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Fallout: Wild Country
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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
  • 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
    • 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

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.

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/Unarmed +3 DoD per tumbler

Hard - Requires Explosives (Minimum DMG 10) per tumbler

Very Hard - Requires Explosives (Minimum DMG 20) 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.

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.

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.

Charisma 0 or less - Nobody ever will accompany you.

Charisma 1 - Nobody will accompany you.

Charisma 2 - Nobody will accompany you.

Charisma 3 - 1 follower can accompany you.

Charisma 4 - 1 follower can accompany you.

Charisma 5 -  1 follower can accompany you.

Charisma 6 - 1 follower or 1 companion can accompany you.

Charisma 7 - 1 follower or 1 companion can accompany you.

Charisma 8 - 1 follower or 1 companion can accompany you.

Charisma 9 - 1 follower & 1 companion can accompany you.

Charisma 10 - 2 followers & 1 companions can follow you.

Charisma 11 - 2 followers, 2 companions or 1 of each can follow you.

Charisma 12 - 2 followers & 1 companion or 1 follower & 2 companions.

| 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.

✦ Chem Addictions ✦ 

Chem addictions are handled completely in character but it is very encouraged to be played out.

✦ 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.

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