lives than
normal humans… as long as they stay hydrated. It is believed a ghoul will live three times as long as the average human.
Bonuses:
+1 to Perception and +1 to Intelligence.
+20 on rolls to resist radiation and +8 on rolls to resist disease.
-2-
Penalties:
-1 to Dexterity and ghouls can only move at half movement speed.
-1 to Influence rolls when dealing with normal humans.
Super-Mutant
Pure-strain human beings dipped directly into the FEV are drastically transformed. They grow much larger, their muscles are
augmented, and their skin thickens, taking on a distinctly yellowish or greenish tinge. However, their mental faculties usually
degenerate at the same time. Their larger hands do not handle small weapons as well. Super-Mutants are expected to have
twice the lifespan of a normal human.
Bonuses:
+2 to Strength and +2 to Constitution.
+12 on rolls to resist radiation and +5 on rolls to resist poisons.
Base armor values of 15 physical and 15 energy.
Starting Life Points pool is 4 times Strength plus Constitution, plus 20.
Penalties:
-1 to Dexterity and Intelligence.
Cannot wear human armor (only armor specially made for Super-Mutants).
Only gain a Perk every 4 advancements (with the Skilled trait, every 5 advancements).
-1 to all rolls with the Small Guns skill.
-2 to Influence rolls when dealing with normal humans.
Deathclaw
Exposure to the FEV virus transformed a group of lizards into the hulking bipedal creatures known as the Deathclaws.
Some of these underwent experimentations to increase their intelligence, resulting in sentient beasts who were capable of
understanding and mimicking human speech. These intelligent Deathclaws tend to stay to themselves, as most normal
humans react to them with fear and hostility. All Deathclaws have a lifespan in the range of 15 to 20 years.
Bonuses:
Starting Life Points pool is 4 times Strength plus Constitution, plus 20.
Base armor values of 25 physical and 15 energy.
+2 to Strength, +1 to Dexterity, +1 to Constitution, and +1 to Perception.
+12 on rolls to resist radiation.
Claw attack with damage 5x(Str+1).
Bite attack with damage 3xStr.
Penalties:
Cannot wear any armor and cannot use any weapons.
-1 to Intelligence, -1 to Willpower.
-4 to Influence rolls when dealing with normal humans.
-1 to all skill rolls involving fine manipulation with the hands (such as Science, Doctor, Mr. Fix-It, etc.).
Robot
Though rare, there exist in the ruins of old civilization ambulatory machines with true artificial intelligence. These robots are
often built in humanoid form, with hands designed to manipulate human tools (and weapons). With a functioning power
supply, the normal lifespan of a robot is indefinite.
Bonuses:
Immune to poisons, chems, and biological diseases.
Base armor values of 20 physical and 20 energy.
No extra damage effects from slashing/stabbing or bullet damage types.
Repaired using Mr. Fix-It skill rolls, not Doctor.
+15 on rolls to resist radiation.
Penalties:
Cannot wear any armor.
Do not regain Life Points automatically.
Suffer double damage from EMP and acid damage types.
-5 to Influence rolls when dealing with normal humans.
-3 to Art rolls.
-3-
Attributes
Strength (Addendum)
Carrying Capacity (long term) is ½ the character's Lifting Capacity. Being overloaded (carrying more than your carrying capacity)
reduces all of your movement rates by half. For more information, see the Travel section further down in this document
(Chapter 3).
The following Cinematic Unisystem Drawbacks are available: Impaired Senses, Addiction, Adversary, Attractiveness, Clown,
Covetous, Dependent, Emotional Problems (Depression, Easily Flustered, Emotional Dependency, Fear of Commitment, Fear of
Rejection), Bad Luck, Honorable, Humorless, Love, Mental Problems (Cowardice, Cruelty, Delusions, Obsession, Paranoia,
Phobia, Recklessness, Zealot), Minority, Obligation, Outcast, Physical Disability (Blind, Missing/Crippled Arm/Hand,
Missing/Crippled Leg/Foot, Missing/Crippled Arms, Missing/Crippled Legs), Recurring Nightmares, Resources, Secret,
Talentless, Teenager.
