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✦ Table of Contents ✦
Welcome to the Roleplaying And Deathclaws system, or RAD. This section will discuss more general rulings, mechanics and similar while further sections will go into more details on the general use cases. For those new to the TTRPG scene, we'll discuss here some basic tips, rules and terms found within the TTRPG space that we make use of on our server. Hopefully this will help you out a bit!
✦ Dice ✦
In our server's system, and many other TTRPG systems, one rolls dice to determine the outcome of less certain events. And like other systems like D&D, Pathfinder and similar, we use Modifiers to those rolls based on your R&P character sheet to show a character's additions to certain tasked based on their makeup. By base, most dice rolled are 1d20 for SPECIAL rolls & a 1d100 for Skill Rolls, unless otherwise stated.
Tied Rolls: We settle tied rolls with 'Rollies', aka the tied players roll again to determine which of them beats the other (even if by just a hair).
How to Roll: Our server uses a plugin called ... that simply has you do the command /... to roll for you!
✦ Terms ✦
In the TTRPG space many terms get thrown around that might be confusing to new players. So we'll list here some of the ones we use the most commonly to make sure to clear that up for any who might be confused.
Game Master (GM): A person, not involved in the encounter as a player, who acts as a storyteller and mediator for others. (Always a staff member). Another term for this roll is a 'Narrator' or 'Storyteller'.
Advantage: Roll twice and take the higher outcome.
Disadvantage: Roll twice and take the lower outcome.
Critical Failure: A natural 1, when rolled the roller chooses to be knocked prone or drop their held item. Unless it's a weapon, in which case refer to 'Faults' down in Misc. Combat Mechanics. For rolls note that a critical failiure also counts as -5 towards it's roll total.
Critical Success: A natural 20/100, when rolled the roller to add their weapon's crit DMG if an attack. If defending you can counter attack. For rolls note that a critical failiure also counts as +5 towards it's roll total. Note: If a critical adds x2 and you have two of these criticals it becomes a x3 - not an x4.
✦ Tips ✦
I know for some all this math, rules & similar can be daunting or even, again, confusing for some and one of our biggest tips is to simply ask for help from a trusted player, or better yet staff member. And don't worry if you mess up here or there or take a little bit of time, we're all just here to have fun after all!
✦ Degrees of Difficulty ✦
Degrees of Difficulty are a system to show, well, the difficulty of a task. These can be in the form of higher tier locks, provided by a GM, or gained via obstacles like cover in combat, or many more options. Degrees of Difficulty sit in direct opposition to Degrees of Success and serve as a hurdle to overcome to complete a task.
A list of basic present Degrees of Difficulty:
1/2 Non-Solid Cover - Adds +0 Degree of Difficulty, but does give the roll disadvantage
1/2 Solid Cover - Adds +1 Degree of Difficulty
Full Non-Solid Cover - Adds +1 Degree of Difficulty, & give the roll disadvantage
Full Solid Cover - Must roll a critical to bypass without outside factors allowing.
Targeted Limb Shot (Head) - Adds +2 Degrees of Difficulty
Targeted Shot (Small Body Part) - Adds +2 Degrees of Difficulty
Targeted Shot (Torso) - Adds +1 Degree of Difficulty
Targeted Shot (Limb) - Adds +1 Degree of Difficulty
Targeted Shot (Held Item) - Adds +1 Degree of Difficulty
...more to be added with time...
✦ Degrees of Success✦
Degrees of Success are a show of how well you perform a task based on your rolls with such, Degrees of Success sit in direct opposition to Degrees of Difficulty.
Degrees of Success can be used in the following order. First to bypass degrees of difficulty, then in combat to bypass 1 Light Armor per degree of success, then if you've fully bypassed such light armor or none is present each degree of success will add +1 DMG. In the cases of non-combat, after bypassing degrees of difficulty the amount of excess degrees of success will be a show of how easily or with how much flare & skill the action was preformed.
Attribute Rolls [1d20]
(If no Degrees of Difficulty are present, follow this array, if they are add them down the line of this prompt.)
0-5 - Failure
4-10 - Glancing Blow/Roll
11-15 - Normal Success
then an additional Degree of Success is gained for each 3 above 10 rolled.
Skill Rolls [1d100]
(If no Degrees of Difficulty are present, follow this array, if they are add them down the line of this prompt.)
0-25 - Failure
26-50 - Glancing Blow/Roll
51-75 - Normal Success
then an additional Degree of Success is gained for each 15 above 50 rolled.
Displayed here is our lovely R.A.D. character sheet in all it's stylized glory. Upon a character application being completed via the Discord section, one of these will be provided to the user, filled out by the staff and shared with the player via Google Drive under viewer permissions.
This section, found in the top left is where you enter info about your character that is mostly flavor, though below it is your current level and xp counter. (More on Levels & XP found below)
Found at the middle of the right half of the sheet, these are your wellness & action-ability.
✦ Wellness Statistics ✦
These are usable/effectable resources that act as a bars of what you can still do.
HP - Divided into current & maximum - this stat represents the state of your health. When this runs out you're unconcious. If you remain in this state for 3 turns without aid you will die. If successfully attacked in this state - which is done at advantage - you die.
| Maximum HP is calculated by 10+Endurance Score |
Armor - Divided into slots & values, this stat represents the state of your defensive gear.
| For more info see combat |
RADs - Divided into current & maximum, this state represents the amount of radiation you've accumulated and how it's effecting you. Your Race/Race Variant will determine your specific RADs progression.
| Maximum RADS is calculated dependent of your Race/Race Variant |
✦ Action Statistics ✦
These are your variety of statistics used to determine actions and turns.
AP - A stat used on extra actions for a turn. This does not give you more Major Actions but can be used on Bonus Actions, Reactions, to gain advantage or when otherwise stated. Your AP as a resource lasts per encounter.
| Maximum AP is calculated equal to your Agility Attribute Score |
Mvmnt - A stat used to determine the amount of blocks you can move in a single instance.
| Mvment Speed is calculated equal to 5+(Agility Attribute Score/2)+(Endurance Attribute Score/2) *rounded*| Note: Your movement speed is halved if prone or sneaking |
Initiative - A stat used to determine the speed of your ability to rise & react to the start of an encounter.
| Initiative is calculated equal to (Agility Attribute Score/2)+(Perception Attribute Score/2) *rounded*|
Found at the top of the right half of the sheet, these are your classic S.P.E.C.I.A.L (it spells that you're quite swell!)attributes. They're what make you Special! You get 40 of these on character creation to spend, each attribute can have up to 10 points spent and a minimum of zero. The roll bonuses gained by attributes is equal to it's score-3(so a score of 0 is -3, a score of 3 is +0 and a score of 10 is +7, etc.).
✦ What are they? ✦
- S is for Strength, and that means I am strong! I can carry lots of toys and swing stuff all day long!
- P is for Perception, a long funny word! It means what I tasted, smell, saw and heard!
- E is for Endurance, and that's how long I can play! I'm always really healthy, and have energy all day!
