Skill Tests
TN = Attribute + Skill. Roll 2d20 (buy up to 3 more with AP, max 5d20). Each die ≤ TN scores 1 success. A 1 is a critical success (2 successes). Tag skills crit on any die ≤ skill rank.
Difficulty 0–5 is the successes required. Extra successes become Action Points. A 20 is a complication.
You may suggest a different Attribute + Skill pairing; the GM has the final say.
Action Points
The group shares a pool of 0–6 AP (Inspirational raises the cap). Extra successes on tests generate AP.
Spend AP to buy extra d20s (1st extra = 1 AP, 2nd = 2 AP, 3rd = 3 AP), obtain information, reduce time, or improve the quality of a success.
In combat: extra major action (2 AP, +1 difficulty), extra minor action (1 AP), extra Combat Dice on damage, increase Defense, etc.
Luck Points
You have Luck Points equal to your LCK (Gifted: −1). They refresh at the start of each quest.
Spend 1 Luck Point to: add a story detail the GM accepts; use LCK in place of another attribute; re-roll 1d20; or trigger certain perks (Better Criticals, Mysterious Stranger).
Combat
Initiative is PER + AGI (static). Each turn: 1 minor + 1 major action. Extra actions cost AP.
Minor: Aim, Draw Item, Interact, Move one zone, Take Chem. Major: Attack, First Aid, Sprint, Assist, Defend, Rally, or a skill test.
Attacks are skill tests vs. the target's Defense. Hit location is 1d20. Cover and range can raise difficulty.
Damage & Injury
Combat Dice (d6): 1 → 1 dmg, 2 → 2 dmg, 3–4 blank, 5–6 → 1 dmg + Effect. Subtract the location's matching DR. Leftover reduces HP.
If 5+ damage remains after DR, the location suffers a critical hit (injury). Radiation damage reduces maximum HP until treated. At 0 HP you are dying.
Healing
First Aid (major): INT + Medicine to restore HP or stabilize. Stimpaks restore HP. RadAway treats radiation (restores max HP).
Resting overnight restores HP (robots need Repair instead). Injuries require a separate Medicine or Survival test to remove.
Character Creation
1. Origin. 2. Each SPECIAL starts at 5; spend 5 points (you may drop a stat to 4 to gain a point). Max 10 unless the origin says otherwise.
3. Tag 3 skills (plus origin extras) at +2 each, then spend 9 + INT skill ranks (max 6, or 4 for Super Mutants).
4. Choose your first perk. 5. Derive HP, Initiative, Defense, Carry Weight, Melee Dice, Luck Points. 6. Take an origin pack, a trinket, and tag-skill gear.
Advancement
XP thresholds: 2=100, 3=300, 4=600, 5=1000, then triangular (Level × (Level−1)/2) × 100.
Each level: +1 max HP, +1 skill rank, +1 perk. Perks may have attribute, level, and rank-spacing requirements.