Post Apocalyptic Nuclear Gaming System: D20 Modern Fallout System
New rules and skills
Every character has six basic Ability Scores:
The Score of these Abilities ranges from 0 to infinity. A limit, if any, will be specified in the rules. The normal human starting range is 3 to 18. It is possible for a creature to have a score of “none”. A score of “none” is not the same as a score of “0”. A score of “none” means that the creature does not possess the ability at all. The modifier for a score of “none” is +0.
A character with a STR, CON, DEX, and INT of 0 is dead. A 0 in any other score means the character is helpless and cannot move.
Keeping track of negative ability score points is never necessary. A character’s ability score can’t drop below 0.
Use of Ability Scores
Any creature that can physically manipulate other objects has at least 1 point of Strength.
A creature with no Strength score can’t exert force, usually because it has no physical body or because it doesn’t move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier.
Any creature that can move has at least 1 point of Dexterity.
A creature with no Dexterity score can’t move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.
Constitution is the base for all creatures hit points or HP. A player, at 1st level, gains their Con Score + Con Mod + Racial HP Mod. Every level after that, the player gains their Con Score + Racial Mod. Players will continue to gain Hp until they reach level 20. After achieving Level 20, players no longer gain HP as part of level progression. If a character’s Constitution is damaged (loss of Con) or increased, it will only affect the hp they gained at the level the change occurred and every level thereafter.
Any living creature has at least 1 point of Constitution.
A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects. The creature is also immune to ability damage, ability drain, energy drain, and massive damage, and always fails Constitution checks.
Any creature that can think, learn, or remember has at least 1 point of Intelligence.
A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects (charms, compulsions, phantasms, patterns and morale effects) and automatically fails Intelligence checks.
Your Intelligence score also determines the amount of skill point you start with and gain as you level. See above chart.
And at any time you lose more than 5 points of Intelligence, you will take a 50% penalty to all of your skill points.
Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom.
Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa.
Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma.
Changing Ability Scores
Ability scores can increase with no limit.
Poisons, diseases, and other effects can cause temporary ability damage. Ability points lost to damage return naturally, typically at a rate of 1 point per day for each ability affected. As a character ages, some ability scores go up and others go down. When ability scores changes, the modifier associated with that score also changes.
1) BASE DAMAGE, DAMAGE REDUCTION, HARDNESS, CRITICAL DAMAGE AND YOU!
Post Apocalyptic/Nuclear Gaming System, or P.A.N.G.S., has a Base Damage system, which is shortened to BD (#) in weapon and damage descriptions. Base Damage is damage you will eat, no matter how much Damage Reduction and or Damage Resistance you have, before the die roll is added. For example: a Deathclaw smacks you with its claws, the attack roll for damage would be calculated:
BD (7) + 1d10 + (STR Mod) damage.
Its STR is 19, and rolls low for damage, a 1.
So the math is:
BD (7) + 1 + 4 = 12 damage.
Should you have a DR 5 or more, you will still take 7 damage.
Hardness is different from Damage Resistance and Damage Reduction. If the Base Damage of a weapon less than the Hardness of Armor, that weapon does no damage to the Character.
If the Base Damage is equal to or greater than Hardness of the Armor, the Weapon can Damage the Character. Damage is calculated as before with Damage Reduction, Damage Resistance and Hardness negating the damage done by the Die roll and the Character still eats the Base Damage.
The Base Damage VS Hardness rule DOES NOT APPLY TO EXPLOSIVES.
New Critical damage rules are as follows: When a Critical Hit has been rolled, and has been validated, the Calculation for Critical Damage is as Follows: [(BD + Die Roll – Damage Resistance) x Critical Multiplier] – Hardness – Damage Reduction
2) STRAIGHT HIT POINTS
We have made a change in the way you gain hit point for your characters. You will not have to roll any dice to get your HP, it’s now determined by your race. Each race, save for robots, has a HP Modifier. At 1st level, you HP is your CON score +Con modifier + Racial modifier. Every level after that, it’s your 1/2 CON score + CON modifier + Racial modifier. This my sound like a lot of hit points, but it doesn’t take long before it’s no more Wastelander.3) MAX HP CAP
No Character/NPC/Monster gains HP past Level 20.
3) CRITICAL HITS AND LIMB LOSS……..
Anytime a player makes an attack roll and within the weapons Critical threat range they threaten a critical hit. They must confirm the critical by rolling and hitting the targets AC. If they succeed, then a critical hit occurs. The target takes the damage equal to the multiplier of the weapon they are using die roll damage and a percentile is rolled to see if the target is crippled due to a body part exceeding its damage threshold. A crippled limb can be restored with a successful surgery check/medical supplies.
If during a single combat encounter a target is critically hit on the same body part twice and the body part is still crippled, the target loses that body part from battle! If the Head is critically hit twice in combat the target/character’s hit point total is immediately reduced to –5, even if the damage would not render the target dead or unconscious! If the eyes are critically hit twice in combat, the Head is critically hit instead, the eyes will require surgery after combat or the blindness is permanent.
