Assigning Skill Points.

THE 25 SKILLS.

ASSIGNING YOUR SKILL POINTS.

Each skill score is calculated by adding the scores for the primary and secondary attributes together, below is a list of all 35 skills, and the 2 attributes you'll need to add for the score. once you've added both attributes Together Double The number for your Final score.

 

Strength.

Melee weapons Strength (Endurance)

Melee Energy weapons: Strength (Intelligence)

Unarmed Strength (Agility)

Explosives Strength (Luck)

Engineering Strength (Intelligence) 

Survival Strength (Perception)

Brute Force Strength (Strength)

 

Perception.

Guns Perception (Agility)

Energy Guns: Perception (Intelligence)

Foraging Perception (Endurance)

Weapon smith Perception (Intelligence) 

Scavenging Perception (Luck) 

Lockpicking  Perception (Agility) 

Investigation Perception (Perception)

 

Charisma.

Intimidation Charisma (Strength)

Deception Charisma (Inteligence)

Persuasion  Charisma (luck)

Charm Charisma (Endurance)

Barter Charisma (Strength)

Performance Charisma (Agility)

Social skills Charisma (Charisma)

 

INTELLIGENCE. 

Medicine Intelligence (Perception)

Chemistry Intelligence (Perception) 

Robotics Intelligence (Agility)

Hacking  Intelligence (Luck) 

History Intelligence (Endurance)

Repair Intelligence (Strength)

Recall Intelligence (Intelligence)

 

Agility. 

Athletics Agility (Endurance)

Pickpocket  Agility (perception)

Traps Agility (Intelligence) 

Stealth Agility (luck)

Concealment Agility (Intelligence)

Climbing Agility (Strength)

Acrobatics Agility (Agility)

calculating S.P.E.C.I.A.L skills.

When Calculating Your S.P.E.C.I.A.L Modifiers use the Table Below The Left Hand Column shows your attribute Level  and The Right hand Column Shows The Relevant Modifier. 

S.P.E.C.I.A.L Score Modifier.
1 5
2 10
3 15
4 20
5 25
6 35
7 45
8 55
9 75
10 100

BACKSTORY SKILL BONUSES.

Each background Grant's a bonus of +5 points to Five skills, below are the skills for each background.

Caravanner.

Persuasion +5
Survival +5
Guns +5
Forage +5
Weapon Smith +5

Gunner.

Guns +5
Medicine +5
Weapon Smith +5
Traps +5
Explosives +5

Courier.

Guns +5
Repair +5
Survival +5
Traps +5 
Scavenging +5

Child of Atom.

Energy Guns +5
Chemistry +5 
Persuasion +5
History +5
Athletics +5

Guard.

Guns +5
Athletics +5
Persuasion +5
Melee weapons +5
Intimidation +5

Conman.

Deception +5
Lock pick +5
Stealth +5
Pickpocket +5
Persuasion +5

Minuteman.

Persuasion +5
Medicine +5
Energy Guns +5
Robotics +5 
Scavenging +5

Outcast.

Survival +5
Scavenging +5
Sneak +5
Traps +5
Medicine +5

Prospector.

Scavenging +5
Traps +5
Lock pick +5
Repair +5
Robotics +5

Raider.

Explosives +5
Guns +5
Melee weapons +5
Traps +5
Intimidation +5

Railroad Agent.

Sneak +5
Hacking +5
Deception +5
Persuasion +5
Energy Guns +5

Reaver.

Robotics +5
Hacking +5
History +5
Repair +5
Scavenging +5

Regulator.

Guns +5
Intimidation +5
Survival +5
Weapon smith +5
Traps +5

 

Rust Devil.

Engineering +5
Traps +5 
Weapon smith +5
Repair +5
Robotics +5

Settler.

+5 To any 5 Skills 

Slaver.

Guns +5
Melee +5
Stealth +5
Bartering +5
Intimidation+5

Smuggler.

Guns +5
Agility +5
Stealth +5
Bartering +5
Scavenging +5

Tribal

Survival +5
Unarmed +5
Melee weapons +5
Sneak +5
Foraging +5

Vault Dweller.

Chemistry +5
History +5
Survival +5
Robotics +5
Engineering +5

Wasteland Doctor.

Medicine +5
Chemistry +5
Scavenging +5
Foraging +5
Survival +5

Other systems. 

Calculating your speed.

Your speed is equal to your Agility Attribute  multiplied by 5 for example a character with 5 agility would have a speed of 25ft.

Calculating your Carry weight.

Your strength attribute is used to calculate your maximum carry weight, simply use the list below Related to your Size.

Small. 

10 190 lbs
9 180 lbs
8 170 lbs
7 160 lbs
6 150 lbs
5 140 lbs
4 130 lbs
3 120 lbs
2 110 lbs
1 100 lbs

MEDIUM.

10 280 lbs
9 260 lbs
8 240 lbs
7 220 lbs
6 200 lbs
5 180 lbs
4 160 lbs
3 140 lbs
2 120 lbs
1 100 lbs

Large.

10 400 lbs
9 350 lbs
8 325 lbs
7 300 lbs
6 275 lbs
5 250 lbs
4 225lbs
3 200 lbs
2 175lbs
1 150 lbs

Calculating your starting Hit points.

your starting Hit Points are calculated by Adding 10 to your Endurance score, then adding your starting Hit Dice Roll, Below is a list of the playable Races and their Starting Hit Dice 

ASSUALTRON 1D12

DURAFRAME EYE-BOT 1D8

MR. GUTSY 1D10

MR. HANDY 1D10

 

GHOUL  1D8

HUMAN 1D8

SPLICER 1D10

SYNTH (2ND GEN) 1D8

 

ENCLAVE DEATHCLAW  1D12

MOLE MINER 1D8

NIGHTKIN 1D10

SUPER- MUTANT 1D12


For additional Rules Regarding Cappacity and carry weight please read the determining carry weight page.