Homebrew Rules List in Forever Fallout, Missouri 2317 | World Anvil
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Homebrew Rules List

Forever Fallout Homebrew Rules List

  Our game has a whole lot of homebrew rules, distinct from the Fallout 2d20 core book from Modiphius. Available now!
   

1.) Core Rules

 

1A.) Luck Point Use Restriction

Only one Luck Point can be spent per character per Scene. A notable exception being a Dying Test. When a character rolls their END + Survival to resist death, that character may spend any number of Luck Points they wish. Additionally, Perks or Origin Traits which rely on Luck Points can be used an unlimited number of times per Scene.
   

1B.) Lucky Timing

Spending 1 Luck Point to interrupt another's action still operates as usual. Additionally, the character's Initiative rating is raised by 13 for the rest of the Scene.
   

1C.) Group Stealth

Group stealth checks can be done in any one of three ways, usually chosen by the group:
   

1Ca.) Individual

The Overseer declares a Difficulty for an AGI+Sneak Skill Test, usually the number of Successes rolled on an observer's PER+Sneak Skill Test. Each player in the group of sneak-ers rolls their own AGI+Sneak. If all of the character's succeed, the group are all unnoticed. If even one of the Skill Tests is failed, the observer is alerted. The character's who succeeded their roles may not be noticed, but the Overseer might make additional Perception Tests.
   

1Cb.) Shared

The Overseer declares a total Difficulty for the group, usually the number of Successes rolled on an observer's PER+Sneak Skill Test, multiplied by the number of characters in the group of sneak-ers. Each player makes their own AGI+Sneak Skill Test, and all of the players' Successes are totaled. The group succeeds or fails as one.
   

1Cc.) Leader

The Overseer declares a Difficulty for an AGI+Sneak Skill Test, usually the number of Successes rolled on an observer's PER+Sneak Skill Test. The group who are sneaking (including any NPCs) declares a leader, who makes a single AGI+Sneak Skill Test, at +1 Difficulty for every additional member of that group. (A group of 3 would be at Diff+2, and group of 11 would be at Diff+10.) This leader can be Assisted by one character. The group succeeds or fails as one.
       

2.) Combat

 

2A.) New Action: Covering Fire (Major Action)

Expend the ammo for one normal attack with a Ranged Weapon. Roll the appropriate attack (AGI+Small Guns, for example). The Difficulty is set by rolling the END+Survival of the target Character in that Zone with the highest Target Number. Other enemies in the Zone may assist with either END+Survival or CHA+Speech.
  If successful, every Character in the Zone suffers +1 Difficulty to all attacks until the end of the attacker's (the character who performed the Covering Fire action) next Turn. Any character who leaves the Zone is no longer affected by the Covering Fire and no longer suffers the Difficulty penalty. Multiple instances of Covering Fire stack (adding more and more Difficulty to attacks attempted by characters within the Zone being hit with Covering Fire.)
   

2B.) New Attack Option: Add Knockdown

Any attack with a Melee or Unarmed weapon can add a Knockdown option. Make an attack as usual, adding +1 to the Difficulty for Knockdown. If the attack overcomes the enemy's Armor and results in HP loss, and at least 1 Effect is rolled on the Damage Dice, the target is knocked to the ground Prone.
  This can be resisted by a STR+Athletics Test, with a Difficulty equal to the number of Effects rolled on the attacker's Damage Dice. Alternatively, Knockdown can be resisted by spending a number of AP equal to the number of Effects rolled.
   

2C.) Multiple Moves

Any character is able to use all of their Actions to move. They may enact up to 2 Minor Action Moves and 2 Major Action Sprints for a total of 6 zones.
   

2D.) Injury Chance

Landing a Critical Hit (by doing 5 damage to a Hit Location, or 6 to a character with Adamantium Skeleton, or 7 to a Big creature) does not automatically cause an Injury. A second roll is made on a single Damage Die. Only if an Effect is rolled, the Hit Location sustains an Injury.
   

2E.) Multiple Injuries

Multiple Injuries to a single Hit Location are noted for the purposes of healing (First Aid, Stabilization, Healing and Injury Recovery roll have their Difficulty raised by the number of Injuries.) But the effects of an Injury are never multiplied.
   

2F.) Head Injuries

The first Injury to a Head Hit Location in Combat has the full effect listed. The Injured character is Stunned until the end of their next Turn and the Difficulty of all Tests requiring vision are rolled at Difficulty +2. But after the first Stun wears off, that effect cannot be induced again, even if the Head Injury is healed and the character is subsequently Injured again. The +2 Difficulty to vision-based Tests remains until the Injury is treated. Subsequent Head Injuries do incur the +2 Difficulty again.
 

2G.) Sneak Attack vs. Attacks from Stealth

In Forever Fallout, an Attack from Stealth is distinct from the bonus given to Sneak Attacks against a surprised enemy.
 

