Search this site
Embedded Files

OUR SITE IS CURRENTLY A WORK IN PROGRESS, THANK YOU FOR YOUR PATIENCE

Fallout: Wild Country
  • Home
  • Lore Archive
    • Colorado
      • Local Map
      • Broader Colorado
      • Colorado Factions
      • Colorado Factions - Order
      • Colorado Factions - Gangs
      • Colorado Factions - Tribes
      • Colorado Factions - Misc.
    • Elsewhere
      • State of the World
      • Fate of Factions
      • Game Endings / Alterations
  • R.A.D.
    • R.A.D. - General
    • R.A.D. - Choices
    • R.A.D. - Races & Variants
    • R.A.D. - Level Up Guide
    • R.A.D. - Combat
    • R.A.D. - Misc.
  • Mechanics
    • Mechanics - Resources
    • Claims & Communities
    • Factions System
    • Squads & Group Combat
    • Caravans & Trade Routes
    • Raiding & Banditry
  • Help
    • Getting Started
    • Rules
    • Server Staff
    • General Systems
Fallout: Wild Country
  • Home
  • Lore Archive
    • Colorado
      • Local Map
      • Broader Colorado
      • Colorado Factions
      • Colorado Factions - Order
      • Colorado Factions - Gangs
      • Colorado Factions - Tribes
      • Colorado Factions - Misc.
    • Elsewhere
      • State of the World
      • Fate of Factions
      • Game Endings / Alterations
  • R.A.D.
    • R.A.D. - General
    • R.A.D. - Choices
    • R.A.D. - Races & Variants
    • R.A.D. - Level Up Guide
    • R.A.D. - Combat
    • R.A.D. - Misc.
  • Mechanics
    • Mechanics - Resources
    • Claims & Communities
    • Factions System
    • Squads & Group Combat
    • Caravans & Trade Routes
    • Raiding & Banditry
  • Help
    • Getting Started
    • Rules
    • Server Staff
    • General Systems
  • More
    • Home
    • Lore Archive
      • Colorado
        • Local Map
        • Broader Colorado
        • Colorado Factions
        • Colorado Factions - Order
        • Colorado Factions - Gangs
        • Colorado Factions - Tribes
        • Colorado Factions - Misc.
      • Elsewhere
        • State of the World
        • Fate of Factions
        • Game Endings / Alterations
    • R.A.D.
      • R.A.D. - General
      • R.A.D. - Choices
      • R.A.D. - Races & Variants
      • R.A.D. - Level Up Guide
      • R.A.D. - Combat
      • R.A.D. - Misc.
    • Mechanics
      • Mechanics - Resources
      • Claims & Communities
      • Factions System
      • Squads & Group Combat
      • Caravans & Trade Routes
      • Raiding & Banditry
    • Help
      • Getting Started
      • Rules
      • Server Staff
      • General Systems

R.oleplaying A.nd D.eathclaws

MISCELLANEOUS

| Getting Started |

| Resource Mechanics |

| General Systems |

| Table of Contents |

| General Information |

| Choices |

| Races & Variants |

| Level Up Guide |

| Combat |

| Systems & Mechanics |

| R. A. D. - Miscellaneous Mechanics |

| Lockpicking |

In the wasteland many doors are locked to keep goods safe, monsters sealed and paths blocked - be they from before or after the war these locks can act as obstacles to one like yourself and you might just need a means of bypassing them to get your desires done.

To lockpick a user needs a screwdriver and bobbypin, with such they can do their best to attempt but it's easier said than done. (Note: A GM is required to do this & the user only gets one "Lockpicking Session" per lock per day.)

✦ Assessing the Lock ✦ 

The user rolls Perception and based on said roll gains the following result. Note: If your Perception is 4 or less you skip this step.

Critical Failure - +1 DoD to all Lockpicking in this Lockpicking Session.

1-15 - Nothing

15-20 - You can reroll one Lockpicking attempt in this Lockpicking Session.

20+ - You can reroll two Lockpicking attempt in this Lockpicking Session.

Critical Success - -1 DoD to all Lockpicking in this Lockpicking Session.

✦ Picking the Lock ✦ 

Now that you've taken time to "Assess the Lock" we'll discuss the actual picking of it. Here you'll learn about Tumblers, Tension & Complexity.

Requirements:

Lockpicking isn't a skill just anyone can use without trying to learn, as such it has a requirement to attempt to pick the lock; in this case being based on the lock's tier.