- C is for Charisma, it's why people think I'm great! I make my friends all laugh and smile, and never want to hate!
- I is for Intelligence, it means I'm really smart! I use my brain for lots of stuff, like science, math and art!
- A is for Agility, that's how I get around! I move real fast and easy, and I never make a sound!
- L is for Luck, and it's simple, you see! It means that good things always happen to me!
✦ What do they do? ✦
S.trength - Add +Strength final to Melee Weapon DMGs, access Strength Requirements for weapons & can be used to block.
P.erception - Contributes to initiative.
E.ndurance - Adds to HP, used to resist hits or can be used to block them & contributes to movement speed.
C.harisma - Adds final bonus to Barter/Speech & adds to 'Community Input' and 'Follower Amounts'. As well you gain access to the Charisma Aid Scale which will be found below.
I.ntelligence - Adds final bonus to Science/Repair/Energy Weapons/Medicine & adds the Inelligence Score to starting Skill Points.
A.gility - Adds to AP pool, contributes to movement speed & contributes to initiative.
L.uck - Decreases Critical Threshold, improves critical effects & nebulas GM encounter based benefits.
(Note: On top of these, some perks may have set SPECIAL requirements to gain)
✦ When do I roll one? ✦
(SPECIAL rolls are done with a 1d20.)
S.trength - When attempting to BLOCK an attack, lift heavy object or with a STRENGTH contested rolls.
P.erception - When attempting to desern a detail/lie or with a PERCEPTION contested rolls.
E.ndurance - When attempting to RESIST or BLOCK an Attack or with a ENDURANCE contested rolls.
C.harisma - When giving off general friendliness/trustworthiness or with a CHARISMA contested rolls.
I.ntelligence - When attempting to gain knowledge/remember a specific detail or with a INTELLIGENCE contested rolls.
A.gility - When attempting more advanced movements or with a AGILITY contested rolls.
L.uck - A bit more nebulas in use or with a LUCK contested rolls.
Found to the left of the sheet, these are a set of skills that cover all your particular skills. (Brought to you by the Vault-Tec Vigor Tester Machine)
✦ What are they? ✦
(Skill rolls are done with a 1d100.)
Barter - Your ability & knowledge to convince an NPC about prices & business.
Big Guns - Your ability to make use of heavy weapons.
Energy Weapons - Your ability & knowledge to make use of energy weapons.
Explosives - Your ability & knowledge to make use of explosives.
Guns - Your ability & knowledge to make use of firearms.
Lockpick - Your ability & knowledge of locks and lockpicking.
Medicine - Your ability & knowledge of the body and medical goods.
Melee Weapons - Your ability & knowledge to make use of melee weapons.
Operations - Your ability & knowledge of vehicles, driving & piloting.
Repair - Your ability & knowledge of mechanics & structure - be it buildings or forging.
Science - Your ability & knowledge to electronics & chemicals.
Sneak - Your ability & knowledge to make use of stealth.
Speech - Your ability & knowledge to convince/lie to an NPC about thing not covered by Barter.
Survival - Your ability & knowledge of nature, cooking & survivalist skills.
Unarmed - Your ability & knowledge to make use of your body's ability to harm.
✦ Tagged Skills ✦
Upon creating a character you get to choose 3 tagged skills. Tagged skills gain you advantage when rolling that skill.
✦ Attribute Additions ✦
One will find that their SPECIAL attributes will have their final modifiers added to your skill total. So SPECIAL more directly effects you in your more common rolls.
The following section are not things directly on the character sheet but instead are choices to be made on it or extra mechanics that are related to contents on the character sheet.
✦ Radiation Cards ✦
A card representing a character's ability to handle, be effected by or otherwise interact with radiation.
✦ Specified Limb Targeting ✦
A card representing the unique limbs, weak spots and similar that a character might have different from others.
Found at the bottom of the right half of the sheet, these are things that make you categorize as you.
✦ Character Race ✦
You'll find there to be four Races available to your character to be from. Here we'll list what they are and what they grant in the form of your Race Perk.
✦ Character Race Variant ✦
The variant of your Race you fall into. Here we'll list what they are and what bonuses/negatives they gain you in the form of your Variant Trait.
(You will note that each race has what is called an 'Advanced Variant' which is noted by starting with a '⋆' in the section below. These Variants are only available with approval and might be denied due to inexperience, too many being on the server of another reason. These will be added in time)
✦ Starting Trait ✦
A chosen trait taken on the starting of a character. You'll be able to find a list of all traits below.
STRENGTH Brawn Scale:
One will find their STRENGTH Attribute aiding greatly to their brawn throughout the wasteland if high or hindering them if low. This mostly interacting with the unarmed damage and how much your fists can do to hurt someone before even adding unarmed weapons.
Strength 0 - Your unarmed attacks do...
Unarmored Foes: 0 DMG
Light Armored Foes: 1 DMG to yourself
Medium Armored Foes: 2 DMG to yourself
Heavy Armored foes: 3 DMG to yourself
Power Armored Foes: 4 DMG to yourself
Strength 1 - Your unarmed attacks do...
Unarmored Foes: 1 DMG
Light Armored Foes: 1 DMG to yourself
Medium Armored Foes: 2 DMG to yourself
Heavy Armored foes: 3 DMG to yourself
Power Armored Foes: 4 DMG to yourself
Strength 2 - Your unarmed attacks do...
Unarmored Foes: 1 DMG
Light Armored Foes: 1 DMG to yourself & them
Medium Armored Foes: 2 DMG to yourself
Heavy Armored foes: 3 DMG to yourself
Power Armored Foes: 4 DMG to yourself
Strength 3 - Your unarmed attacks do...
Unarmored Foes: 2 DMG
Light Armored Foes: 1 DMG to yourself & them
Medium Armored Foes: 2 DMG to yourself
Heavy Armored foes: 3 DMG to yourself
Power Armored Foes: 4 DMG to yourself
Strength 4 - Your unarmed attacks do...
Unarmored Foes: 2 DMG
Light Armored Foes: 1 DMG to yourself & 2 DMG to them
Medium Armored Foes: 2 DMG to yourself
Heavy Armored foes: 3 DMG to yourself
Power Armored Foes: 4 DMG to yourself
Strength 5 - Your unarmed attacks do...
Unarmored Foes: 1d4 DMG
Light Armored Foes: 1 DMG
Medium Armored Foes: 1 DMG to yourself & them
Heavy Armored foes: 2 DMG to yourself
Power Armored Foes: 3 DMG to yourself
Strength 6 - Your unarmed attacks do...
Unarmored Foes: 1d4 DMG
Light Armored Foes: 2 DMG
Medium Armored Foes: 1 DMG to yourself & them
Heavy Armored foes: 2 DMG to yourself
Power Armored Foes: 3 DMG to yourself
Strength 7 - Your unarmed attacks do...
Unarmored Foes: 1d4 DMG
Light Armored Foes: 1d4 DMG
Medium Armored Foes: 1 DMG to yourself & them
Heavy Armored foes: 2 DMG to yourself
Power Armored Foes: 3 DMG to yourself
Strength 8 - Your unarmed attacks do...
