very much a WIP, you lucky guys will be playing a beta run :-) OBJECTIVE: to develop a simple rule set to roleplay in the fallout wasteland, without excess percentages and formulas to complicate the experience. Equipment will be pre-configured however there will be room for The Overseer (TO) and Player Characters (PCs) to craft all manner of things. SUMMARY: Every challenge action is a roll against a combination of the two relevant SPECIAL stats, or the single stat x 2. SPECIAL and Skills have an effect on relevant stat rolls and what equipment the PC can use or craft. SPECIAL dictates what Skills can be learned by a PC. If a hit is scored TO will determine damage based on the weapons damage rating. Armour absorbs a certain amount of damage dealt to the individual wearing it and some types may protect against crippling of extremities (may revise this line). CHALLENGE ROLLS: If a challenging action is attempted, the TO on behalf of the PC, will roll a D20, a successful roll is equal or under the value on the following table: [u]Shoot Small guns A + P Shoot Energy weapons A + P Shoot Big Guns S + P Hit Melee S + A Hit Unarmed S + A Throwing S + P Apply First Aid I + P Doctor I + P Lockpick P + A Repair I + P Apply [i]Science[/i] I + P Sneak P + A Steal A + L Arm/Disarm Traps P + A Speech / Barter C x 2 Gambling L x 2 Outdoors / Survival E + I Prospect P + L[/u] SKILLS: (WIP, here for example) Small guns: Dictates the ability to use small guns: (Minimum intelligence 3) L1: .32 pistol, 10mm pistol. L2: 10mm SMG, Hunting Rifle L3: Sniper Rifle, Assault Rifle [i]Science[/i]: Dictates the ability to hack terminals, use laboratories etc L1: Easy terminals, Basic laboratory crafting L2: Normal terminals, Intermediate laboratory crafting L2: Hard terminals, Complex laboratory crafting to be continued