2Ga.) Sneak Attacks

A Sneak Attack is only made against a fully surprised enemy is one that is both unaware of the attacker's location and that combat is occurring. The moment that an enemy is aware that there are enemies nearby, perhaps because they've observed an attack or because an attacker has failed an AGI+Sneak Skill Test, they can no longer be surprised for that Scene.
  Any Sneak Attack made against a surprised enemy is made at -1 Difficulty and add the Vicious Damage Effect (if the attacking weapon already has the Vicious Damage Effect, the attack gains +2 CD Damage.) All other bonuses to Sneak Attacks also apply, including bonuses from the Mister Sandman or Ninja Perk, or a Stealth Combat Knife.
 

2Gb.) Attacks from Stealth

An Attack from Stealth only requires that the enemy is unaware of the attacker's position. This is usually achieved by an attacker succeeding an AGI+Sneak Skill Test with a number of Successes greater than the number of Successes rolled by all enemies on their PER+Sneak Skill Tests.
  Attacks from Stealth gain bonuses from Perks like Ninja and Mister Sandman, as well as weapon bonuses like the Stealth Combat knife, but do not receive the -1 Difficulty nor do they gain the Vicious Damage Effect.
   

2H.) Radiation Damage

Radiation Damage (distinct from the Damage dealt from Radioactive Effects, that's something else) is not rolled. 1 die of Radiation Damage from food or drink reduces the consumer's maximum Hit Point by 1. 2 dice of Radiation Damage reduced max HP by 2. No roll. This also applies to the Gamma Gun or any other weapon with its Damage Type listed as "Radiation" (a single shot from a standard Gamma Gun does 3 Radiation Damage, no roll.)
   

2I.) Healing

There have been several changes from the rulebook listed here. The situations change between combat scenes and non-combat scenes, and for biological subjects or mechanical subjects.

2Ia.) Healing Biologicals in Combat

HP: You can use a Major Action to First Aid a character. Roll an INT+Medicine Skill Test (don't forget Perks and Gear), with a Difficulty equal to 1 plus the number of Injuries the target has (treated or untreated!) Don't forget to add +1 Difficulty if you're healing yourself! The target is healed a number of Hit Point equal to your rank in Medicine (plus bonuses from Perks and Gear), and an additional 3 Hit Points for each Action Point you spend. Note that you can't heal the Hit Points of a character who is Dying. This action uses up no Consumables, but one Consumable (no Food) can be added to the effect. Any Consumable effects are applied instantly.
  Injuries: You can use a Major Action to First Aid a character. Roll an INT+Medicine Skill Test (don't forget Perks and Gear), with a Difficulty equal to 1 plus the number of Injuries the target has (treated or untreated!) (Don't forget to add +1 Difficulty if you're healing yourself.) One Injury, chosen by the healer, is Treated. The target no longer suffers the penalties of the Injury, but that Injury could still be re-opened from damage to that Hit Location. This action uses up no Consumables, but one Consumable (no Food) can be added to the effect. The Injuries of a Dying character can be treated this way.
  Stabilize the Dying: You can use a Major Action to First Aid a Dying character. Roll an INT+Medicine Skill Test (don't forget Perks and Gear), with a Difficulty equal to 0 plus the number of Injuries the target has (treated or untreated!) (Note that this is one lower than HP or Injuries.) If successful, the target returns to consciousness with 1 HP. This action uses up no Consumables, but one Consumable (no Food) can be added to the effect.
 

2Ib.) Healing Biologicals out of Combat

HP: Unlike what the books says, you may raise HP outside of combat with a First Aid-like action. The Skill Test, Difficulty and effects are exactly the same as First Aid to raise HP in Combat, the process just takes 20 minutes instead of 1 Major Action. While the healer and the target are doing this, they are free speak, eat and perform other very simple tasks. This action uses up no Consumables.
  Injuries: When a biological character sleeps for 6 mostly interrupted hours, their Injuries (treated or untreated) may heal naturally. Make an END+Survival test with a Difficulty of 1 (plus environmental modifiers, but don't add anything for additional Injuries!) The Complication range on this test increases by +1 for each Injury that has not been treated. A successful roll means that one of those Injuries (chosen by the sleeper) is entirely healed. AP can be spent to heal more, at a cost of 2 AP per additional Injury healed. This Skill Test can be Assisted by a healer's INT+Medicine. The healer takes 10 minutes preparing the sleeper for bed.
  Stabilize the Dying: (The same as in combat.) You can use a Major Action to First Aid a Dying character. Roll an INT+Medicine Skill Test (don't forget Perks and Gear), with a Difficulty equal to 0 plus the number of Injuries the target has (treated or untreated!) (Note that this is one lower than HP or Injuries.) If successful, the target returns to consciousness with 1 HP. This action uses up no Consumables, but one Consumable (no Food) can be added to the effect.
 