Unarmored Foes: 1d6 DMG
Light Armored Foes: 1d4 DMG
Medium Armored Foes: 1 DMG to yourself & 2 DMG to them
Heavy Armored foes: 1 DMG to yourself & them
Power Armored Foes: 3 DMG to yourself
Strength 9 - Your unarmed attacks do...
Unarmored Foes: 1d6 DMG
Light Armored Foes: 1d6 DMG
Medium Armored Foes: 1 DMG to yourself & 2 DMG them
Heavy Armored foes: 1 DMG to yourself & 1d4 DMG to them
Power Armored Foes: 2 DMG to yourself
Strength 10 - Your unarmed attacks do...
Unarmored Foes: 1d6 DMG
Light Armored Foes: 1d6 DMG
Medium Armored Foes: 1d4 DMG
Heavy Armored foes: 1 DMG to yourself & 1d6 DMG to them
Power Armored Foes: 1 DMG to yourself
Strength 11 - Your unarmed attacks do...
Unarmored Foes: 1d6 DMG
Light Armored Foes: 1d6 DMG
Medium Armored Foes: 1d4 DMG
Heavy Armored foes: 1d4 DMG
Power Armored Foes: 1 DMG to yourself & them
Strength 12 - Your unarmed attacks do...
Unarmored Foes: 1d8 DMG
Light Armored Foes: 1d6 DMG
Medium Armored Foes: 1d6 DMG
Heavy Armored foes: 1d4 DMG
Power Armored Foes: 1 DMG to yourself & 1d4 DMG to them
Strength 13 - Your unarmed attacks do...
Unarmored Foes: 1d8 DMG
Light Armored Foes: 1d6 DMG
Medium Armored Foes: 1d6 DMG
Heavy Armored foes: 1d6 DMG
Power Armored Foes: 1d4 DMG to them
PERCEPTION Awareness Scale:
One will find their PERCEPTION Attribute aiding greatly to their awareness throughout the wasteland if high or hindering them if low. This mostly interacting with sneaking and passive noticing of things.
Perception 0 - Sneak rolls against you require a 10+ to succeed & you gain +1 DoD to limb target attacks.
Perception 1 - Sneak rolls against you require a 25+ to succeed & you gain +1 DoD to limb target attacks.
Perception 2 - Sneak rolls against you require a 25+ to succeed & you gain disadvantage to limb target attacks.
Perception 3 - Sneak rolls against you require a 30+ to succeed & you gain disadvantage to limb target attacks.
Perception 4 - Sneak rolls against you require a 50+ to succeed.
Perception 5 - Sneak rolls against you require a 50+ to succeed.
Perception 6 - Sneak rolls against you require a 50+ to succeed.
Perception 7 - Sneak rolls against you require a 60+ to succeed & you gain advantage to limb target attacks.
Perception 8 - Sneak rolls against you require a 75+ to succeed & you gain advantage to limb target attacks.
Perception 9 - Sneak rolls against you require a 75+ to succeed & you gain -1 DoD to limb target attacks.
Perception 10 - Sneak rolls against you require a 90+ to succeed & you gain -1 DoD to limb target attacks.
ENDURANCE Grip Times:
One will find their ENDURANCE Attribute aiding greatly to their nimbleness throughout the wasteland if high or hindering them if low. This mostly interacting with the Climbing, specifically being how long many turns you can climb without falling.
Endurance 0 - You can not take a climb action.
Endurance 1 - You can climb for 1 turn before falling.
Endurance 2 - You can climb for 2 turn before falling.
Endurance 3 - You can climb for 3 turn before falling.
Endurance 4 - You can climb for 4 turn before falling.
Endurance 5 - You can climb for 5 turn before falling.
Endurance 6 - You can climb for 6 turn before falling.
Endurance 7 - You can climb for 7 turn before falling.
Endurance 8 - You can climb for 8 turn before falling.
Endurance 9 - You can climb for 9 turn before falling.
Endurance 10 - You can climb for 10 turn before falling.
Endurance 11 - You can climb for 11 turn before falling.
CHARISMA Aid Scale:
One will find their CHARISMA Attribute aiding greatly to their interactions throughout the wasteland if high or hindering them if low. Most inherently in the form of lowered or raised effectiveness of those around them. Note that this only includes and effects organic targets.
Charisma -1 - Everyone within 20 blocks of you has disadvantage on all rolls. (Includes you)
Charisma 0 - Everyone within 10 blocks of you has disadvantage on all rolls. (Includes you)
Charisma 1 - Everyone within 10 blocks of you has disadvantage on skill checks. (Includes you)
Charisma 2 - Per encounter, The first 3 skill rolls made by you or within 10 blocks of you are done at disadvantage.
Charisma 3 - Per encounter, The first 2 skill rolls made by you or within 10 blocks of you are done at disadvantage.
Charisma 4 - No Effect.
Charisma 5 - No Effect.
Charisma 6 - No Effect.
Charisma 7 - The first 2 skill checks made within 10 blocks of you by allies are done at advantage - per encounter.
Charisma 8 - The first 3 skill checks made within 10 blocks of you by allies are done at advantage - per encounter. If Low Charisma Aid scale effects are within a zone of 10 blocks from you, they do not apply.
Charisma 9 - Allies within 10 blocks of you has advantage on all skill checks. If Low Charisma Aid scale effects are within a zone of 20 blocks from you, they do not apply.
Charisma 10 - Allies within 10 blocks of you has advantage on all rolls. If Low Charisma Aid scale effects are within a zone of 30 blocks from you, they do not apply.
INTELLIGENCE Aid Scale:
One will find their INTELLIGENCE Attribute aiding greatly to their planning interactions throughout the wasteland if high or hindering them if low. Most inherently in the form of lowered or raised effectiveness of those around them. Note that this only includes and effects robotic targets, those wearing power armor or otherwise piloting a vehicle.
Intelligence -1 - Everyone within 20 blocks of you has disadvantage on all rolls. (Includes you)
Intelligence 0 - Everyone within 10 blocks of you has disadvantage on all rolls. (Includes you)
Intelligence 1 - Everyone within 10 blocks of you has disadvantage on skill checks. (Includes you)
Intelligence 2 - Per encounter, The first 3 skill rolls made by you or within 10 blocks of you are done at disadvantage.
Intelligence 3 - Per encounter, The first 2 skill rolls made by you or within 10 blocks of you are done at disadvantage.
Intelligence 4 - No Effect.
Intelligence 5 - No Effect.
Intelligence 6 - No Effect.
Intelligence 7 - The first 2 skill checks made within 10 blocks of you by allies are done at advantage - per encounter.
Intelligence 8 - The first 3 skill checks made within 10 blocks of you by allies are done at advantage - per encounter. If Low Charisma Aid scale effects are within a zone of 10 blocks from you, they do not apply.
Intelligence 9 - Allies within 10 blocks of you has advantage on all skill checks. If Low Charisma Aid scale effects are within a zone of 20 blocks from you, they do not apply.