Limbs can be reattached with medical supplies and a successful surgery check, but must performed immediately after the combat ends. If the check fails, that target loses that limb and the crippled penalties become permanent. Head trauma, the character must first be made stable, and then must surgery performed.
Critical hits apply to robot as well, however limb loss for a robot is not permanent as long as the part can be replaced at some point.
A Stimpak can be used to uncripple a limb. Each type of Stimpak has a % chance to
do this, if used for this purpose; you will not gain any HP but the limb’s Damage threshold will be restored. If used for this purpose even if your attempt to uncrippled the limb fails, you do not gain any HP from the Stimpak. It takes one round for the effects to take place. Percentages are as follows:
4) MASSIVE DAMAGE THRESHOLD
At any time, a non-robot character can take damage from a single hit that exceeds the character’s massive damage threshold. The massive damage threshold is calculated as follows:
Con score + Con bonus + ½ level, rounded down to a minimum of 1 ( i.e. levels 1-3 would have 1 for every 2 points of damage
over your Threshold rounded down).
Example: A Player has level 8 character with a CON score of 14, so his MDT is 20HP(CON score 14 + CON modifier 2 + Level modifier 4). He gets hit with a blast from a Tesla cannon and eats 38 damage, and has to make a Fort Save DC: 24 (15+9 from excessive damage) If the character fails the save, the character’s hit point total is immediately reduced to –1 and dying. If the save succeeds, the character suffers no ill effect beyond the loss of hit points.
Robots are immune to the effects of massive damage.
5) Non-Lethal Damage
Dealing Nonlethal Damage
Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you’ve accumulated.
Do not deduct the nonlethal damage number from your current hit points.
The amount of nonlethal damage (NLD) you can take is (current Level x Racial HP Mod) + Con Mod.
It is not “real” damage and does not affect your actual HP. Instead, when your nonlethal damage equals your Half you NLD total, you’re staggered, and when it exceeds your total, you fall unconscious.
Nonlethal Damage with a Weapon that Deals Lethal Damage
You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.
Lethal Damage with a Weapon that Deals Nonlethal Damage
You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.
Staggered and Unconscious
When your nonlethal damage equals your Half your NLD, you’re staggered. You can only take a standard action or a move action in each round. You cease being staggered when your NLD once again exceed your half you max NLD.
When your nonlethal damage exceeds your Maxs, you fall unconscious. While unconscious, you are helpless.
Healing Nonlethal Damage
You heal nonlethal damage at the rate of Con mod x 1/2 current level per hour.
6) RADIATION AND YOU!
Walking around will get you exposed to radiation, hell eating food will get you exposed… so try not to do it too much!
Exposure works in 2 ways:
Each race has their own resistance to radiation,ghouls having the highest resistance. Glowing Ones and robots are immune to radiation.
These conditions CANNOT be remove until the radiation level has been lowered.
7) NEW SKILLS AND SKILL RULES!
The Wasteland is a harsh place, and those who survive are more skilled in some areas that others. To reflect this, changes have been made in the skill point system. The max points you can put into a skill before level 10 is 20, once you reach level 10 you can apply more skill points past 20.
A new skill, Barter, has been added to this system.Another change is that some Skills have been combined. Listen and Spot skills have been combine into Awareness. Hide and Move Silently have been combined into Sneak.
Awareness – (WIS)
Your senses allow you to notice fine details and alert you to danger. This skill covers all five senses, including sight, hearing, touch, taste, and smell.
Awareness has a number of uses, the most common of which is an opposed check versus an opponent’s Sneak check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.
Awareness is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is.
Awareness checks are reactive, meaning that they are made in response to stimuli.
Use this skill to see how well a character is taking in the sights and sounds of their surroundings. Be it seeing movement off in the distance or something out of the corner of your eye. It covers hearing the movement of a mouse, or the person sneaking up behind you.
This skill will replace all spot and listen checks.
Awareness adds to your Search skill, every 5 points adds +2 bonus to Search checks. Search skill points do not add any bonus to Awareness checks.
Barter – (CHAR)
Use this skill to convince others to pay more for your goods and accept less for theirs….
To barter with a merchant, you must have goods or caps roughly equal to the value of goods you wish to trade for/with. Your barter skill is opposed to the merchant’s. The difference in checks will result in a higher % of the goods being gained or sold.
Example: you have about 400 caps worth of goods you wish to trade a merchant for 400 caps worth of ammo. You roll your checks, you roll 20 the merchant rolls 15. You are 5 points ahead you can safely offer 360 caps worth of items for his 400 caps worth of ammo. Had the merchant came out ahead you would have had to pay 440 for his 400 caps in ammo, However you don’t have to buy his shit.
Bartering takes time, so a barter check takes 20 minutes. YOU CANNOT TAKE 10 OR 20 MAKING A BARTER CHECK! You can always try again, however it takes another 20 minutes and you have a penalty equal to half (round up) the difference you lost by. If you fail a second time, you cannot attempt another barter check. Attempting another check could cause the merchant to become angered…Even hostile.