Very Easy - Lockpicking 1+

Easy - Lockpicking 15+

Average - Lockpicking 30+

Hard - Lockpicking 45+

Very Hard - Lockpicking 60+

Tumblers:

Tumblers are the amount of hurdles you have to overcome to pick the lock successfully. The Amount of Tumblers a Lock has you have to overcome is as follows:

Very Easy - 1 Tumbler

Easy - 2 Tumblers

Average - 3 Tumblers

Hard - 4 Tumblers

Very Hard - 5 Tumblers

Tension:

Tension is the current amount of Tumblers you have completed. You have to get this to be the same number as tumblers to succeed the Lockpicking Session and if that number gets to Zero after your start you fail the Lockpicking Session. The rolls for attempting to complete a Tumbler's Tension are as follows:

Critical Failure - Your bobbypin breaks and jams the tumbler, failing the Lockpicking Session.

Fail - Your bobbypin breaks and you loose a Tension.

Glancing - Roll 1d4...

1-2. Your bobbypin doesn't break but you fail the Tension

3-4. Your bobbypin breaks but you don't fail or succeed the Tension

Success - Your bobbypin doesn't break & you don't fail or succeed the Tension

1+ Excess DoS - You succeed the Tension.

Critical Success - You succeed the Tension and advantage to the next Tumbler's Tension.

Complexity:

The Complexity of a Lock isn't just in it's tumblers but also in the lock's Complexity, this being the DC thresholds in which the DoD of the Tension Rolls is increased.

Very Easy - The Tumblers have -1 DoD

Easy - The Tumblers are normal

Average - The Tumblers have +1 DoD

Hard - The Tumblers have +2 DoD

Very Hard - The Tumblers have +3 DoD

✦ Breaking the Lock ✦ 

Sometimes you really just have to brute force your way past a lock and break it, though this is harder said than done and can come with it's own downsides - namely you're likely to destroy or damage whatever is inside.

Very Easy - Guns/Melee/Unarmed +1 DoD per tumbler

Easy - Guns/Melee/Unarmed +2 DoD per tumbler

Average - Guns/Melee +3 DoD per tumbler

Hard - Requires Explosives (Minimum DMG 10) +3 DoD per tumbler

Very Hard - Requires Explosives (Minimum DMG 20) +4 DoD per tumbler

| Hacking |

Many terminals hold the key to new paths and information in the wasteland and many devices and robots are out there to be hacked just the same. 

To hack a user simply needs the terminal itself, unless the attempted hacking is not a terminal in which case a pip-device will be needed to jack into it. (Note: A GM is required to do this & the user only gets one "Hacking Session" per locked code per day.

✦ Assessing the Code ✦ 

The user rolls Intelligence and based on said roll gains the following result. Note: If your Intelligence is 4 or less you skip this step.

Critical Failure - +1 DoD to all Hacking in this Hacking Session.

1-5 - You loose one hacking attempt

6-15 - Nothing

16-20 - You can reroll one Hacking attempt in this Hacking Session.

20+ - You can reroll two Hacking attempt in this Hacking Session.

Critical Success - -1 DoD to all Hacking in this Hacking Session.

✦ Hacking the Code ✦ 

Now that you've taken time to "Assess the Code" we'll discuss the actual hacking of it. Here you'll learn about Attempts, Firewalls & Complexity.

Requirements:

Hacking isn't a skill just anyone can use without trying to learn, as such it has a requirement to attempt to hack a locked terminal or similar; in this case being based on the terminal/similar's tier.

Very Easy - Science 1+

Easy - Science 15+

Average - Science 30+

Hard - Science 45+

Very Hard - Science 60+

Attempts & Firewalls:

Your attempts is how many tries you have to succeed the hacking, though some terminals might have firewalls which could lower the amount of attempts you have or increase the degree of difficulty needed to pass. If you run out of attempts the Hacking Session ends in failure. But by base the number of attempts is 5.

Complexity:

The Complexity of a Code increased the DoD you have to meet to succeed the Hacking Session by 1 Excess Degree of Success.

Very Easy - No additional DoD to the Code's DC

Easy - +1 DoD to the Code's DC

Average - +2 DoD to the Code's DC

Hard - +3 DoD to the Code's DC

Very Hard - +4 DoD to the Code's DC

| Follower Amounts |

One will find their Charisma directly leading to just how many followers are willing to accompany them at all times. This does not include temporary followers, but instead normal ones as well as Companions. You can change out any slot for a Lesser Follower as well.

NOTE: These two SPECIAL based slot types do not stack to gain you more followers.

✦ Charming Traveler ✦ 

Charisma 0 or less - Nobody ever will accompany you.

Charisma 1 - you can have 1 lesser follower

Charisma 2 - you can have 1 lesser follower

Charisma 3 - you can have 1 lesser follower or a companion

Charisma 4 - you can have 1 lesser follower or a companion

Charisma 5 - you can have 1 lesser follower and a companion

Charisma 6 - you can have 1 lesser follower and a companion

Charisma 7 - you can have a companion and 1 lesser or normal follower

Charisma 8 - you can have a companion and 1 lesser or normal follower

Charisma 9 - you can have a companion and 1 lesser or normal follower

Charisma 10 - You can have 1 lesser follower,  1 normal follower and a companion 

Charisma 11 - You can have 1 lesser follower,  1 normal follower and a companion 

Charisma 12+ - You can have 1 lesser follower,  1 normal follower and a companion or you can have a lesser follower & 2 normal followers 

✦ Robotic Tactician ✦ 

Intelligence 0 or less - Nobody ever will accompany you.