Intelligence 10 - Allies within 10 blocks of you has advantage on all rolls. If Low Charisma Aid scale effects are within a zone of 30 blocks from you, they do not apply.
Agility Falling Safety Scale:
One will find their AGILITY Attribute aiding greatly to their interactions with falling and how it damages you. Note: Fall damage after your 'safe zone' is 2 DMG per block taken as an untargeted attack on you that auto-succeeds.
Agility 0 - You can fall 2 blocks before fall damage calculations is began.
Agility 1 - You can fall 3 blocks before fall damage calculations is began.
Agility 2 - You can fall 4 blocks before fall damage calculations is began.
Agility 3 - You can fall 5 blocks before fall damage calculations is began.
Agility 4 - You can fall 6 blocks before fall damage calculations is began.
Agility 5 - You can fall 7 blocks before fall damage calculations is began.
Agility 6 - You can fall 8 blocks before fall damage calculations is began.
Agility 7 - You can fall 9 blocks before fall damage calculations is began.
Agility 8 - You can fall 10 blocks before fall damage calculations is began.
Agility 9 - You can fall 11 blocks before fall damage calculations is began.
Agility 10 - You can fall 12 blocks before fall damage calculations is began.
LUCK Critical Thresholds:
One will find their LUCK Attribute aiding greatly to their fortune throughout the wasteland if high or hindering them if low. Most inherently in the form of lowered or raised critical thresholds for rolls.
Luck -2 - Cannot roll a critical success. Critical Fail on a 1-9 or 1-30.
Luck -1 - Cannot roll a critical success. Critical Fail on a 1-7 or 1-25.
Luck 0 - Cannot roll a critical success. Critical Fail on a 1-5 or 1-20.
Luck 1 - If roll a critical success, roll a 1d4 - if a 1, 2 or 3, you don't get the effect, if a 4 you do. Critical Fail on a 1-3 or 1-15.
Luck 2 - If roll a critical success, roll a 1d4 - if a 1 or 2, you don't get the effect, if a 3 or 4 you do.
Critical Fail on a 1-2 or 1-10.
Luck 3 - If roll a critical success, roll a 1d4 - if a 1, you don't get the effect, if a 2, 3 or 4 you do.
Luck 4 - Roll critical successes as normal
Luck 5 - Roll critical successes as normal
Luck 6 - Roll a critical success on a base roll of 19+ for attribute checks or 100+ for skill checks.
Luck 7 - Roll a critical success on a base roll of 19+ for attribute checks or 95+ for skill checks.
Luck 8 - Roll a critical success on a base roll of 18+ for attribute checks or 90+ for skill checks.
Luck 9 - Roll a critical success on a base roll of 18+ for attribute checks or 85+ for skill checks.
Luck 10 - Roll a critical success on a base roll of 17+ for attribute checks or 80+ for skill checks.
Luck 11 - Roll a critical success on a base roll of 17+ for attribute checks or 75+ for skill checks.
Traits are those little quirks that make someone special, the character may choose to start with up to two of these or they may choose to forgo a trait if they wish to.
Agoraphobia - Gain disadvantage on attribute rolls while outside but advantage on them while inside.
Bionic - You're made of blood & steel. Can use Robot & Human Requiring Perks/Items but are counted as a robot/human for pulse DMG.
Built to Destroy - Deal +1d4 DMG on a critical hit, take +1d4 DMG from incoming crits.
Bruiser - +1 to Strength but -2 AP (if your agility is already zero gain disadvantage to any Agility based rolls)
Brick Shithouse - Gain half the effect from successful limb targeted attacks upon you but -1 Agility.
Claustrophobia - Gain advantage on attribute rolls while outside but disadvantage on them while inside.
Focused Duelist - Gain an additional Boiling Point action during a Standoff but gain no Boiling Point action during an Ambush.
Early Bird - Gain +2 to skill rolls while in the daylight but -2 to skill rolls while it's nighttime.
Far Sighted - Gain +1 to long range attacks and PER checks at a distance (10+ blocks away) but -1 to long range attacks and PER checks up close (<10 blocks away).
Fast Metabolism - Gain +1d4 HP whenever healed but take +1d4 effect from sources of poison or radiation.
Fast Shot - Whenever using a gun with a speed above 1 have it's speed is increased by +1, but attacks with such high speed weapons are done at disadvantage.
Finesse - Critical rolls lowered by 1 for SPECIAL and 5 for skill rolls but you do -2 DMG, if damage become fully negative it is done to you instead.
Good Natured - Advantage on Barter/Medicine/Repair/Science/Speech rolls but disadvantage on Guns/Melee Weapons/Energy Weapons/Unarmed/Explosives rolls.
Heavy Handed - Melee/Unarmed attacks deal +1d4 DMG but gain disadvantage with all ranged attacks.
Hoarder - Gain the ability to draw/redraw/use/exchange one item from you inventory for free per combat but suffer -2 to movement speed.
Hot Blooded - Gain 2 DMG resistance while below half health but also gain disadvantage to Perception/Agility based rolls while in this state.
Jinxed - Everyone within 20 blocks of you gains -1 Luck, yourself included.
Kamikaze - +5 total AP pool but you take +2 DMG from every attack (not including multiple hits from higher speed weapons).
Lone Wanderer - You gain +1 to all rolls while not with a follower or when allies are not within 5 blocks but gain a -1 to all rolls if accompanied by a follower or an ally is within 5 blocks.
Loose Cannon - Gain +1 Speed with thrown weapons, but cannot use the long range of thrown weapons.
Mob Mentality - Gain an additional Boiling Point action during a Ambush but gain no Boiling Point action during an Standoff.
Near Sighted - Gain +1 to normal range attacks and PER checks up close (10+ blocks away) but -1 to long range attacks and PER checks a distance away (<10 blocks away).
Night Owl - Gain +2 to skill rolls while it is nighttime but -2 to skill rolls while in the daylight.
Premonitory Foresight - Gain one free reaction per encounter but you gain -1d4 to Charisma based rolls.
Power Armor Training - Gain the ability to Pilot suits of Power Armor, cannot train others (Req: Acceptable Backstory)
Small Frame - +1 to Agility but gain double the effect from successful limb targeted attacks upon you.
Trigger Discipline - All ranged attacks are done at advantage but weapons with a speed above 1 have it's speed decreased by -1.
Skilled - Gain +5 to all skills but suffer from -50% experience point gain.
Wasteland Companion - Gain an animal follower (even if you have 0 charisma) that doesn't take up a follower slot but gain -1 to rolls when not within 10 blocks of them or another ally. CURRENT OPTIONS: Dog, Coyote, Cat & Eyebot.
Wild Wasteland - Whenever you roll a critical of any kind (success or failure) roll one the Wild Wasteland Sheet for an effect to take place! Choose a target before you roll in case an effect has a target.
A list for one to roll on when a 'Wild Wasteland' effect takes place. Reference this when such is in play and rolled for, though don't forget to choose a target before you roll in case it's needed.