Any bonus to a skill or attribute granted by a Trait is not considered when paying attribute points, skill points, or experience
points to raise that stat. Instead they should be thought of as permanent die roll modifiers.
Fast Metabolism
Your metabolic rate is twice as normal. That means that you are much less resistant to radiation and poison, but your body
will heal faster. (-4 on Con checks again radiation/poison, +4 to natural healing. Not available to robots.)
Bruiser
A little slower but a little bigger. You may not hit as often but enemies will feel it when you do! Your ability to hit is lowered
but you do more melee damage. (-2 to melee attack rolls, Strength is increased by 2 for the purposes of calculating melee
damage.)
Small Frame
You are not quite as big as the other members of your community, but that never slowed you down. You can't carry as
much but you are more agile. (+1 Dexterity, -50 lb carry weight.)
One Hander
One of your hands is very dominant. You excel with single handed weapons but two handed cause a problem. (+2 to
attacks with one-handed weapons, -2 with two-handed weapons. Not available to Deathclaws.)
Finesse
Your attacks show a lot of finesse. You don't do as much damage but you cause more critical hits. (-3 to damage, attack die
explodes on 9 or 10.)
-4-
Kamikaze
By not paying attention to any threats you can act a lot faster in a turn. This makes it harder to dodge incoming attacks, but
you sequence much faster in combat turn. (-2 to defense maneuvers, +5 to initiative.)
Heavy Handed
You swing harder, not better. Your attacks are very brutal but lack finesse. You rarely cause a good critical hit but you
always do more melee damage. (+2 melee damage, -3 on exploding attack die re-rolls.)
Fast Shot
You don't have time to aim for a targeted attack, because you attack faster than normal people. It costs you one less action
point to use a weapon. (+4 to initiative, no targeted attacks.)
Jinxed
The good thing is that everyone around you has more critical failures in combat. The bad thing is so do you. (Everyone
nearby, friend and foe, gets -1 to re-rolls when the Rule of 1 is in effect.)
Good Natured
You studied less combative skills as you were growing up. Your combat skills start at a lower level but First aid, Doctor,
Speech and Barter are substantially improved. (-1 to rolls for Getting Medieval, Small Guns, Big Guns, Energy Weapons,
Kung Fu, +1 to rolls for Doctor, Influence, Science, Mr. Fix-It.)
Drug Reliant
You are more easily addicted by drugs. Your chance to be addicted by drug is twice normal, but you recover faster from their
ill effects. (-3 to resist addition, side effect time halved. Not available to Robots.)
Drug Resistant
Drugs only affect you half as long as normal, but your chance to be addicted is also only at 50% of normal. (Chem’s effect
time is halved, +3 to resist addiction. Not available to Robots.)
Sex Appeal
You've got the "right stuff". Members of the opposite sex are attracted to you, but those of the same sex tend to become
quite jealous. (+2 to Influence rolls vs. opposite sex, -2 vs. same sex. Not available to Robots.)
Skilled
Since you spent more time improving your skills than a normal person, you gain more skill points. The tradeoff is that you
do not gain as many extra abilities. You will gain a perk every 4 advancements. (+10 skill points, 1 perk only every 4
advancements.)
Gifted
You have more innate abilities than most, so you have not spent as much time honing your skills. Your attributes are better
than the average person, but your skills are lacking. (+5 Attribute points, -10 skill points.)
Tribal
You were raised in a low-tech community. Even though your education lacks a scientific foundation, you have improved
survival skills. (+1 to Notice and Acrobatics, -1 to Science and Mr. Fix-It. Not available to Robots and cannot be combined
with Vault Dweller.)
Vault Dweller
Until recently, you spent your entire life in a Vault getting the benefits of a quality education. However, you’ve lived a
somewhat secluded existence and are not used to the rigors of the world outside. (+1 to Science and Knowledge, -1 to
Constitution. Only available to humans and cannot be combined with Tribal.)