2Ic.) Healing Mechanicals in Combat

HP: You can use a Major Action to repair a character with First Aid. Roll an INT+Repair Skill Test (don't forget Perks and Gear), with a Difficulty equal to 2 plus the number of Injuries the target has (treated or untreated!) Don't forget to add +1 Difficulty if you're repairing yourself! The target is repaired a number of HP equal to your rank in Repair (plus bonuses from Perks and Gear), and an additional 3 HP for each AP you spend. Note that you can't raise the HP of a mechanical character who is Dying. This action uses up no Consumables, but one Consumable (no Beverages, no Chems, no Food) can be added to the effect.
  Injury: You can use a Major Action to First Aid a character. Roll an INT+Repair Skill Test (don't forget Perks and Gear), with a Difficulty equal to 2 plus the number of Injuries the target has (treated or untreated!) Don't forget to add +1 Difficulty if you're repairing yourself! One Injury, chosen by the repairer, is Treated. The target no longer suffers the penalties of the Injury, but that Injury could still be re-opened from damage to that Hit Location. This action uses up no Consumables, but one Consumable (no Beverages, no Chems, no Food) can be added to the effect. The Injuries of a Dying character can be treated this way.
  Stabilize the Dying: You can use a Major Action to First Aid a Dying character. Roll an INT+Repair Skill Test (don't forget Perks and Gear), with a Difficulty equal to 0 plus the number of Injuries the target has (treated or untreated!) (Note that this is two lower than HP or Injuries.) If successful, the target returns to consciousness with 1 HP. This action uses up no Consumables, but one Consumable (no Beverages, no Chems, no Food) can be added to the effect.
 

2Id.) Healing Mechanicals out of Combat

HP: You may raise HP outside of combat with a First Aid-like action. The INT+Repair Skill Test, its Difficulty and effects are exactly the same as the First Aid to raise HP in Combat, the process just takes 1 hour instead of 1 Major Action (it takes longer than healing biologicals!) While the repairer and the target are doing this, they are free speak, eat and perform other very simple tasks. This action always uses up 2 Common Materials. If you don't have 2 Common Materials, the mechanical doesn't get repaired.
  Injury: Treating a mechanical's Injuries is basically the same in and out of Combat. The process just takes 1 hour instead of 1 Major Action. While the repairer and the target are doing this, they are free speak, eat and perform other very simple tasks. This action always uses up 2 Common Materials. If you don't have 2 Common Materials, the mechanical doesn't get their Injury healed.
    Stabilize the Dying: (The same as in combat.) You can use a Major Action to First Aid a Dying character. Roll an INT+Repair Skill Test (don't forget Perks and Gear), with a Difficulty equal to 0 plus the number of Injuries the target has (treated or untreated!) (Note that this is two lower than HP or Injuries.) If successful, the target returns to consciousness with 1 HP. This action uses up no Consumables, but one Consumable (no Beverages, no Chems, no Food) can be added to the effect.
   

2J.) Dying

Unlike healing tests, END+Survival Tests to resist dying do not begin at Difficulty 1. A character with no Injuries gains 1 Injury when dropping to 0 Hit Points, and so their Test to resist dying would be Difficulty 1. A character with 7 Injuries also gains an additional Injury when dropping to 0 Hit Points, resulting in an END+Survival Test to resist dying that is at Difficulty 8 [Good luck with that.] Additionally, unlike any other Test, a character may spend all of their Luck Points to reroll d20s on their Test to resist dying. The normal rules that no 1d20 can be re-rolled twice, and that re-rolls must be kept even if the value is lower, still apply.
  Example: Lex is having a rough day. She is wearing no armour and her sniper position has been found out. She has come under Combat Shotgun fire. Her assailant scores a hit on Lex's head with a shocking 17 damage dice. The shotgunner rolls 14 Damage and 4 Effects. The 14 Damage to Lex's head gives her an Injury and her HP is reduced to 0, earning her a second Injury. The weapon's Spread Damage Effect hits Lex an additional 4 times, and because she is unconscious, each of these hits counts as an Injury.
  At the beginning of her Turn, Lex realizes that she must roll an END+Survival, Difficulty 6 to survive. Seeing that her Target Number is a measly 6, she's ready to give up. But with nothing to lose, she gives the GM 6 Action Points to add 3d20 to her pool. She rolls: 18, 3, 5, 2, 10. 3 Successes, but still 3 short. Noting that she still has 5 Luck Points to spend, Lex decides to re-roll her 18 and 10, getting a 4 and 6. She now has 5 Successes, which is still not enough.
  She needs one of those dice to roll a 1, so that she can bank 2 Successes with it. But she knows that if she re-rolls one of her dice with the Miss Fortune effect of Luck Points, she has to keep the value of the re-roll, even if it is lower than what she was trying to replace. With a 5% chance at life, she re-rolls the 5... ...and gets an 11. She's down to 4 Successes and three of her dice (4, 6, 11) cannot be rolled again. This is her last chance, so she decides to re-roll the 3 and 2, her only hope being the 1 in 400 chance of rolling double 1's. She rolls and... ....has a nice funeral. But she came much closer to survival than just her Target Number implied.
   

3.) Character Creation


  New Origins and Perks are discussed on the Homebrew Origins and Perks page.