1. Falling Flat - Target slips & falls prone.
2. Stray Bullet - Target gets hit by a stray bullet from some other conflict, they take 1d6 Ballistic DMG.
3. Empty Tank - All involved in encounter roll Luck, the lower roll looses all current AP.
4. Full Tank - All involved in encounter roll Luck, the highest roll regains up to their maximum AP.
5. Ill Omen - Target gains disadvantage on all S.P.E.C.I.A.L. attribute rolls until the end of their next turn.
6. Surge of Hope - All within 5 blocks of the target (target included) heal for +1d4 HP (up to maximum).
7. Oncoming Dispair - All within 5 blocks of the target (target included) are hurt for -1d4 HP (up to maximum).
8. Whoops! - Target drops their weapon.
9. Whoohoo! - Target gets to make a free attack in this moment on a target of their choice.
10. Whoohoo? - Target makes a free attack in this moment on a target of luck's choice. All involved roll Luck, lower is hit by the attack.
11. Nothing seems to happen - Somewhere in the world a Nuka Cola exploded like a frag grenade though...
12. GM Invitation - If a GM is involved in this encounter/available they can through a third party, friendly or foe into this encounter. If there is not such available or similar such just roll again.
13. Again again! - Roll again, but twice this time.
14. Fireworks - Fireworks go off in the encounter, where did those even come from!?
15. Spontaneous Combustion - Target gains the Burning Status Effect.
16. Spontaneous Laughter - Target starts laughing a lot while performing their actions, up to their choice how long but must be at least a little bit.
17. B-B-B-Bonus! - Target gains a free non-attack action in this moment.
18. Nuclear Winter - Target says 'Patrolling Colorado almost makes you wish for a nuclear winter."
19. Western Shootout - A tumbleweed passes, the first people to make a shot at a target gets advantage.
20. Fountain of Youth - Anyone unconciouce in this encounter is brought back to conciousness with 1 HP.
A character can find themselves able to have a disability upon their character creation, which is a detriment they can trade in for a benefit in turn.
✦ What does a Disability do? ✦
For each disability the character has they gain a one time +2 to their skill point total. They can exchange two of these for an additional trait (maximum of one extra). These limbs are counted as permanently crippled and cannot be used in cases that call for them. Stacking Disabilities count the same as stacked Crippled Limbs.
Head - The character gains disadvantage on intelligence, ranged attack rolls or skill checks.
Eyes - The character gains a disabled eye, the first one gives disadvantage on all sight related Perception based rolls and with the second they fail all rolls.
Ears - The character gains a disabled ear, the first one gives disadvantage on all hearing related Perception based rolls and with the second they fail all rolls.
Throat - The character is unable to talk, only being able to communicate via other means.
Torso - The character gains disadvantage on any Endurance or Strength based rolls for their.
Arm - The character gains a disabled arm, this cannot be used.
Legs - The character gains a crippled leg, the first one gives -3 movement speed (if becoming negative it is zero) and with the second they have no movement speed.
Feet - The character gains a disabled foot, the first one gives the Limping Status effect and with the second they have their movement speed halved.
In this section we will discuss the default combat system for R.A.D. most immediately about the more basic parts of it and how to interact and navigate it's uses.
✦ Turns, Rounds & Encounter ✦
One will find some terms being used that we'll discuss here. An encounter being the biggest and meaning a given set of rounds that make the total event/combat/etc. An encounter starts with Initiative being rolled (Agility+Any bonuses) and ends when one side wins, whichever form that may be.
Within an encounter one will find Turns & Rounds. A turn is a single entity's full actions for their time, consisting of a Major Action, Movement Action & Bonus Action. A Round then is the order (decided by initiative rolls) and length it take for all involved entities to take their turns.
Outside of one's own turn they can speak but otherwise the only way to effect events outside of your own turn is by spending the use of AP (or a given alternative) for what are called reactions.
✦ Taking Action! ✦
The first thing we'll discuss is simply how to attack. In the RAD system, your weapon will act as your average action in combat but not your only.
Types of Major Actions:
Attack Action - Use a weapon within it's statistic use to harm a target.
Push Action - Roll Strength or Endurance vs. a target's Strength or Endurance. If they fail they are knocked back two blocks. If crit failed against or user crit succeeds they are also knocked prone.
Grapple Action - Roll Strength or Endurance vs. a target's Strength or Agility. If they fail they are restrained and cannot make any action or reaction until they break free (unless otherwise stated and not including speak). They can attempt on their turn to retry their rolls against you to attempt to break free. both involved in a grapple gain -1 DoD to hit on limb targeted attacks.
Greater Use Item - Use a non-weapon item for maximum possible effect.
Draw Item - Take out an item from your inventory to you hands, allows for switching items as well.
Pass Item - Take out an item from your possession to another's, allows for switching items as well.
Equip Item - Put an item onto your person.
Brace Action - The user gains advantage on Blocking rolls until the start of their next turn.
Evade Action - The user gains advantage on Dodging rolls until the start of their next turn.
Prepare Action - The user gains advantage on Parrying rolls until the start of their next turn.
Bulwark Action - The user gains advantage on Tanking rolls until the start of their next turn.
Sprint Action - The user can do a 1/2 movement action if they've already done a movement action.
Reload - Reload your current weapon's ammunition.
Hold Action - You hold an action to activate on a specific trigger.
Types of Movement Actions:
Move - The user can move for their movement speed.
Jump - The user can jump their agility (score or final, whichever is higher) space upward and 4 spaces horizontally.
Leap - The user can jump their agility (score or final, whichever is higher) space horizontally and 2 spaces upward.
Climb - The user can climb a non-ladder surface at half speed.
Go/End Prone - The user can go or end prone, this does not take up their movement action but halves any other movement action that is done after.
Types of Bonus Actions:
Use Item - Use a non-weapon item for it's effect.
Draw Item - Take out an item from your inventory to you hands, allows for switching items as well.
Pass Item - Take out an item from your possession to another's, allows for switching items as well.
Equip Item - Put an item onto your person.
Check - If you use a movement action to move into a foe of your size or lower you can use this to do a push action for the cost of a bonus action.
Tackle - If you use a movement action to move into a foe of your size or lower you can use this to do a grapple action for the cost of a bonus action.
Reload - Reload your current weapon's ammunition.
Aid Action - Give advantage to a willing target within 3 blocks.
Overwatch - You hold an attack to be activated on the first enemy to enter your range, gaining advantage on the attack. This can only be done if you did not use a Major Action on your turn.
✦ Reactions ✦
Reaction are a special type of action one can use that cost an AP value to use (Remember AP is a pool across the encounter!)
Types of Reactions:
Dodge - Spend 1 AP to roll Agility, if roll is above attacker's skill check (divided by 5) take -1 DMG for each above their roll it is.