Hard Chassis
Your frame was constructed out of a particularly hard alloy. The problem is that this makes you much more difficult to
repair. (+10 armor value to physical and energy, receive only half Life Points from repair attempts. Only available to
Robots.)
-5-
Skills (Modification)
The following skills are available in Cinematic Unisystem Fallout. Those skills that are used as specified in the standard Cinematic
Unisystem rules are marked with an asterisk (*), followed by any changes that should be observed.
Acrobatics *
Art *
Crime *
Doctor *
(Can be used up to 3 times per patient per day. A successful roll will also heal crippled limbs.)
Driving *
Getting Medieval *
Small Guns
This skill covers the use of pistols, sub-machine guns, rifles and shotguns. The higher your Small Guns skill the easier it will
be to hit your target, and the longer effective range you will have in combat.
Using the Skill: Dexterity and Small Guns for pointing and shooting. Aiming slows your character's attack to the end of the
Turn, but you add the Success Levels of a Small Guns and Perception roll to the shooting roll. Intelligence and Small Guns
helps clear a jammed gun. Perception and Small Guns can be used to determine the effectiveness of an unfamiliar weapon.
Big Guns
This is the skill of flamers, miniguns, rocket launchers, and other large support weapons. If it's a larger weapon, you can
count on Big Guns being the skill rolled against. Like Small Guns, the better your skill, the easier it will be to hit your target,
and the longer range you can really hit people at.
Using the Skill: Dexterity and Big Guns for pointing and shooting. Aiming slows your character's attack to the end of the
Turn, but you add the Success Levels of a Big Guns and Perception roll to the shooting roll. Intelligence and Big Guns helps
clear a jammed gun. Perception and Small Guns can be used to determine the effectiveness of an unfamiliar weapon.
Energy Weapons
The use of energy weapons is not a very common skill in the wastes. Energy weapons had just started to come into actual
use in warfare, when the world blew up. Lasers and Plasma weapons are covered by the Energy Weapons skill. Basically, if it
uses an energy cell or power pack, and not cartridge ammunition, it falls under this skill.
Using the Skill: Dexterity and Energy Weapons for pointing and shooting. Aiming slows your character's attack to the end
of the Turn, but you add the Success Levels of a Energy Weapons and Perception roll to the shooting roll. Intelligence and
Energy Weapons helps clear a jammed gun. Perception and Small Guns can be used to determine the effectiveness of an
unfamiliar weapon.
Influence *
Using the Skill: Willpower and Influence to haggle prices with a merchant. (See the separate document “Cinematic
Unisystem Fallout Gear”)
-6-
Knowledge *
Using the Skill: Perception and Knowledge for gambling.
Kung Fu *
Languages *
Mr. Fix-It *
Notice *
Science *
(This skill also includes the Cinematic Unisystem skill Computers.)
Examples: Bob rolls a 10 on a driving test, so he re-rolls and gets a 4. Subtracting 5 from the re-roll is less than 0, so the end
result is 10. Bob adds the 10 to his Dexterity and Driving. Jane rolls a 10 on a shotgun attack, so she re-rolls and gets a 7.
Subtracting 5 from the re-roll is 2, so Jane adds 2 to her original 10 and gets a total roll of 12. She adds that 12 to her Dexterity
and Small Guns. Harold rolls a 10 on a repair attempt, so he re-rolls and gets another 10. His total now is 15 and he rolls once
more. Harold gets another 10! He adds another 5 to his total (now 20) and rolls once more. This roll is an 8, so he ends up with
a roll of 23. This will be added to his Intelligence and Mr. Fix-It.
Exploding Dice – The Rule of 1 (Addition, after Exploding Dice – the Rule of 10)
A roll of 1 explodes in the opposite fashion of a 10, according to Classic Unisystem rules: the die roll is considered to be a 1 and
the player rolls again. Subtract 5 from the new roll and if that result is less than 0, it replaces the original. If the re-roll comes up 1,
the total is -5 and repeat the process. (Instead of replacing the value, any further re-rolls will instead lower it.)