Intelligence 1 - you can have 1 lesser robot follower

Intelligence 2 - you can have 1 lesser robot follower

Intelligence 3 - you can have 1 lesser robot follower or a robot companion

Intelligence 4 - you can have 1 lesser robot follower or a robot companion

Intelligence 5 - you can have 1 lesser robot follower and a robot companion

Intelligence 6 - you can have 1 lesser robot follower and a robot companion

Intelligence 7 - you can have a robot companion and 1 lesser or normal robot follower

Intelligence 8 - you can have a robot companion and 1 lesser or normal robot follower

Intelligence 9 - you can have a robot companion and 1 lesser or normal robot follower

Intelligence 10 - You can have 1 lesser robot follower,  1 normal robot follower and a robot companion 

Intelligence 11 - You can have 1 lesser robot follower,  1 normal robot follower and a robot companion 

Intelligence 12+ - You can have 1 lesser robot follower,  1 normal robot follower and a companion or you can have a lesser robot companion & 2 normal robot followers 

| Trigger Mechanics |

Trigger systems are those systems that are tracked by the GMs based on things happening within encounters, events and similar. They have their own triggers and downsides that can come with them. If a GM doesn’t notice these it’s choked up to ‘lucky breaks’. As well note that Triggers can go beyond their “maximum” and must be brought down again as such.

(AS A NOTE FOR GM’S WE WOULD HAVE A PLAYER TRACKING SHEET TO KEEP TRACK OF ALL THESE.)

✦ Feralization ✦ 

The following is a system for when going feral...

FERAL TRIGGERS:

  • Going Down

  • Ally Dying

  • Prolong Period of Isolation (EX: Long time alone in a dungeon)

  • Loosing a Limb/Gaining a Disability

  • Taking More than 25 Atomic DMG within an encounter (Not counting mult-encounter quests/events)

  • Staying at Max Radiation for more than two weeks.

  • Getting your head crippled more than once in an encounter

REVERSING FERAL Triggers:

  • Crit Succeeding an Addiciton Downfall Roll

  • Taking a dose of the Fixx.

  • Gaining Monthly XP from a Community/Faction.

✦ Going Feral & Feral Downfalls ✦
    Once you have reached max Feral Triggers (Default: 10) you must make an INT check (DC: 10+). If failed you gain 1 of   3 Feral Downfalls. Note: Each succeeded Feral Downfall still raises the DC by +2, this cannot be removed.

   (Additional Notes: -If you gain a Feral trigger while in your Max Rad zone where it specifies risk of feral it           counts as two feral triggers. )

✦ Addiction ✦ 

The following is a system for becoming addicted to substances. Something to be noted however is addictions exist per drug and you can become addicted to multiple substances at the same time - as well addiction is not limited to chems.

ADDICTION TRIGGERS:
  (Each Addiction Trigger is per substance)

  • Failing a Bad Trip Roll by more than 3 with a substance

  • Failing 2+ Bad Trip rolls per encounter with a substance

  • Auto-Failing 2+ Bad Trip rolls per encounter

  • Overdoing on a substance

  • Using the same substance 3 times or more in an encounter

✦ Becoming Addicted & Addiction Downfalls ✦
    Once you have hit 5 Triggers on a substance you must make a Special check based on that drug (DC: based on Substance). If failed you are now addicted, if succeeded the DC is increased by +5 and you must roll again the next time a trigger is gained on that substance (So long as it stays above 5 triggers)

REVERSING ADDICTION Triggers:

  • Not using that substance for more than a month

  • Taking a dose of Addictol.

  • Crit Succeeding an Addiction Downfall

   REVERSING ADDICTION Triggers:

  • Reducing your Addiciton Triggers on a substance below 5. Any DC Increased gained via downfalls however are kept as you're prone to falling back into addicition.

| Addicitions |

✦ Chems... ✦

Psycho: (INT)
Downfall DC: 15+
Addiction Effects:

  • -1 INT Score

  • -1 INT Score while not on Psycho

Mentats: (INT)
Downfall DC: 15+
Addiction Effects:

  • Disadvantage on Skill Checks while not on Mentats

Med-X: (END)
Downfall DC: 10+
Addiction Effects:

  • +1 DMG Received while hitting HP if not on Med-X

Jet: (END)
Downfall DC: 15+
Addiction Effects:

  • Disadvantage on ranged checks (If already disadvantage roll 3 times and take the lowest)

  • Disadvantage on operations/lockpicking checks (If already disadvantage roll 3 times and take the lowest)