Block - Spend 1 AP to roll Strength, if roll meets attacker's skill check (divided by 5) take -X DMG where X is the effect value of the item you're using (Shields/non-gun Weapons only) <Can't block a ranged attack with a weapon, only with a shield>
Parry - Spend 2 AP to roll Agility, if roll 5+ above attacker's skill check (divided by 5) take only half damage and reflect the other half to the attacker. <Can't parry explosive or ranged attacks>
Tank - Spend 2 AP to roll Endurance, if roll is 5+ above attacker's skill check (divided by 5) take -Endurance DMG from an attack (Max of once per turn).
Handholding~
One will find their weapons saying 'One Handed', 'Two Handed', 'Hand & Half' or 'Integrated' but what does that mean? Well first it simply means how many hands it requires to hold but it ALSO has some nuance.
One Handed weapons gain advantage on parrying rolls or against dodging rolls.
Two Handed weapons gain advantage on blocking rolls or against parrying rolls.
Hand & Half weapons can be used in either case - getting the bonus when used in the matching hands.
Integrated weapons gain the bonus that they both don't need to be held and are always equipped.
In this section we will discuss the default combat system for R.A.D. most immediately about the more basic parts of it and how to interact and navigate it's uses.
✦ Special Actions ✦
Target Attacks
One will find that they can attempt to target a smaller part of the whole that makes up their target. Each enemy type can have a different list of these but we'll discuss the humanoid's here on how harder the shot is and what it does.
Head - (+2 Degrees of Difficulty) Deals +1d6 DMG, target gains disadvantage on intelligence, ranged attack rolls or skill checks for the duration of their next turn.
Eyes - (+3 Degrees of Difficulty) Deals +1d4 DMG, target gains a crippled eye, the first one gives disadvantage on all sight related Perception based rolls and with the second they fail all rolls that aren't critical successes.
Ears - (+2 Degrees of Difficulty) Target gains a crippled ear, the first one gives disadvantage on all hearing related Perception based rolls and with the second they fail all rolls that aren't critical successes.
Throat - (+1 Degrees of Difficulty) Target cannot speak until the end of their next turn.
Torso - (+1 Degree of Difficulty) Target gains disadvantage on any Endurance or Strength based rolls for their next turn.
Arm - (+1 Degree of Difficulty) Target gains a crippled arm, this cannot be used.
Held Item - (+1 Degree of Difficulty) Target drops held item in that hand. If a critical attack, held item is broken until fixed.
Legs - (+1 Degree of Difficulty) Target gains a crippled leg, the first one gives -3 movement speed (if becoming negative it is zero) and with the second they have no movement speed.
Feet - (+2 Degrees of Difficulty) Target gains a crippled foot, the first one gives the Limping Status effect and with the second they have their movement speed halved.
Groin - (+2 Degrees of Difficulty) Target gains a crippled groin and takes +1d6 extra DMG.
Unarmed Attacks
Unarmed attacks are special case where one deals a variable amount of damage based on your Strength score, though note punching too hard a surface can hurt you too. (See in S.P.E.C.I.A.L. Variables - Strength) An unarmed attack can also be chosen to be done in one of three variant forms:
Haymaker - (Major Action + Bonus Action) Deal +1/2 STR Score to the attack.
Suckerpunch - (Major Action + 1 AP) If roll 5+ above defender they loose -1d4 AP until end of next turn. Can't stack.
Jab - (Major Action + Bonus Action) Your unarmed attack gains +1 Speed
✦ Status Effects ✦
Bleeding - (Until Ended) Take 1d4 direct DMG per turn, can be lessened by using an AP to reduce to 1 DMG per turn.
Burning - (5 Turns) Take 1d4 ENRG DMG per turn, can be removed by being in water or taking an action to put out.
Frozen - (5 Turns) Cannot use a movement action, can be removed by being hit with 3+ ENRG DMG or taking an action to break.
EMP - (2 Turns) Robots cannot use AP or move until ended, can be ended early witha robot repair kit.
Poisoned - (5 Turns) Take 1d4 direct DMG per turn and have disadvantage to rolls, can be removed by certain medicines.
Melting - (1 Turn) Effected item gains -1d4 to it's effectiveness, if becomes zero item is broken.
Limping - (Until Ended) User has disadvantage to any agility based rolls and -1 to movement speed.
Scared - (3 Turns) User cannot move towards the source of their fear and gain disadvantage on rolls within 10 blocks of it. They can attempt to rolls a 15+ Intelligence check at the top of their turn to end this effect early.
Weakened - (2 Turns) User takes +1d4 DMG whener DMG is taken.
✦ Misc. ✦
Here is a small catalogue of miscellaneous rulings about the combat side of the R.A.D. system that will grow as rulings and casings become relevant, decided or expanded.
Sneak Attacks
Attacks done without the target being aware - requiring a Sneak Roll (divided by 5) vs. their Perception Check - will notably activate a critical success on the attack. IF the attack is otherwise a critical success, it gains a second critical success. You can't react to a sneak attack.
Flanking
When two or more enemy combatants are within 2 blocks of a person, any attacks done upon them has it's Degree of Difficult to hit reduce by one level.
Prone
When prone it takes a movement or bonus action to get up - as well attacks on you from 10+ blocks away gain disadvantage but attacks on you within 10 blocks gain advantage.
Faults
When you roll a critical failure on a weapon you have to roll for the 'Faults' received, this are bad things happening alongside this rolled misfortune.
Melee Weapons (1d4)
1. Sore Hands - Land a hit in such a way as to not only not cause DMG but hurt yourself a for 1.
2. Butterfingers - Oops! Dropped the weapon. Requires a minor action or 1 AP to pickup.
3. Butterfingers - Oops! Dropped the weapon. Requires a minor action or 1 AP to pickup.
4. Unintended Deflect - The attack glances of the intended target, not hurting them and instead hurting a target in their adjacent block (if multiple they roll luck and lowest is hit, if none nearby it just misses).
Guns (1d4)
1. Backfire - OUCH! Spend ammo and are hit by your own attack at 1/2 DMG.
2. Gun Jam - CHCK! CHCK! Jammed... Requires a minor action or 1 AP to pickup.
3. Gun Jam - CHCK! CHCK! Jammed... Requires a minor action or 1 AP to pickup.
4. Gun Misfire - It went off early! You don't hit your target and instead hurting a target in their adjacent block (if multiple they roll luck and lowest is hit, if none nearby it just misses).
Energy Weapons (1d4)
1. Major Overheat - IT BURNS! Spend ammo and weapon cannot fire until the end of your next turn. You also take 1 DMG.
2. Overheat - HOT! You cannot fire this weapon again until it cools at the end of your next turn.
3. Overheat - HOT! You cannot fire this weapon again until it cools at the end of your next turn.
4. Energy Surge - Spend 2 ammo for this likely missing shot.
Energy Finishers
Energy weapons gain a unique effect depending on their type that gives them quite the finishing move to a foe.
Laser/Fire weapons gain the effect that if a foe would be left at 5 or less HP by an attack deal +1d4 DMG in that attack, if that attack then kills them their body is turned to ash - leaving only their items behind.
Plasma weapons gain the effect that if you crit on a foe you gain an additional +1d4 DMG, if that attack then kills them their body is turned to goo - leaving only their items behind.