3A.) Ghoul Origin Trait

Ghouls are entirely immune to the ill-effects of radiation. For every 3 damage they would take from radiation, they gain 1 Hit Point. This only applies to gamma radiation. Ultraviolet light, x-rays, alpha and beta particle radiation, and cosmic rays inflict no damage, but grant no Hit Point gain. Ghouls are immune to almost all diseases, (as in they are immune to all of the diseases listed in the rulebook though it is possible that some strange pathogen, or new strain of the rulebook diseases could affect ghouls.)
  Ghouls make no Skill Tests to resist disease unless they are exposed to a new contagion that does affect ghouls. In such a case, the situation would be rolled as normal. Otherwise ghouls are free to eat raw meat, drink dirty water, breathe foul air, sleep wherever they want and get bitten by wasteland wildlife without fear from disease.
  Ghouls are affected by Stimpaks, Addictol and Antibiotics as usual. Rad-X and RadAway have no effect. For every other chem (including Alcohol), it takes double the dose to have the same chem effect. When the scene is over, Addiction is calculated with the number of doses halved, rounded down (the number of effective doses, not the total doses.)
  Example: Zero has had a long week and wants to get high on Day Tripper. He has two doses of the chem in his pocket. He takes the first dose and feels nothing. There is no chem effect and no Addiction roll is made at the end of the Scene. Zero, distracted by something, is unable to take the second dose right away.
  Coming into the next Scene, the first dose of Day Tripper are still in his veins, because Day Tripper has a Duration of "Lasting" and its effects continue until the end of the next Scene. In this second Scene, Zero takes his second dose of Day Tripper. He gets high, with the full bonuses and penalties from the chem.
  When this Scene ends, the chem's effects end, because the first dose has worn off. (If Zero took a third dose, he could extend the effect for another Scene.) He makes an Addiction roll, but made as if he took one dose of Day Tripper, not two.
   

3B.) Mister Handy Origin Trait

A Mister Handy's sensory system does not grant them -1 Difficulty to all Perception-based Skill Tests. Instead, it allows the player to re-roll 1d20 on any Perception Tests.
 

3C.) Small Frame Benefit

  The Small Frame Survivor Benefit provides 1d20 re-roll to all Agility Tests, not just those involving balance or contortion.
   

3D.) Perk Ranks Level Requirements

Unlike the Rules As Written, the Level requirement for any Perk does not increase by taking a Perk. The Level requirements are static, treated as if the Perk was taken at the lowest level possible.
  Example: A character has just reached Level 11 and discovers that their small guns are lagging behind their enemies, due to their party's lack of crafting skills. None of them has a Gun Nut Perk. They look at the Gun Nut Perk as written and read that they will have to take Gun Nut Rank 1 at Level 11, which means they can't take Gun Nut Rank 2 until Level 15, Rank 3 at 19 and Rank 4 at 21. They are frustrated that Level-ups are hard to come by and precious Perk slots cannot be assigned in a way that allows them to get excited about their character.
  The game's overseer swoops in and changes the Level requirements. They judge that Gun Nut Rank 1 is available at Level 2, Rank 2 at 6, Rank 3 at 10 and Rank 4 at 14, no matter when the character takes the Perk. The Level 10 player is perfectly capable of taking Gun Nut Rank 1 at Level 11, Rank 2 at Level 12, Rank 3 at Level 13 and Rank 4 at Level 14.
   

3E.) Big Guns and Perks

Big Guns don't need help. Very few Perks apply to Big Guns, really only Nuclear Physicist. Pyromaniac and Size Matters (and perhaps Shotgun Surgeon if a Big Gun fired shot.) Gunslinger, Commando, Laser Commander, Quick Hands and Rifleman are never applied to Big Guns.
   

3F.) Adrenalin Rush Perk

The Adrenalin Rush Perk requires the character to be reduced to less than one-half of their maximum Hit Points, not simply by losing a single HP. Also, the Requirement for the Perk is reduced to a Strength of 6.
   

3G.) Armorer Perk

Rank 1 of the Armorer Perk does not open up DR+4/+4/0 Armor Mods. These Mods are not available until Armorer Rank 2. Armorer Rank 1 still opens up all the usual Armor Upgrades and Power Armor Mods. All Mod crafting costs are the same.
 
Raider Armor Mod Phys Energy Rad Effects Wt Cost Perks
Welded +1 +1 - - +1 +3 -
Tempered +2 +2 - - +1 +6 -
Hardened +3 +3 - - +2 +9 Armorer 1
Buttressed +4 +4 - - +3 +12 Armorer 2

Leather Armor Mod Phys Energy Rad Effects Wt Cost Perks
Boiled Leather +1 +1 - - +1 +5 -
Girded Leather +2 +2 - - +1 +10 -
Treated Leather +3 +3 - - +1 +15 Armorer 1
Shadowed Leather +3 +3 - Shadowed +1 +20 Armorer 1
Studded Leather +4 +4 - - +2 +25 Armorer 2

Metal Armor Mod Phys Energy Rad Effects Wt Cost Perks
Painted Metal +1 +1 - - +1 +10 -
Enameled Metal +2 +2 - - +2 +20 Armorer 1
Shadowed Metal +2 +2 - Shadowed +2 +25 Armorer 1
Alloyed Metal +3 +3 - - +3 +30 Armorer 1
Polished Metal +4 +4 - - +4 +40 Armorer 2