Examples: Bob rolls a 1 on a stealth test, so he re-rolls and gets a 7. Subtracting 5 from the re-roll is greater than 0, so the end
result is 1. Bob adds that 1 to his Dexterity and Crime. Jane rolls a 1 on her general knowledge attempt, so she re-rolls and gets a
3. Subtracting 5 from the re-roll is -2, so Jane replaces her original result with -2 and adds that to her sum of Intelligence and
Knowledge. Harold rolls a 1 on an attempt at persuasion, so he re-rolls and gets another 1. His total now is -5 and he rolls again.
Harold gets another 1! He subtracts 5 from his total (giving him -10) and rolls once more. This roll is a 4, so he ends up with a
roll of -11. This will be added to his Willpower and Influence.
-7-
Combat
Combat Maneuvers
Bite (Addition, after Aiming)
The ferocious jaws of a Deathclaw can bite down on any successfully grappled (or immobile) opponent using a roll of Dexterity
and Kung Fu + 2 (or Combat Score + 2). This inflicts 3 x Strength base damage (Success Levels and armor modify; damage
type does not) that turn and every following turn until the victim breaks the grapple or the Deathclaw releases (either willingly or
after it is killed, stunned, or knocked unconscious).
Roll Location Damage threshold to cripple One Leg crippled: Movement reduced to half, character
01-25 Torso (-0) cannot run. Make Dexterity + Acrobatics roll at -4 or
26-40 Right leg (-2) Total Life Points/2 immediately fall prone.
41-55 Left leg (-2) Total Life Points/2 Both legs crippled: Character is immobile, immediately
56-65 Groin (-3) prone, cannot stand.
66-78 Right arm (-2) Total Life Points/2 One Arm crippled: Anything in hand is dropped, cannot
79-91 Left arm (-2) Total Life Points/2 use 2-handed weapons and some combat maneuvers.
92-97 Brain (-4) Total Life Points/2 Both arms crippled: All items dropped, cannot use
98-00 Eyes (-6) Total Life Points/3 combat maneuvers involving arms/hands.
Brain: Player is knocked out for 2d10 combat turns, but
the head is not actually “crippled”. Also see the Brain Shot combat maneuver for damage multipliers.
Eyes crippled: Character is Blinded until medically treated (see Blind Drawback for effects).
Armor (Modification)
Armor in Cinematic Unisystem Fallout has two ratings: "Physical" refers to its protection value against slashing, stabbing, blunt,
and bullet damage types. "Energy" is the armor's value against fire, lasers, super-heated plasma, EMP, and explosions. For a full
listing of armor available, consult the separate document “Cinematic Unisystem Fallout Gear”.
Bad Stuff
Getting Better (Addendum)
Thanks to modern (futuristic!) medicine, there are a number of fast-action remedies to injuries sustained in the wastes. Some
chems heal a character quickly. A character should beware, however, because some healing chems carry the risk of addiction with
them. In addition, professional medics can patch up lost hit points, but be prepared to pay. The Doctor skill offer alternatives to
the slow rate of healing and high prices charged at clinics.
The Doctor skill can only be used three times on a patient in a 24 hour period, successfully or not. On a successful use of Doctor,
each Success Level restores one Life Point of damage. Each use also takes 1d10 minutes to perform. In addition, if the attempt
-8-
was successful, the doctor can choose to heal any crippled limbs or blindness. However, each body part treated will take an
additional 30 minutes.
The insidious effects of exposure to radioactive contaminations are cumulative and initially hard to detect. A little radiation isn't
such a bad thing. The inhabitants of the Fallout world have developed a tolerance to the elevated levels of background radiation.
However, as the rads build up in the body, cells begin to break down and organs can start to fail. In game terms, the effects
experienced are detailed in the table below and are applied 1 hour after exposure:
A character's Radiation Level drops naturally by 5 every 24 hours. In addition, there are certain chems and treatments that can
diminish radioactive contamination in the body very rapidly (see the separate document “Cinematic Unisystem Fallout Gear”). If
any of these are applied and reduce a character's Radiation Level enough to drop the victim to a lower category, then the previous
radiation penalties are removed and the penalties of the new category (if any) are applied.