Tesla weapons gain the effect that if a foe attempts to react to the attack but fails they gain disadvantage on their next hit, if that attack then kills them their body is turned to a smoking & charred one, still twitching for some time after their death.
Radiation weapons gain the effect that if they kill a foe it has a 1/20 chance of turning into a ghoul. If the enemy is a player they'll roll luck and if a 25+ total or a critical success they'll have their race changed to that of a ghoul and be left at 1d4 HP - if an NPC you'll roll a basic 1d20 & if that 20 they'll become a feral ghoul.
A special version of combat, a Boiling Point is a tense start to a combat that comes in two forms, Standoffs & Ambushes. These events act as the first round of the encounter and combat wishes to continue will have Initiative rolled after them. Actions are counted as automatics actions & unless stated otherwise can't be reacted to. Note, one must select a target of their action when submitted.
✦ Standoff ✦
Two or more sides stand against each other, tensions are rising to a boiling point and everyone must make a choice on what they're gonna do. Individuals all private MSG their choice of Standoff Action to a GM or third party and all actions happen at the same time, if there needs to be a decider on who is 'technically' first it's the one with the highest Initiative, if THAT is a tie they roll a Vs. Agility.
Draw - You fire your weapon and aim to kill. The attack hits without a roll and causes maximum damage.
Disarm - You fire your weapon and aim to keep alive. The attack hits without a roll, counting as a targeted attack on a held item.
Dive - You dive for cover to save your own hide. One draw attack done to you is canceled out.
Defend - You step forward to take the hit for your target. If a target is within your movement range you take any Draws on them instead if the firer has an initiative lower than your own.
Note: If you take DMG more than once from a Draw in a Standoff you gain MORALE- which effects you with disadvantage on the first roll of your turns this encounter. If you manage to Draw someone who Draws on you and have the higher initiative you gain MORALE+ and gain advantage on the first roll of each turn for this encounter.
✦ Ambush! ✦
A surprise attack! For this Boiling Point, the dramatic turn is that the Ambusher's get to choose one of the following actions and the Ambushees don't - unless otherwise stated.
Harm - Aim to kill! Your attack is an automatic success and counts as a sneak attack.
Harass - Keep their heads down! Attack in such a way as to give the target disadvantage on their turn but the attack only counts as a glancing blow.
Hold Up - Raise a gun and attempt to make the target lay down their arms. The target can react to this but if they fail their reaction it course as a critical hit.
Hostage - You grab a target and gain a free grapple on them. In subsiquent turns if they attempt to break this grapple you can attempt to hold onto it or let it go and get a free attack on them when you do so.
One will find that the damages of the R.A.D. system come in eight flavors, and these flavors are split up into two categories. Here we will discuss what that means and what they do. One will note that these are differing flavors for damage for the sake of an almost rock paper scissors of DMG types vs. DEF types and themselves do not add extra effects without a Keyword.
✦ Physical ✦
Bludgeoning (BLNT) - Be it by a baseball bat's blunt force or the shockwave of an explosion.
Slashing (SLSH) - A ripping from a blade, cutting from an edge or similar, this is the slicing of matter.
Piercing (PRCE) - A stabbing from a point, pierce from a tip or similar.
Ballistic (BLST) - High velocity death, whether its from a gun, shrapnel or otherwise.
✦ Energy ✦
Energy (ENRG) - Damage caused by most energy weapons - laser, plasma or otherwise. (I know it's confusing to have ENRG DMG and NRG DEF, blame Bethesda)
Electric (SHCK) - The Shock caused by rampant electricity, not a fun way to go.
Gauss (MAGN) - That projectile which is a physical makeup delivered by energetic means.
Atomic (RADZ) - Damage caused by Active Rads, things like Gamma Guns, some particularly irradiated wasteland creatures and similar. This does not protect against ambient radiation.
Damage (DMG) - The value of damage the weapon can output.
Max Damage Area (MAX) - The radius of an explosion where you cause the maximum rolled damage automatically
Weapon Speed (SPD) - The amount of attacks done per attack action with this weapon.
Damage Type (D-T) - The flavor of damage the weapon outputs.
Reach - The distance at which a melee weapon can cause damage
Range [X-Y]- The distance at which a ranged weapon can cause damage...
Normal Range : From 0 to the X number, this is rolled normally.
Long Range: From above the X number to the Y number, this is done at disadvantage.
Radius The radius of effect of an explosive or AOE attack.
Ammo - The ammunition required for a weapon to function.
Handed - How many hands are required to use the weapon. (More info, see: Misc. Combat mechanics.)
Type - The skill rolled to hit with this weapon.
Requirement (Req) - What requirements must be met in order to use the weapon. For Attributes, if one has at least 2 below, they can use the weapon at disadvantage. Below that though they cannot use it. For skills the variable is 10 instead of 2.
Crit Chance - The bonus modifier provided by a critical hit.
Description - The flavor text of the weapon.
Weapon Keyword(s) - Special effects and abilities granted by the weapon.
Defense (DEF) - The value of defense of the armor's protection. Defense acts as a second health bar but is split into two types
Physical Defense (PHY): Protects you from Bludgeoning/Slashing/Piercing/Ballistic DMGs.
Energy Defense (NRG): Protects you from Energy/Electric/Gauss/Atomic DMGs.
Requirement (Req) - What requirements must be met in order to wear the armor. For Attributes, if one has at least 2 below, they can use the armor at half speed and disadvantage to physical rolls. Below that though they cannot use it. For skills the variable is 10 instead of 2.
Armor Level - Ultra-Light, Light, Medium, Heavy, Powered or, if a shield, traded out for how many hands it takes up to use.
Description - The flavor text of the armor.
Armor Keyword(s) - Special effects and abilities granted by the armor.
<Note: If a keyword says X that means it has a multitude variable and just replace X with the number displayed>
✦ Weapon Keywords ✦
Quickdraw - Drawing this weapon has no action cost.
Bleed - If you roll 5+ above defender, apply the Bleeding status effect.
Burn - If you roll 5+ above defender, apply the Burning status effect.
Freeze - If you roll 5+ above defender, apply the Frozen status effect.
Pulse - If you roll 5+ above defender, apply the EMP status effect.
Toxic - If you roll 5+ above defender, apply the Poisoned status effect.
Acidic - If you roll 5+ above defender, apply the Melting status effect.
Streamlined - Gain +1 to Parrying rolls while using this weapon for such.
Sturdy - Gain +1 to Blocking rolls while using this weapon for such.
Cutdown X - Weapon deals +X DMG to unarmored foes.
Breakdown X - Weapon deals +X DMG to armored foes.
Beatdown X - Weapon deals +X DMG to unarmed foes.
Sneaky X - Weapon deals +X DMG to Sneak Attacks.
Threaten - Weapon deals +X DMG to flanked foes.
Superior - If you roll 5+ above defender, deal +X DMG.
Heavy - If you roll 5+ above defender, deal +1d4 DMG.