Combat Armor Mod Phys Energy Rad Effects Wt Cost Perks
Reinforced +1 +1 - - +1 +15 -
Shadowed +1 +1 - Shadowed +1 +15 Armorer 1
Fiberglass +2 +2 - - +1 +30 Armorer 1
Polymer +3 +3 - - +2 +45 Armorer 1
Hexcore (homebrew) +4 +4 - - +2 +60 Armorer 2

Synth Armor Mod Phys Energy Rad Effects Wt Cost Perks
Laminated +1 +1 - - +1 +5 -
Resin +2 +2 - - +1 +10 Armorer 1
Microcarbon +3 +3 - - +2 +15 Armorer 1
Nanofilament +4 +4 - - +3 +20 Armorer 2

   

3H.) Iron Fist Perk

At Rank 2, the Iron Fist Perk adds another +1 Damage. So, at Rank 1, the Perk adds +1 Damage to all successful Unarmed attacks. At Rank 2, it adds a total of +2 Damage as well as the Vicious Damage Effect to all Unarmed attacks.
   

3I.) Quick Hands Perk

Quick Hands does not double Fire Rate. That is crazy. To invoke Quick Hands, spend 2 Action Points and add +2 to the Fire Rate to any Ranged weapon. This increased Fire Rate is not taken into account in relation to the Commando, Gunslinger or Rifleman Perks. That is to say, a Weapon with a Fire Rate of 2 still enjoys the Effects of Gunslinger or Rifleman, even if Quick Hands technically brings the Fire Rate to 4. Likewise, a weapon with a Fire Rate of 1 cannot apply the benefits of the Commando Perk, even if the effect of Quick Hands temporarily raises the Fire Rate to 3.
   

3J.) Super Mutant Skill Advancement

Super mutants are able to raise non-intellectual Skills to the full 6 ranks. The Target Number of any Skill Test cannot exceed 16, even if the Attribute + Skill totals more than 16.

3Ja.) Intellectual Skills

(Super Mutant Max 4): Barter, Explosives, Lockpick, Medicine, Pilot, Science, Repair, Speech
 

3Jb.) Non-Intellectual Skills

(Super Mutant Max 6): Athletics, Big Guns, Energy Weapons, Melee Weapons, Small Guns, Sneak, Survival, Throwing, Unarmed
   

4.) Equipment

 

4A.) Vendors and Rarity

Instead of the Rarity rules on page 85 of the rulebook, Forever Fallout uses a level-based Rarity system. A universal vendor, usually based in a large settlement will have all items of Rarity 0 to a number appropriate to the average level of the party. Not all vendors will have all items, and specialty vendors will have a few items of higher Rarity, selected by the Overseer. Also, random loot generated by scavenging will never produce items higher than the party's Rarity Limit.
Avg Party Level Rarity Limit
1 1
5 2
9 3
13 4
17 5
21 6
25 7

   

4B.) Buying Mods at Vendors

Certain rare vendors will have crafting Perks. They can apply Mods to the player's equipment for a fee equal to the materials required by the Mod's Complexity x15 caps. Each Mod takes an hour to complete.
Mod Recipe
Complexity
Materials Cost Installation Fee
1 2 30
2 3 45
3 10 150
4 14 210
5 28 420
6 37 555
7 46 690

   

4C.) Throwing Weapons

In Forever Fallout, Throwing Weapons are considered Melee Weapons in the same manner as Unarmed weapons. A character's Melee Bonus derived from their Strength attribute applies to Throwing Weapons, and up to 3 Action Points can be spent to add Damage dice to a single attack.
  The only exception is bows and crossbows. Bows can always add up to 3 Damage dice by spending Action Points. But a standard bow cannot benefit from the Melee Damage Bonus due to Strength. Bows can be made with a greater draw weight, gaining the Melee Damage Bonus, but requiring a higher Strength Attribute to use.
Draw Weight Potential Melee
Dmg Bonus
Strength
Requirement
35 lbs. None None
75 lbs. +1 7
100 lbs. +2 9
200 lbs. +3 11

Crossbows receive neither the Melee Damage Bonus, nor can they add Damage dice with Action Points. Some crossbows have the Accurate Quality and so can add up to 3 Damage dice with Action Points, if an Aim Minor Action is taken.
   