Any time that a possibly addictive chem is taken, the character using it must make a Willpower (doubled) roll, factoring in the
chem's Addiction Rating as a bonus or penalty. In addition, if the character has previously taken the same drug within the past 3
days, there will be an additional penalty of -4, but the penalty is lessened by 1 for each day since the drug was taken. (For
example, if the character took the same drug 3 days ago, there is a -1 penalty on the current addiction roll.)
-9-
A failure on this roll indicates that the character is now addicted to the drug. An Addiction drawback is now added to that
character at a value of -1. If the character was already addicted and failed the roll, the drawback's value is strengthened by -1 (up
to the max Addiction penalty rated for the chem in use). An addicted character who succeeds in the roll has not broken the
dependence; he or she has merely fed the craving for now. For rules on withdrawal and breaking dependence, see the Addiction
drawback in Chapter 2.
Vehicles
Fuel (Addition, before Vehicle Attributes)
Rumor has it that the final war was fought over oil, as nearly all of the world's fields had dried up. Gasoline was rare before the
war and has now become even more so. Even if someone can find a working vehicle, the challenge then becomes finding enough
fuel to keep it running. Fortunately, a few cars, trucks, and military vehicles were converted to run on Micro Fusion Cells instead,
and some of these conversion kits can still be found. A conversion kit replaces the fuel tank at an exchange of 5 Micro Fusion
Cell charges per gallon of gas, keeping the same travel range. A converted car can be then be recharged with loose Micro Fusion
Cells as long as it is stopped. It can also be charged with Small Energy Cells, but at a rate of 2 Small Energy Cell charges per
Micro Fusion Cell charge. If on the rare chance a Fuel Cell Regulator can be found and installed, this will double a converted
car's efficiency and double its range.
Sedan
Cargo capacity: 500
Range: 450 miles (15 gallon tank)
Pick-Up
Cargo capacity: 1,500
Range: 375 miles (25 gallon tank)
Bus
Cargo capacity: 8,000
Range: 900 miles (75 gallon tank)
18-Wheeler
Cargo capacity: 55,000
Range: 1440 miles (2x120 gallon tanks)
Hum-Vee
Cargo capacity: 2,500
Range: 600 miles (50 gallon tank)
- 10 -
Solar Car
Weight: 1,000 Toughness: 2
Speed: 50/35 Handling: 5
Damage Capacity: 20 Cargo capacity: 400
Armor Value: 1 Range: Unlimited (if the sun is shining)
Minivan
Weight: 3,500 Toughness: 2
Speed: 100/65 Handling: 3
Damage Capacity: 45 Cargo capacity: 1,500
Armor Value: 4 Range: 500 miles (20 gallon tank)
Muscle Car
Weight: 4,000 Toughness: 3
Speed: 180/80 Handling: 4
Damage Capacity: 60 Cargo capacity: 1,000
Armor Value: 4 Range: 300 miles (20 gallon tank)
Cargo Van
Weight: 5,000 Toughness: 3
Speed: 100/65 Handling: 3
Damage Capacity: 50 Cargo capacity: 4,000
Armor Value: 5 Range: 630 miles (35 gallon tank)
SUV
Weight: 6,000 Toughness: 4
Speed: 100/65 Handling: 3
Damage Capacity: 70 Cargo capacity: 2,000
Armor Value: 6 Range: 450 miles (30 gallon tank)
One-Horse Wagon
Weight: 500 Toughness: 1
Speed: 15/6 Handling: 1
Damage Capacity: 25 Cargo capacity: 1,000
Armor Value: 1 Range: N/A
One-Brahmin Wagon
Weight: 500 Toughness: 1
Speed: 10/4 Handling: 1
Damage Capacity: 25 Cargo capacity: 1,500
Armor Value: 1 Range: N/A
Vertibird
Weight: 30,000 Toughness: 5
Speed: 350/300 Handling: 4
Damage Capacity: 100 Cargo capacity: 20,000
Armor Value: 15 Range: 500 miles (5,000 Micro Fusion Cell charges)
- 11 -
Travel (Addition, after Vehicles)
Long-distance travel is a fact of life in the post-apocalyptic world of Fallout. Few communities are able to provide everything
their inhabitants need to survive, so trading is usually necessary. However, in order to trade, merchants need to travel. In
addition, many who seek their fortune in the great wastelands will face the unavoidable hardships of long-distance travel.
