Fallout ICRPG – Stats and Effort

Quick Links

  1. S.P.E.C.I.A.L. Stats and Effort
  2. Bio-Forms
  3. Starter Loot
  4. Weapons & Equipment
  5. Classes (In Progress)
    1. Junkie
    2. Knight
    3. Merc
  6. Perks (In Progess)
  7. Power Armor (In Progess)
  8. Weapon List (In Progess)
  9. Factions & Enemies(In Progess)
    1. Raiders
    2. Brotherhood of Steel
  10. Loot Tables (In Progess)
  11. Free Online Play Assets

Special Stats

Most of the stats from the original ICRPG rules stay the same. Some have been renamed to match those of the Fallout universe. There is also 1 additional Stat.

STRENGTH (STR)

Strength is your brute force. It determines your effectiveness with melee and unarmed weapons. This is the same as the ICRPG core rules.

PERCEPTION (PER)

Perception is your ability to notice things. It determines your effectiveness with Rifles and Explosives. This was Wisdom in the original ICRPG core rules.

ENDURANCE (END)

Endurance is your physical health. It determines your ability to ward off the effects of radiation and chems. It also determines how much health you can restore when resting. This was Constitution in the original ICRPG core rules.

CHARISMA (CHR)

Charisma is your presence and influence. It determines your abilities to persuade and deceive others. This is the same as the ICRPG core rules.

INTELLIGENCE (INT)

Intelligence is your smarts and understanding. It determines your ability to craft and repair items,as well as hack terminals and robots. This is the same as the ICRPG core rules.

AGILITIY (AGI)

Agility is your finesse and ability to move. It determines your effectiveness with Pistols and Automatic Weapons as well as your ability to sneak. This is the same as Dexterity in the ICRPG core rules.

LUCK (LCK)

Luck is your ability to influence chance. It determines your effectiveness at finding better quality or quantities of loot. This is a new stat that is added for the Fallout Conversion.

 

EFFORT

Basic  Work: 1D4

This is the dice you roll when using your bare hands or wits to solve a problem. This is the same as in ICRPG Core.

Weapon  Damage: 1D6

This is the dice you roll when using non-energy weapons or tools. 10mm pistols, baseball bats, and lockpics use weapon effort. This is mostly the same as ICRPG Core.

Energy Effect: 1D8

This dice is used for energy weapons and advance tools. A laser rifle, plasma grenade, or power armor punch use this. This is the same as Magic effect from ICRPG Core.

Ultimate: 1D12

When you roll a natural 20 on an ATTEMPT you add a D12 to your effort roll. This indicates a critical success. It is the same as ICRPG Core.

 

Optional rule: Characters may boost their effort rolls through character creation, loot, or abilities. When using weapons and energy weapons, add whichever bonus is higher to your roll.

Example: Joe’s character has +3 weapon effort, and no bonus to energy effect. When using a laser rifle her rolls 1D8 for energy effect, but uses the weapon damage bonus of +3.

 

If you’ve got ideas, or would like to suggest changes, head over to the Discord