4D.) Damage Effects Stacking

No Damage Effects stack. Period. Breaking, Piercing and Vicious Effects are not added to the effects of Burst, Persistent or Spread Effects. And Burst, Persistent and Spread certainly don't interact with each other.
  Example: The Ultra Dynamo Super Weapon (Energy Damage 15, Burst, Persistent, Piercing 3, Spread, Vicious, Fire Rate 3) is fired for the first time at a crowd of 7 Gary clones. Each Gary clone is wearing a modified Shielded Vault Jumpsuit (Energy DR 4) that somehow covers the head. The attacker gets a hit on a central Gary and chooses to add all 3 Fire Rate, and so rolls 18 dice damage. The attacker rolls 15 Damage and 6 Effects.
  The initial hit does 21 Damage to the first Gary: 15 Damage + 6 Vicious - [(Piercing 3)*(6 Effects) - Energy DR 4] = 21 - [18-4] = 21 - 0
  Each Spread Effect does 3 Damage to a random Hit Location on the first Gary. This times 6 Effects makes 18 total Damage: 6 Spreads * ([15 Damage / 2] - Energy DR 4) = 6 * (7-4) = 18
  If the first Gary survives, he's taking 11 Persistent Damage at the end of each of his Turns for 6 Rounds. This Gary may roll to shake of this Persistent Damage, at the discretion of the GM: 15 Damage - Energy DR 4 = 11 Damage
  The attacker may choose to spend an additional Ammo for each Burst Effect in order to attack another target in the same Zone, in this case 6. Each of these 6 additional Garys is hit for 11 Damage: 15 Damage - Energy DR 4 = 11 Damage
   

4E.) Burst Fire, Gun Fu and Defense Value

The ability of the Burst Damage Effect or Gun Fu to deal damage to additional targets presumes that all of those targets have the same Defense value. Different targets of different Defense requires additional Ammo.
  Burst: If an attacker hits a target with a Burst weapon, and rolls effects, and wishes to hit a second target in the Zone with the Burst Effect, but the second target has a higher Defense than the original target, an additional ammo must be spent to make up the difference in Defense. Burst-ing onto a second target with the same or lesser Def requires no extra Ammo.
    Example: Arminius is fighting in a Zone against dexterous Gary clone which has Def 3, an Assaultron with Def 2, and a Protectron with Def 1. Arminius attacks with his Institute Laser, which has the Burst damage effect. Knowing that it's his best chance of hitting, he targets the Protectron and hits. Arminius rolls damage and gets two effect faces on his CD dice. He chooses to apply the Burst damage effect to both the Gary and the Assaultron. The Burst effect on the Assaultron requires 2 additional Ammo (1 for the Burst and 1 because the Assaultron's Def is 2 and the initial target's Def was 1. So, 1+(2-1) = 2.) The Burst effect on Gary requires 3 additional ammo (1 for the Burst and 2 more because of the Def difference. 1+(3-1) = 3.)
    Gun Fu: If an attacker hits a target and wishes to hit a second target in the Zone with the Gun Fu Perk, but the second target has a higher Defense than the original target, an additional ammo must be spent to make up the difference in Defense (no additional AP must be spent.) Gun Fu-ing onto a second target with the same or lesser Def requires no extra Ammo.
   

4E.) New Damage Effect: Poison

The attack inflicts 1 Poison damage for each Effect rolled. Some characters, such as robots and Super Mutants, are totally immune to Poison damage. Others, like ghouls, have a lessened effect from poison: each 2 points of Poison Damage only remove 1 Hit Point. Some creatures are listed as having special Poison Damage Resistance, in which case Poison damage is reduced. It’s kind of a mess.
   

4F.) Breaking Damage Effect

The DR loss incurred by the Breaking Effect is permanent. If the target is protected by Cover, every Effect rolled in the Damage pool permanently reduces that Cover by 1. If the target is not protected by Cover, then for every Effect rolled in a Damage pool, permanently reduce the DR level of that area.
  Clothing, Outfits and Armor damaged with Breaking require repair [see Repair rules on page 210 of the core book]. A Robot Repair Kit (or its equivalent) can repair Breaking to a robot's armor instantly, with no roll or materials required.
  Breaking Effects applied to biological Damage Resistance (such as a creature's natural DR, or DR from the Barbarian, Nerd Rage or Toughness Perks) must be healed with an INT+Medicine Test, Difficulty 2. This process takes 30 minutes and does not include any Hit Point, Disease or Injury healing. Healing Salves, Stimpaks and Super-Stimpaks (and other healing-specific effects like a robot's Regeneration Field, but no food or beverages) heal Breaking instantly, with no roll required.
   

4G.) Piercing and Breaking

Simply put, Piercing Effects stack and Breaking Effects stack, but not with each other. Mods, Perks and situational modifiers that add Piercing combine with each other for more and more ranks in the Piercing Effect (example: A Laser Musket’s base Piercing, a Full Stock Mod that adds Piercing and the Rifleman 2 Perk which adds Piercing all combine for a weapon with Piercing 3.) Mods, Perks and situational modifiers which add Breaking also combine.
  But Mods, Perks and situational modifiers which add Piercing Effects do not modify a weapon’s Breaking Effect rank, nor does any modifier to a weapon’s Breaking rank affect that weapon’s Piercing rank. If a weapon is listed or being modified as having both Piercing and Breaking, Breaking always takes precedence, even if the rank is lower.
   

