Fallout Wiki
Advertisement
Fallout Wiki

Dying is a condition for characters in Fallout: The Roleplaying Game when they have been reduced to 0 HP.

Characteristics[]

When a character is reduced to 0 HP, they suffer an injury to the location struck, and then fall prone and start dying. If they suffer a critical hit and are reduced to 0 HP, they suffer two injuries: one for the Critical Hit, and one for being reduced to 0 HP.

While they are dying, they are unconscious, cannot recover HP from the First Aid action, and cannot take any actions. Furthermore, at the start of each of their turns while they are dying, they must attempt an END + Survival test, with a difficulty equal to the number of injuries they have sustained, with a complication range of 19-20.

If passed, they remain alive, but are still dying and must make the test again on any subsequent turns. If failed, they die.

If they suffer any damage while dying, they immediately gain one additional injury, in addition to any injury caused by another critical hit.

Stabilize the dying[]

A character using the First Aid action can attempt to stabilize a dying character. This requires an INT + Medicine test with a difficulty equal to the number of injuries the patient has.

Passing the test restores the character to 1 HP and are no longer dying; their player no longer has to attempt END + Survival tests to avoid death. The character remains unconscious and unable to take actions.

If radiation damage has reduced their maximum health points to 0, they cannot be stabilized until their maximum health points are above 0, by healing the radiation damage.

If the patient is stabilized, the healing character can spend AP to heal additional health points. Heal 1 HP for every AP spent. They may also spend 1 AP after stabilizing a character to wake them from unconsciousness, allowing them to continue to act.

Additionally with the First Aid major action, they may administer a Stimpak as part of the action. The patient regains 4 HP immediately in addition to any other effects, and any AP spent to heal additional health points heal twice as much: 2 HP per AP spent, rather than 1.

Dying robots[]

Attempting the First Aid action on a robot, a suit of power armor, or other large machine (like a vehicle) requires an INT + Repair test, with a difficulty of 2. This increases by +1 for each injury the machine has suffered. Passing the test restores health points equal to the performer's Repair rating, treats an injury, or stabilizes a dying machine.

Machines cannot use chems, though a repair kit functions for machines as Stimpaks do for living characters.

Advertisement