This being Cinematic Unisystem, travel is somewhat simplified. Characters can move on foot at a speed depending on the terrain,
and for a number of hours per day equal to their Constitution score times 4. Animals travel in a similar fashion, with their
walking speed modified by the terrain. Though vehicles can of course move at a higher velocity, they are more restrained by the
terrain and their travel duration depends on an adequate supply of fuel.
Advancements are a way to measure a character's overall skill and ability. Those with more advancements are generally more
talented and accomplished, capable of taking on tougher challenges and succeeding. Gaining advancements also grants the
advantage of Perks.
As an option, the Director can decide that newly create characters start with advancements in order to fit in with an existing
veteran group
Characters with the Skilled trait gain perks once every 4 advancements, as do Super-Mutants. Super-Mutants with the Skilled trait
gain a perk every 5 advancements.
- 12 -
Any bonus to a skill or attribute granted by a Perk is not considered when paying attribute points, skill points, or experience
points to raise that stat. They should be thought of as permanent die roll modifiers.
Rank 3 Perks
Acute Sight
Your excellent eyesight gives you +2 on all visual Notice rolls.
Acute Hearing
Your excellent hearing gives you +2 on auditory Notice rolls.
Acute Smell
Your excellent sense of smell gives you +2 on olfactory Notice rolls.
Attractiveness
Thanks to your stunning good looks, you receive +1 on Influence rolls against the opposite sex. And also those of the
same sex who have that particular orientation. This Perk can be taken up to 5 times. Not available to Robots.
Dramirony
With this Perk, you instantly gain 5 Drama Points to use however you want. You can take this Perk up to 5 times.
Improved Initiative
For each level of this Perk, you receive +2 on your initiative checks in combat. You can take this Perk up to 5 times.
Faster Healing
You naturally heal faster than most people. For each level of this Perk, you gain 1 extra Life Point per point of
Constitution every day while under medical care. You can take this Perk up to 3 times.
Healer
Each successful use of the Doctor skill heals an extra 3 Life Points. You can take this Perk up to 2 times.
Resources
Thanks to inheritance or well-considered investments, you have come into a good deal of wealth. You immediately gain
$100 times your current number of Advancements each time you take this Perk. You can take this Perk up to 3 times.
Situational Awareness
An uncanny sixth sense gives you +1 per level of Perk on checks to sense danger or spot random encounters. You can
take this Perk up to 5 times.
Smooth Talker
You're good at convincing others you know what you're talking about. You get +2 on Influence rolls when bluffing
about an unknown subject
Snakeater
This Perk gives you +2 on rolls to resist poisons.
Stonewall
With this Perk, you are resistant to being tripped or knocked over. You gain +3 on rolls to resist knockdown attempts
(slam-tackle, toss, sweep kick, etc.).
Strong Back
Your carrying capacity is increased by 50 lbs per level of Perk. You can take this Perk up to 3 times.
- 13 -
Survivalist
Thanks to your outdoorsman training, you receive +2 on rolls related to survival in the wilderness.
Animal Companion
This Perk grants a (semi-)trained and loyal pet. The choice of animal is up to the character:
Dog - Will fight and can learn up to 20 simple commands. Double jumping distances. (S2, D4, C2, P4, I1, W2,
Damage 7, LP 26, walking speed 4mph)
Wolf - Will fight and can learn up to 10 simple commands. Double jumping distances. (S3, D3, C3, P4, I1, W2,
Damage 8, LP 34, walking speed 5mph)
Horse - Will defend itself and can learn up to 10 simple commands. Can carry up to 350 lbs total, including rider.