4H.) Stun Damage Effect

When Damage is rolled for an attack with the Stun Damage Effect, no Stun Damage Effects are applied unless the target suffers at least 1 Hit Point loss, no matter how many Effects are rolled.
  Example: Zero has a Strength of 10, the Iron Fist Perk, the Piercing Strike Perk, and is attacking with a Boxing Glove (Damage 3, Stun). His target is a Super Mutant Behemoth with a Physical Damage Resistance of 8. After a successful hit, Zero rolls his Damage pool (Boxing Glove 3 + Strength Melee Bonus 3 + Iron Fist 1 = 7 Dice). He rolls 2 Effects and 4 additional Damage. His total Damage is 6, with 2 Stun Effects and Piercing 2. The Behemoth's DR absorbs all of the Damage ([8 DR - 2 Piercing] - 6 Damage = 0). Even though Zero rolled 2 Stun Effects, they are not applied to the target. He would have had to do 1 additional Damage in order to overcome the Behemoth's hide, in which case the target would be Stunned until the end of their next Turn.
   

4I.) Vicious 2,3,4,5…

Each Effect face rolled on damage roll with this weapon inflicts an additional number of damage equal to the Vicious rating (Vicious 2 does 2 additional damage on top of the 1 damage the Effect face already rolled. Vicious 10 does 10 damage on top of the 1 damage caused by rolling an Effect face.) Unlike Breaking or Piercing, two Mods, Perks or other modifiers which add the Vicious damage effect do not combine and result in a weapon with Vicious 2. Only a Mod, Perk or other ability which specifically changes the Vicious rank to a higher value has any effect.
   

4J.) Combat Shotgun, Flamer and Deathclaw Gauntlet

These Mods have been changed for balance between builds and even power growth.
   

4K.) New Weapon Qualitites

 

4Ka.) New Weapon Quality: Arduous

This weapon requires 2 Major Actions to make an attack. These 2 Major Actions can be spread across multiple Rounds. The first Major Action is considered a PULL BACK, the second Major Action being the actual ATTACK. The ATTACK can occur any number of Rounds after the PULL BACK.
 

4Kb.) New Weapon Quality: Contaminated

Keeping this weapon close to the body hurts for 3 Dice of Radiation Damage every hour. Unfortunately, the alpha wave radiation produced by this weapon is unsuited to ghoul physiology. The weapon gives no healing to ghouls or characters with the Rad Child Perk.
 

4Kc.) New Weapon Quality: Finesse

These Melee weapons use AGI+Melee tests for attacks. Any Damage bonus from STR still applies.
 

4Kd.) New Weapon Quality: Intellect

This weapon is equipped with a sentient software assistant who aids the user in combat. This AI has access to kinetic and gyroscopic motors within the weapon which allow it to be deployed with more accuracy. The sentient AI system is also fitted to a speaker system, allowing the intellect to speak to the user. The volume of this speaker can be adjusted by an external dial, including muting the voice entirely.
  Each rank of the Intellect Quality provides 1d20 reroll on all attacks with the weapon.
  Unlike many gear effects, this Quality can be used an unlimited number of times within the same scene. Note that a d20 in a Skill Test can never be rerolled twice.
  Being a fully sentient consciousness, each AI assistant is a unique personality capable of independent thought. It will have a name, preferences, and morality all its own. If the AI assistant does not approve of a Character’s use of the weapon, it may rebel against the user. In this case, instead of providing 1 reroll per rank of Intellect, the AI can increase the difficulty of all attacks by 1 per rank of Intellect.
 

4Ke.) New Weapon Quality: Lock-On

Weapons with the Lock-On Quality cannot be fired until the operator has completed an Aim Minor Action, or an ally with the Recon Quality has completed an Aim action. After the Aim has Locked-On to the target, the operator of the weapon makes an attack Skill Test as normal, taking into account any Defense bonuses and modifiers. If a guided projectile is launched, that projectile takes Turns as a Character with an Initiative of 1. The projectile will pursue its target, using its full Acceleration each Turn up to its Top Speed.
  A vehicle being pursued by a guided projectile may make a Maneuver Test to evade on its Turn, this is a Pilot Test, Difficulty 4, plus any modifiers. A vehicle may also deploy a weapon with the Countermeasure Quality to evade. An evaded projectile may veer off and hit other targets or fall to the ground harmlessly, depending on the Overseer’s judgment.
 

4Kf.) New Weapon Quality: Personalized

This weapon must be customized to one specific user. This is a crafting process requiring an INT+Repair Test, with a Complexity equal to the weapon's Rarity, plus 3. Using a weapon which has not been fitted incurs a penalty of +3 Difficulty to Attacks, -3 Damage and all Complication rolled incur a random Injury to the user as well as the usual effect of the Complication.
  Example: A Mace Glove with a Rarity of 2 needs to be re-fitted for a new user. The process is Complexity 5 , INT+Repair Test Difficulty 5 and requires 6 Common Materials, 4 Uncommon Materials and 2 Rare Materials.
 

4Kg.) New Weapon Quality: Ponderous

This weapon cannot be wielded by a character with a STR stat of less than 10.
   