Buffout: (END)
Downfall DC: 10+
Addiction Effects:

  • -1 STR Score

  • -1 END Score while not on Buffout

Cateye: (INT)
Downfall DC: 5+
Addiction Effects:

  • -5 to any rolls made in the darkness if not on Cateye

  • Disadvantage to any rolls made in the darkness if not on Cateye

  • Doubled effects from Flash Bangs/Epilepsy

✦Miscellaneous... ✦

Alcohol: (END)
Downfall DC: 7+
Addiction Effects:

  • -1 AGL Score while drunk

  • -1 CHAR score while not drunk

Tobacco: (END)
Downfall DC: 8+
Addiction Effects:

  • -1 CHAR Score while smoking

  • -1 PER SCore while not smoking

  • Disadvantage on Ranged Checks (If already disadvantage roll 3 times an take the lowest) while not smoking.

  • Disadvantage on Operations/Lockpicking Checks (If already disadvantage roll 3 times an take the lowest) while not smoking.

RadAway: (END)
Downfall DC: 1+
Addiction Effects:

  • +1d4 DMG per hit from Atomic DMG if done to HP. (Does not heal ghouls)

Nuka-Cola: (END)
Downfall DC: 3+
Addiction Effects:

  • -1 to non Nuka Consumable Effects

Nuka Quantum: (END)
Downfall DC: 5+
Addiction Effects:

  • +5 to any other Addiction Downfall DC.

Nuka-Shine counts as both Alcohol & Nuka Quantum but not Nuka-Cola. If normal Nuka-Quantum DC Stacks with and also gain addiction effects of Nuka-Cola.

| Using & Abusing Chems & Similar |

Chems are a hard substance that gives you a various level of highs and symptoms in tandem with harm and, bad trips and addiction. Let's discuss just how all that works.

✦ Chem Use & Bad Trips ✦ 

In opposition to Chems there is no roll to apply these aid items or else fail - instead one rolls a "Bad Trip" roll to determine how the chem effects you in that moment. This roll is clearly labeled on the chem item and if you meet or surpass it's DC you don't have the effects of the Bad Trip, fail the roll and you do.

✦ Abusing Chems ✦ 

Chems are a toxin to the body and as such the body can only take so much abuse. A player can use 1/2 their Endurance Score amount of chems per encounter as normal but each one past that number gains +1 Degree of Difficulty to it's Bad Trip roll.

✦ Overdosing ✦ 

Each chem has a two turn cooldown, where if you use a second chem of the same type within that timer it will trigger an "Overdosing Status Effect" where you will starting taking 1d4 Direct DMG per turn until a Fixer, Healing Poultice or Addictol. Overdoing can also be triggered by using a chem in the auto-fail zone of abusing chems but in which case you can attempt an Endurance check (DC 19+) to avoid it.

✦ Jitters ✦ 

Any item that adds AP will gain the user +1 DoD to hit for 1 turn, stacking turns for each instance of AP gain.

| Stress & Augmentation |

The body can only take so much damage, loss and stress before it can't cope the same. Here we have listed the means in which that effect is calculated.

✦ Augmentation Slots ✦ 

An organic being gain their Endurance Score amount of "Augmentation Slots", various augmentations to the body taking up some of these slots depending on the item itself. These slots representing the amount of change a body can safely have editing their shape.

✦ Stress ✦ 

Stress is the amount of Augmentations Slots the body has taken up, though one can augment themselves beyond these slot amounts at the cause of causing "Excessing Stress" which minuses 5 maximum HP from the person and gains them a -1 to Intelligence based rolls.

✦ Prosthetics vs. Cybernetics ✦ 

One might see both Prosthetics and Cybernetics on the server. This distinction is for giving them different rolls. Prosthetics are simpler and can fix mendable disabilities but don't take up Augmentation Slots and gain +1 DoD to roll using that limb.

Cybernetics DO take up Augmentation Slots and when replacing a mendable disability don't cause any hardship. They do potentially gain the user a number of disabilities though and unless stated otherwise become unsuable while under the effects of a targeted EMP status effect.

✦ Robotic Limb Replacement ✦ 

Robots are a special use case, they are able to use the associated robot part, 3 Scrap Electronics, 1 Fuse and a 50+ Repair Roll in front of a GM in order to replace a limb. On a failiure the robot takes 1 DMG and gains the Haywire Status Effect until the end of the encounter.

| Auto-Injectors |

A stray system, Auto-Injectors can be equipped in an each of an organic's non filled armor humanoid slot. These being taken instead of armor can be triggered in use at any time but gain -2 to Bad Trip roll success for chems and for medical items it bypasses the Apply Roll. One should note however that only syringe based concoctions can be used in aa auto-injector.

Google Sites
Report abuse
Page details
Page updated
Google Sites
Report abuse