(S5, D2, C3, P2, I1, W1, Damage 5, LP 42, walking speed 8mph)
Pack mule - Will flee attacks, can learn up to 5 simple commands. Can carry up to 500 lbs total, including rider.
(S3, D2, C2, P2, I1, W1, Damage 4, LP 30, walking speed 5mph)
Ferret - Will defend itself and can learn up to 20 simple commands. Small enough to fit through openings as small
as 2". (S1, D3, C1, P3, I2, W1, Damage 2, LP 18, walking speed 1mph)
Hawk - Will fight and can learn up to 5 simple commands. (S1, D4, C2, P4, I1, W1, Damage 5, LP 22, cruising
speed 20mph)
Rank 6 Perks
Bonus Move
Each time this Perk is taken, your character can move an additional 5 yards in a combat turn. This Perk can be taken up
to 3 times.
Empathy
When speaking with an NPC, you will know beforehand whether a line of dialog will anger or upset that person.
Fortune Finder
You will find an additional 10% of money in random encounters.
Gambler
With this Perk, you gain a +3 bonus on rolls related to gambling.
Ghost
A ghost gets an additional +3 on stealth rolls in darkness and shadows.
Heave Ho!
The range of your thrown weapons is increased by 2 yards per level of this Perk. You can take this Perk up to 3 times.
Negotiator
All of your Influence rolls gain a +1 bonus.
Night Vision
With this Perk, any darkness penalties you suffer are reduced by half.
Pathfinder
Your ability to pick out the fastest route means that your group gains +25% travel speed on extended journeys.
- 14 -
Quick Recovery
When standing up from being knocked down or tripped, no roll is required and you do not use an action.
Rad Resistance
You have built up a resistance to radiation, granted a +2 bonus on rolls to resist its effects.
Ranger
With this perk, any hostile random encounters are re-rolled once.
Rank
You have achieved a position within an admired (or feared) organization. As such, this Perk grants +2 to Influence rolls
made against any citizen who knows and respects your association.
Salesman
Your haggling abilities give you +3 on rolls to barter.
Silent Running
With this Perk, you can still sneak while moving at full speed.
Thick Skin
Your hide or armor is extra-resistant to damage. You gain an additional 5 to your physical and energy base armor values.
You can take this Perk up to 3 times. Only available to Super-Mutants, Deathclaws, and Robots.
Thief
You are a natural thief and receive +1 on all Crime rolls.
Toughness
All blunt damage received is reduced by 1 for each level of this Perk. You can take this Perk up to 3 times.
Two-Fister
When attacking with two weapons, you will suffer only a -2 penalty on each.
Venomous Claws
Your claws produce a paralyzing toxin. Any successful melee hit that inflicts damage will also inject a poison that affects
Dexterity with a strength of 2, forcing a roll once every 5 turns, for a total of 4 rolls. Lost attributes are regained at a rate
of 1 point every hour.
Rank 9 Perks
Animal Friend
You are friend to all animals. They will not attack unless threatened or attacked first by you or your companions. Not
available to Robots.
Contacts
You are part of a network of influential individuals. You can turn to this network once a week to obtain information or
grease the wheels of society and gain access to normally unavailable people, locations, or equipment. To use this Perk,
make a Personality + Influence roll adding in the level of this Perk and the size rating of the current town. This Perk
can be taken up to 4 times. The success level indicates the effect:
Deadly Fangs
You have developed a pair of vicious set of canine teeth. Your bite attacks do base 5 x Strength damage. Only available
to Deathclaws.
- 15 -
Demolition Expert
Your expertise means that any explosives you plant do +50% damage and always will always detonate on time, no matter
how badly you fail your roll.
Dodger
This perk grants you a +2 bonus to all defensive maneuver rolls.
Eidetic Memory
Your photographic memory gives you +2 on Knowledge rolls.
Flower Child
Your body's metabolism makes you naturally resistant to chemical dependence. With this perk, you receive +4 on rolls
to resist chem addiction, and if you do ever acquire an addiction, the withdrawal time halved.
