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There are several skills as part of Fallout: The Roleplaying Game.

Skills and skill checks[]

With a total of 17 skills, each skill in Fallout: The Roleplaying Game starts at 0 and can advance up to 6 and no higher. Skills are used for skill checks and are paired additively with a SPECIAL attribute - each skill or attribute point is worth +5% and the normal range of possible values is 4-16, i.e. 20-80%. A number of d20s ordinarily equal to 2 plus any bought with Action Points are rolled, and the number of successes compared to the number the DM requested determines the outcome. For instance, the GM asks for a test against shooting a raider with Big Guns, difficulty of 1. The Big Guns default primary attribute is Endurance, and with 4 ranks of Big Guns and 8 Endurance that makes the target number for a success 12 (60%; average on 2d20 will be 1.2 successes, i.e. against a DC1 check, usually beating the check and generating 1/5 of an Action Point). Rolling 2d20, the results are 12 and 15. The 12 rolled under or equal to the target number and counts as a success, but the 15 rolled over and does not count for anything. 1 success was all that was needed to beat the raider's Defense, so the player hits in this instance. With 2 successes, the raider would be hit and the players would gain a single action point; with 2 failures, the raider would be missed.

Skill test summary[]

Add up your Attribute + Skill combination 
Check the difficulty 
(Optional) buy d20s using action points? 
Roll the dice 
Count your successes. Did you get enough compared to the difficulty? 
Yes. 
No. 
Any extra successes become Action Points to spend or save. 
The skill test was failed. 

Determining skills[]

Three tag skills are available from during character creation, with each tag granting 2 ranks into the chosen skill. These chosen skills are important as these are the only skills that can achieve critical successes by rolling under the skill number. Standard Skill points are granted after the tagged skills starting at 9 + Intelligence.

List[]

Combat[]

Image Skill Description Default Attribute
2d20 Big Guns skill Big Guns The operation and maintenance of really big guns - miniguns, rocket launchers, flamethrowers and such. Endurance
2d20 Energy weapons skill Energy Weapons The care and feeding of energy-based weapons. How to arm and operate weapons that use laser or plasma technology. Perception
2d20 Explosives skill Explosives Blowing things up, or stopping them from doing that. Perception
2d20 Melee skill Melee Weapons Using non-ranged weapons in hand-to-hand, or melee combat - knives, sledgehammers, spears, clubs and so on. Strength
2d20 Small guns skill Small Guns The use, care and general knowledge of small firearms - pistols, SMGs and rifles. Agility
2d20 Throwing Throwing The skill of muscle-propelled ranged weapons, such as throwing knives, spears and grenades. Agility
2d20 Unarmed skill Unarmed A combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet. Strength

Active[]

Image Skill Description Default attribute
2d20 Athletics Athletics The application of Strength to perform physical actions. Lifting, pushing, pulling, jumping, running, and swimming Strength
2d20 Barter skill Barter Trading and trade-related tasks. The ability to get better prices for items you sell, and lower prices for items you buy. Charisma
2d20 Lockpick skill Lockpick Chance to pick a lock. Perception
2d20 Medicine skill Medicine Healing people and stabilizing the dying Intelligence
2d20 Pilot Pilot The ability to operate and maintain all vehicles effectively. Perception
2d20 Repair skill Repair The practical application of the Science skill for fixing broken equipment, machinery and electronics. Intelligence
2d20 Science skill Science Covers a variety of high technology skills, such as computers, biology, physics and geology. Intelligence
2d20 Sneak skill Sneak Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time. Agility
2d20 Speech skill Speech The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught. Charisma
2d20 Survival Survival Practical knowledge of the outdoors, and the ability to live off the land. The knowledge of plants and animals. Endurance

See also[]

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