Fallout PAP (Pen and Paper)
Fallout PAP 1st edition is more focused on Fallout NV data at the moment but we will work on adding Fallout 3 and 4 content.
Action Points (AP)
Action Points are going to be used when sprinting and in VATS. Every time you shoot a weapon it takes up a certain amount of action points. For sprinting you move double speed but at the end of your turn all AP is gone. Action Points regenerate slowly after use 20 per turn. Shooting in Simple combat takes a certain amount of AP depending on the weapon
V.A.T.S.
In V.A.T.S., you will use a certain amount of AP or action points. The amount of AP you have will determine how many shots you can take in V.A.T.S. In order to determine what you have to do to hit is to find their amount of cover and distance. If the chance to hit is 35% then you will roll a percent die and a 10 sided die together. If you roll a 36 or higher then you miss but if you roll a 35 or lower then you hit.
Movement
In a standard battlefield, each hexagon is 1 movement space. In the world map each hexagon is worth 5 movement points. For a Monster each level up to 10 is worth 1 movement point but any higher is 0.5 movement points. For characters the movement is based on agility. Take your agility level and each level is one movement point.
Cover
Roll a 6 sided die if you roll a 4 and up you hit for however much damage you rolled for if you foll less you miss.
Simple Combat
Simple combat is when you want to take a bunch of quick shots like with a machine gun or a 6-shot shotgun. While vats is for snipers. In combat each turn take the damage. that is how much damage you do for each shot that lands. Roll a percentage dice. if you roll within you gun skill for guns and melee for weapons you hit the target. Pistol range is 10. rifle range is 15 shotgun range is 7. SMG 12 and heavy weapons are 10.
Rads
Rads make your health temporarily smaller until you use rad away to get rid of it.
Poison
Take that much damage each turn.
S.P.E.C.I.A.L
You have 35 point that you can invest into each different skill.
Skills
Each skill starts with 15 points and you get to distribute 30 points into the different skills.
Classes
Lone Gunslinger: +10 damage for all pistols and +2 range.
Caravan Merchant:
Money