Good Luck
Someone up there likes you. Whenever you are re-rolling an exploding die roll for the Rule of 10, add to the follow-up
roll(s) +1 for each level of this Perk. In addition, you can choose to add +1 to any die roll once per session for each
level of this Perk. You can take this Perk up to 3 times.
Light Step
You receive +4 on rolls to avoid unseen traps with this Perk.
Master Trader
Your incredible bartering skills give you a base 25% discount with shops and merchants.
Mutate!
Replace any 1 trait with another.
Pyromaniac
You inflict +10 damage with fire-based weapons, such as flamers and Molotov cocktails.
Scrounger
This Perk means that you double the amount of ammo found in random encounters.
Sharpshooter
You are a master at judging exact distances by eye. The range lengths for your attacks are increased by 50%.
Speaker
The Speaker Perk gives you +3 on rolls to persuade or haggle.
Stunt Driver
Your road skills give you +2 to all Driving rolls.
Rank 12 Perks
Acid Spitter
A small sac of biological acid has grown in your throat, allowing you to spit a stream of acid at your enemies. This attack
can be made once per hour, uses Dexterity and Kung Fu, has a range of 10 yards and a base damage of 30. Only
available for Deathclaws.
- 16 -
Bonus Rate of Fire
You gain 1 extra Action per combat that can be used for any ranged attack.
Athlete
You are a natural athlete and gain +3 on all Acrobatics skill rolls.
Brainiac
Your giant brain gives you +2 on Science and Knowledge rolls, thanks to this Perk.
Critical Protection
Enemies do not get the advantage of the Rule of 10 in combat when rolling against you.
Cult of Personality
With this Perk, your character's reputation is always viewed as positive. Criminals view your good deeds and
accomplishments with fear and respect, while law-abiding citizens compare your infamous accomplishments to those of
Robin Hood.
Gain Constitution
You gain +1 Constitution.
Gain Dexterity
You gain +1 Dexterity.
Gain Intelligence
You gain +1 Intelligence.
Gain Perception
You gain +1 Perception.
Gain Strength
You gain +1 Strength.
Gain Willpower
You gain +1 Willpower.
Hard to Kill
For each level of this Perk you take, you increase your maximum Life Points by 15. You can take this Perk as many
times as you like.
Living Anatomy
You are so well-versed in anatomical visualization that you gain +2 on Doctor rolls and you also inflict an extra +5
damage to living creatures on your attacks.
Master Repairman
This Perk grants you a +3 bonus on all Mr. Fix-it rolls.
Master Thief
Your mastery of all things illegal gives you +3 on all Crime rolls.
Medic
Years of training and practice now grant you a +3 bonus on all Doctor rolls.
More Criticals
In combat, your attack roll die explodes on a 9 as well as a 10.
- 17 -
Weapon Handling
Your Strength is increased by +2 for the purposes of meeting a weapon's minimum strength rating.
Rank 15 Perks
Action Boy
With each level of this Perk you have, you gave 1 additional Action per turn. You can take this Perk up to 3 times.
Natural Armor
You have a terribly tough skin that allows you to ignore 2 points per level of Perk for any damage suffered. You can
take this Perk up to 5 times. Not available to Super-Mutants, Deathclaws, or Robots.
Pickpocket
You have become so skilled at sleight of hand that you can pick a man's pocket even as he's looking at you. You gain a
+3 bonus to pickpocket rolls and receive no penalties for your target's size or direction when stealing.
Rank 18 Perks
Here and Now
You immediately gain 2 advancements’ worth of experience, to spend as you see fit.
Regeneration
Every hour, you will recover 1 Life Point for each level you've taken of this Perk (up to a maximum of 5).
Silent Death
If you make a successful attack on an unaware opponent while you are sneaking, you will inflict double the normal
amount of damage.
Rank 21 Perks
Slayer
On a successful hand-to-hand attack, you inflict an additional 1d10 damage and the hit location (excluding the chest) is
automatically crippled.
Sniper
On a successful ranged attack, you inflict an additional 1d10 damage and the hit location (excluding the chest) is
automatically crippled.
- 18 -