4Kh.) New Weapon Quality: PsykPort

This weapon makes use of psychic energies to instantly fold through space and time. The PsychPort Quality will be written ideal weapon range, (Close, Medium, Long or Extreme.) This acts just like the range of any ranged weapon in determining the Target Number of an attack. The PsychPort Quality can only be enacted by a Psyker.
  The weapon teleports into the target’s body and then returns instantly (unless some very odd event keeps the weapon from returning.)
 

4Ki.) New Weapon Quality: Shield

When wielded, not Prone, not Grappled, not Flanked, not Blind and not Stunned, the weapon adds its Shield value in Cover to incoming Physical or Energy Attacks from Melee, Throwing or Unarmed weapons. The user may choose for the weapon to be destroyed to avoid one Injury.
   

4Kj.) New Weapon Quality: Tether

These weapons attempt to limit a vehicle’s ability to move by binding them to the attacker’s vehicle by a heavy metal cable or chain. If an attack with a Tether weapon causes at least 1 Hit Point loss to the target vehicle (the attack pierces through the target’s armor), and at least 1 Effect is rolled, that vehicle is Tethered to the weapon. A single weapon cannot Tether more than one Target vehicle at a time.
  The two vehicles add each other’s current Total Payload (the weight of their Passengers, Passenger Gear, Mods and Weapons) to the other. Any time one of the Tethered vehicles moves, so does the other, until the Tether between them is removed.
  Removing the Tether requires either a successful INT+Repair Test, Difficulty 3, or the Tether reduced to zero HP.
  Standard Vehicle Harpoon Chain: 6 Physical DR, 10 HP
   

4L.) VATS

Pip-Boys in Forever Fallout are not equipped with a VATS targeting system. Equipment with the VATS ability to target Hit Locations with no +1 Difficulty to attack may exist out in the wasteland, but is not available to starting characters.
   

4M.) Dimachaerus and Gun Fu

The Gun Fu Perk cannot be applied to Dimachaerus attacks. If Gun Fu is applied to an initial attack, no Dimachaerus attacks can be added. Likewise, if a Dimachaerus attack is added to an initial attack, no Gun Fu effects can be added.
       

5.) Survival

 

5A.) Well-Rested

The Well-Rested Sleep State, which provides +2 Max HP for 24 hours, can only be achieved by sleeping for 8 hours or more in specially designated beds. These beds can be generally found at inns and PC-owned residences.
   

5B.) Disease from Sleeping on the Ground

Not every condition in which a character sleeps outside of a bed requires a disease roll. If a character makes an effort to find a dry place off of the ground at a comfortable temperature (40F-90F, 5C-32C), they suffer no ill effects. A disease roll is only required when a character sleeps directly on open ground, sleeps on a sleeping bag or tent over wet ground, sleeps in open precipitation, or outside of a bed when temperatures are uncomfortable.
   

5C.) Crafting Difficulty

A Character's rating in the Repair Skill does not reduce the Complexity of a crafting recipe. When crafting, roll a Test of Intelligence + the listed Skill. The Difficulty is equal to the Complexity of the recipe, minus the number of Perks listed under the Perks section of the recipe. Equipment effects that apply to Skill Tests (such as the Multi-Tool's -1 to Repair Difficulty) are applied to the Difficulty as usual.
  Example: Lex has an Intelligence of 7 and a Tagged Repair Skill of 4, has the Gun Nut 2 and Science! 2 Perks and is equipped with a Lab Coat (re-roll 1d20 on INT tests) and a Multi-Tool (Repair Difficulty -1). She is attempting to build a Targeting Computer Mod for a Missile Launcher. The Mod has a Complexity of 6, requires the Gun Nut 2 and the Science! 2 Perks, and is made with the Repair Skill. Her Target Number is 11*4 (INT+Repair). The Difficulty is the Complexity of 6, minus one for the Gun Nut 2 Perk, minus another for the Science! 2 Perk and minus 1 for the Multi-Tool, coming to a total of 3 (Gun Nut 1 and Science 1 are not counted.) She spends 3 Action Points to add 2d20 to her dice pool and rolls a 6, 12, 10 and 19 - 2 Successes, which fails the test. But her Lab Coat allows her one re-roll and she chooses to re-roll the 19, getting a 3. The 3 is below her Tagged Skill, yielding 2 Successes and bringing her total to 4 Successes. She is now the proud owner of a Targeting Computer Mod and banks 1 AP for the group.
   

5D.) Combat Shotgun Mods

Combat shotguns are too unstable to accept the Long Scope Mod.
   

5E.) Flamer Mods

The Perk requirements of Flamer Mods have changed:
Napalm Fuel requires the Chemist Perk.
Long Barrel requires Gun Nut 1.
Large Tank requires Gun Nut 2.
Huge Tank requires Gun Nut 3.
Compression Nozzle requires Gun Nut 1 + Science! 1.
Vaporization Nozzle requires Gun Nut 2 + Science! 1.
More crafting stats are listed in the Crafting in Forever Fallout section.
   

5F.) Death Claw Gauntlet Mods

Adding an Extra Claw Mod requires the Blacksmith 1 Perk.
   

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