Barter and Diplomacy are complementary skills. Every 5 points in the skill Barter will add a +2 bonus to Diplomacy, and Vice Versa.
Sneak – (DEX, Armor penalty)
You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.
Your Sneak check is opposed by the Awareness check of anyone or thing, that might notice you. You can move up to half your normal speed and use Sneak at no penalty. When trying to Sneak at your normal speed, you take a –5 penalty. It’s impossible to use Sneak while attacking, running, or charging.
A creature larger or smaller than Medium takes a size bonus or penalty on Sneak checks depending on its size category:
If people are observing you using any of their senses (but typically sight), you can’t use Sneak. Against most creatures, finding cover or concealment allows you to use Sneak. If at any point your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Sneak. While the others turn their attention from you, you can attempt a Sneak check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.Sneak Attack!
If you’ve already successfully used Sneak at least 10 feet from your target, you can make one ranged attack and then immediately use Sneak again. You take a –20 penalty on your Sneak check to maintain your obscured location.
Creating a Diversion to Hide
You can use Bluff to allow you to use Sneak. A successful Bluff check can give you the momentary diversion you need to attempt a Sneak check while people are aware of you.
Usually none. Normally, you make a Sneak check as part of movement, so it doesn’t take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.
8) HOW TO IMPROVE THAT GUN! …..SHIT I BROKE IT………. DAMMIT!!!!!
Now most guns in the wasteland…. Well they work, most of them. But if you know and look for the right parts and pieces you can make a gun, a quality gun.
In order to make a mastercraft gun in a wasteland world you need:
The Feat/Skill: Mastercraft
- 3 guns of the same make
- Ballistic weapons: a craft mech skill of 15+ and a repair of 10+
- Energy/Powered weapons: 15+ in both craft electrical and mechanical and a knowledge technology of 10+
The Character disassembles the guns and takes all of the best parts and pieces to craft a +1 weapon. A gun can be improved this way to a max bonus of +2, which will require 3 additional guns of the same make to achieve this bonus. Guns that are improved in this manner add 20% to the Sale/Trade value of the gun.
Some guns do exist in the world that have not been untouched by the ravages of the waste, the bonus for these range by the title of the gun:
- Maintained (+1 to hit and damage, +20% sale value),
- Stored (3, +40% sale).
Weapons improved in this manner or that are found in a better that normal state also have special rules that apply to them, should you roll the dreaded Critical Failure.
If you Crit Fail with one of these weapons and roll a Weapon Break, any weapon with a bonus of any type, has a % chance to lose it one bonus point.
The % are as follows:
9) ACTION BABY! YEAH BABY YEAH!
Action points provide characters with the means to affect game play in significant ways. A character always has a set amount of action points. The change to the rules are, instead of waiting to gain action points every level, the number of action point available to the player based on the players level. Every Character starts with 5 action points at level one. At every even level the character gains 1 action point (level 2, 4, 6 , etc). The character will regains 1 spent action point daily or every 24 hours (if the player chooses not to rest) until they reach their AP max.
A character can spend 1 action point to do one of these things:
- Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.
*Use a class talent or class feature during your turn for which the expenditure of 1 action point is required.
When a character spends 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help meet or exceed the target number. A character can declare the use of 1 action point to alter a d20 roll after the roll is made—but only before the GM reveals the result of that roll (whether the attack or check or saving throw succeeded or failed). A character can’t use an action point on a skill check or ability check when he or she is taking 10 or taking 20.
When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn’t roll a d6. In this case, the action point is not a bonus to a d20 roll.
A character can spend as many action points in a round as they have available, but each one must be used for a different attack, skill check or class/ feat cost.
Depending on the hero’s character level (see the table below), he or she may be able to roll more than one d6 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.
A Character can spend 2 action points to do the one of the following:
- Increase the Damage roll by 1 damage die; this can only be done once per turn.
- Add +10’ to their movement in combat, can only be used once per turn and as long as the character’s legs are not crippled
- Activate a feat perk.
A Character can spend 5 action points to re roll one critical failure. If the re roll results in a critical hit, it is treated as a standard successful hit. If the re roll is another critical failure, it becomes a Catastrophic Failure! This is a failure that is completely the DM/GM’s digression….. Be afraid, be very afraid.
10) Love those Chemicals!
Chems are no longer a fortitude save for addiction, now it’s a percentage range. Addiction brings penalties that can only be remedied with the chem you are addicted to, and you will need to a second dose of that Chem to gain its benefits.
Breaking addiction takes a number of days. You must make the Fortitude save each day for the number of days listed to fully break your need. Come into proximity with the chemical again, Will Save! Fail your save, you immediately take the drug and are addicted. You can break your addiction again, now with a relapse penalty to the will save, making it harder to not want to take the chem the next time you see it. There are 3 relapse penalties, each one making the will save harder than the last. Should the character fail their 3rd will save, the are now a committed Junkie. Junkie status doubles the penalties for that chem if the character does not have it and they must take the chem within it’s effect period to function normally.