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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
  • Systems & Mechanics
    • 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 - Resources
    • General Systems
    • Claims & Communities
  • Help
    • Getting Started
    • Rules
    • Server Staff
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    • 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
    • Systems & Mechanics
      • R.A.D. - General
      • R.A.D. - Choices
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      • R.A.D. - Misc.
      • Mechanics - Resources
      • General Systems
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    • Help
      • Getting Started
      • Rules
      • Server Staff

R.oleplaying A.nd D.eathclaws

GENERAL OVERVIEW

| Getting Started |

| Resource Mechanics |

| General Systems |

| Table of Contents |

| Mechanics/Systems |

| Choices |

| Races & Variants |

| Level Up Guide |

| Combat |

| Miscellaneous |

| R.oleplaying A.nd D.eathclaws - General |

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 who has the higher "Priority" stat, then if those are the same it's resolved  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 failure also counts as +5 towards it's roll total. Note: If a critical adds x2 and you have two of these critical it becomes a x3 - not an x4.

Critical Damage: This variant of a critical success on an attack will only add their damage to the base item it's associated with or similar damage in the case where that is not relavent. It does not add it's bonus to additional sources of damage - including keywords.

Attack: This is the general attack, encompassing all instances of "hit" (as seen below). For the sake of abilities, keywords, per attack only applies once and if unstated between per Attack or per Hit always assume it's per Attack.

Hit: A hit is an instance of damage going off, it applies to speed weapons, radius and similar. For the sake of abilities, keywords, etc. per hit is not assumed unless stated.

5+ Above Defend: You divide the skill check by 5 and then compare it to the attribute roll for the sake of abilities, keywords and similar with this wording.

Reroll Cap: A single time true reroll, you take the highest of the rolls.

✦ 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 Success & Difficulty |

✦ 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.

( Each Degree of Difficulty add +15 to the DC of each level of a Skill check and +3 to Attribute Rolls. )

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.

| 5+ Above Defender |

Some Keywords or other items/abilities might ask for an activation of 5+ above user. Now this activates either if they use a reaction and you roll 5+ above that roll OR if they don't react it is just counted as going against a normal success.

| R.oleplaying A.nd D.eathclaws - Char Sheet |

The Character Sheet

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.

| Identity |

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)

| Statistics |

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. Without healing item use, to get you back to 1 HP someone must spend Major Actions equal to the amount of turns you've been down + 1.

| 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 |

Priority - A stat used to determine the speed of your ability to rise & react to the start of an encounter. Note that this is not a rolled number.

| Priority is calculated equal to (Agility Attribute Score/2)+(Perception Attribute Score/2) *rounded*|

| Attributes (S.P.E.C.I.A.L) |

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.

| Skills |

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.

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