Speedbump X - If you roll 5+ above defender, -X to movement on their next turn.
Defender X - If you roll 5+ above attacker with this item, -X DMG is taken.
Weighted - If you crit succeed on a foe or foe crit fails they are knocked prone.
Homerun - If user crit succeeds on a foe they are knocked back 2 blocks.
Splinter - If user crit succeeds on a foe deal +1 DMG.
Perforation - Light - Bypass light armor by 2 DEF per AP spent.
Perforation - Medium - Bypass medium armor by 2 DEF per AP spent.
Perforation - Heavy - Bypass heavy armor by 2 DEF per AP spent.
Perforation - Power - Bypass power armor by 2 DEF per AP spent.
Spray & Pray X - Make an additional attack to a target within X blocks at a cost of 1 AP - Max of X per turn.
Energetic X - Consecutive hits do +1 DMG (staking to +X).
Photon - Do +2 DMG on the first hit per turn to non-metal targets but -2 for metal clad/robot targets.
Weapon of Tomorrow - Deal +1d6 DMG to Defense Points.
Brutal - If you roll 5+ above defender, Deal +1d4 DMG if they're a human.
Ghoul Slayer - If you roll 5+ above defender, Deal +1d4 DMG if they're a Ghoul.
Mutant Slayer - If you roll 5+ above defender, Deal +1d4 DMG if they're a Supermutant.
Troubleshooter - If you roll 5+ above defender, Deal +1d4 DMG if they're a Robot.
Exterminator - If you roll 5+ above defender, Deal +1d4 DMG if they're a Wasteland Creature.
Acid-Proof - Weapon is immune to the Melting effect.
Quickstrike - If you roll a crit success, you can attempt another attack at the cost of 1 AP - Max of 1 per turn.
Scattershot - Split DMG between any foes within 1 block of target per 1 AP spent.
Slow - Cannot attack as a bonus action even if allowed by an ability.
✦ Defense Keywords ✦
Streamlined - Gain +1 to Parrying rolls while wearing this armor.
Sturdy - Gain +1 to Blocking rolls while wearing this armor.
Light - Gain +1 to Dodging roll while wearing this armor.
Defender X - If you roll 5+ above attacker with this item, -X DMG is taken.
Underarmor - Can be worn alongside another armor, gains stacked effects but not defenses.
Swift - If successful in an attack action or a reaction, you can move 1 block.
Menace - Foes gain disadvantage to hitting you if not flanking you.
Mover X - Deal X DMG to a foe if you move into them (min: 5 blocks).
Enhanced Plating X - Take -X DMG from PHY DMG types.
Energy Shielded X - Take -X DMG from NRG DMG types.
Cushioned X - Take -X DMG from Bludgeoning DMG.
Cut Resistant X - Take -X DMG from Slashing DMG.
Ballistic Weave X - Take -X DMG from Ballistic DMG.
Dissipate X - Take -X DMG from Energy DMG.
Insulated X - Take -X DMG from Electric DMG.
Lead-Lined X - Take -X DMG from Atomic DMG.
Absorbant - Armor is immune to the Bleeding effect.
Fire-Proof - Armor is immune to the Burning effect.
Bundled- Armor is immune to the Frozen effect.
Farraday - Armor is immune to the EMP effect.
Hazmat - Armor is immune to the Poisoned effect.
Acid-Proof - Armor is immune to the Melting effect.
Head-Guard X - User cannot be effected by X targeted attacks to the head per encounter.
Chest-Guard X - User cannot be effected by X targeted attacks to the torso per encounter.
Arm-Guard X - User cannot be effected by X targeted attacks to the arms per encounter.
Leg-Guard X - User cannot be effected by X targeted attacks to the legs per encounter.
Boot-Guard X - User cannot be effected by X targeted attacks to the feet per encounter.
Grasp-Guard X - User cannot be effected by X targeted attacks to their held item per encounter.
Cup-Guard X - User cannot be effected by X targeted attacks to the groin per encounter.
Splinter - If user crit succeeds on a foe, deal +1 DMG.
Bolstering - User Gains +1 to their Strength Attribute while wearing this item.
Deadeye - User Gains +1 to their Perception Attribute while wearing this item.
Endurant - User Gains +1 to their Endurance Attribute while wearing this item.
Charming - User Gains +1 to their Charisma Attribute while wearing this item.
Smart - User Gains +1 to their Intelligence Attribute while wearing this item.
Aerodynamic - User Gains +1 to Agility Luck Attribute while wearing this item.
Lucky - User Gains +1 to their Luck Attribute while wearing this item.
Vaultie - User gains advantage on 1 Speech Roll of their choice per encounter.
Engineer - User gains advantage on 1 Repair Roll of their choice per encounter.
Scientist - User gains advantage on 1 Science Roll of their choice per encounter.
✦ Misc. Keywords ✦
V.A.T.S. - xxx
More to come... - ...
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.
Charisma 0 or less - No follows will accompany you.
Charisma 1 - 1 follower can accompany you.
Charisma 2 - 1 follower can accompany you.
Charisma 3 - 1 follower can accompany you.
Charisma 4 - 1 follower or 1 companion can accompany you.
Charisma 5 - 1 follower or 1 companion can accompany you.
Charisma 6 - 1 follower or 1 companion can accompany you.
Charisma 7 - 1 follower & 1 companion can accompany you.
Charisma 8 - 1 follower & 1 companion can accompany you.
Charisma 9 - 1 follower & 1 companion can accompany you.
Charisma 10 - 2 followers & 1 companion can accompany you.
In this section we will discuss the ways to make better use of defense within the bounds of combat - both actively and passively. Defensive gear comes into two categories: Physical defense (PHY) and Energy defense(NRG), these only blocking about half the damage types each (See next section) but it is to note that if you have only PHY defense and are attacked by an NRG category DMG type it will not block it and vice versa.
✦ Armor ✦
Defensive gear has two notable stats to track, your armor slots & the value of that armor piece. By default a character (unless otherwise stated) has 4 open armor slots - their head, chest, legs & feet. These armor slots are then filled with armor pieces matching this.
Each armor slot can be used to block an attack once unless otherwise stated (Often factoring in the Shield Keyword). If an attack is general the recipient chooses OOC the armor piece to be hit. If a targeted attack the use of such target determines the hit. Once broken an armor piece in it's slot is "Worn out" until the end of encounter or if repaired by a repair kit. Exchanging an armor piece costs the same action economy as changing out an item.
✦ Shields ✦
Blocking an Attack
Oh no there's an incoming attack! How should I block it? Well with a shield in hand you can attempt to block it. If successful in this interaction your shield's defense will take effect above that of your armor. Though note you can't block a gun attack with a weapon, only with a shield.
Default Protected Side
On the end of your turn - if you have a shield equipped you'll be give the option to choose a 'Default Protected Side'. This is chosen out of the six basic directions and if an attack hits you on that side it'll automatically count as "blocked" aka the defense will take effect. If you do a reaction block however your 'Default Protected Side' is negated until set again. Note: Two handed shields get to choose two adjacent sides.