View Full Version : Fall Out Ruleset

January 19th, 2022, 09:00
Hi everyone, putting out a free ruleset dedicated to Jason Mical's Fallout PnP 2nd Edition and 3rd Edition, which are well-written, unofficial tabletop iterations of the Fallout universe.

d100 SPECIAL system is great, first played it over a decade ago after discovering the pdf online, and knowing the original video games they're based on. I didnt write the rules, and it's a fan game, so much of the content is gutted, still one of my favorites.

I will update this thread, it's my first ruleset on fantasy grounds, but covers much of the rulebook's features, I'm quite proud of the items and item mods, multiple ammunitions to go into your gun clips etc.

I have yet to run a campaign of Fall Out on Fantasy Grounds, the sheets were just so different than other rulesets, so apologies ahead of time, it's free, but I'd like to make it better, so you're welcome to help me with any issues by giving it a roll!


January 19th, 2022, 12:13
Welcome Zaibach333 - awesome first post!

January 21st, 2022, 04:20
Played some with some folks, got some good notes... so here's some big bug fixes:
-added NPC actions and AP to the CT
-default weather/night
-blank CT name bug
-core skill checks are like skills
-weapons update at better times
-max range was removed
-NPCs sequence button is more based on the sequence of the NPCs
-fixed targeting dropdown

The first one is quality of life to the GM, definitely saves some headache

January 22nd, 2022, 00:32
Where can one find the actual "book" for this? (I assume it's a PDF someone made?)

January 22nd, 2022, 00:47
there's a link on this site I found, 2nd edition pdf at the bottom. https://anfinitinetwork.com/misc/fallout/ it's pretty oldschool :)

January 22nd, 2022, 22:04
Added the NPC generator to the NPC window. even generates items based on the caps specified


January 24th, 2022, 05:00
latest features and additions for v1.3:
-created trait/effect for things like addicted, crippled, poisoned etc.
(They still need some GM work for actually using them)
-added some descriptions for items and some others
-added a d100 to the bottom of the screen
-all items have a ST prerequisite entered in and unless mounted on a vehicle won't show up in actions if you do not have enough ST on a character/NPC
-also you won't find NPCs from the NPC generator equipping weapons they don't have the ST for
-redid much of the included pre-rolled/story battle

January 24th, 2022, 06:27
Put together a video sorta showing how it works https://youtu.be/yRCBx7oxS6M

January 24th, 2022, 08:55
Keep up the great work.

January 24th, 2022, 16:10
1.4 adds an item shop inventory generator
(and fixes some randomizing)


January 26th, 2022, 18:49
added perks, though I haven't gotten to testing them all out, so let me know if something isn't working, there's 3 pages of them.


January 27th, 2022, 06:51
latest features:
-Manual modifications to +/- fields function now
-Fixed some reference bugs with links and mods
-Made Traps Explosives and item type, no AP but it gets the damage available
-Hide locked info on traits like perks do

January 27th, 2022, 09:19
-Added Knockdown % notifications in the chat
-Added prone toggle to actions
-Added (unofficial) knockback notifications to melee/unarmed/explosive damage

January 28th, 2022, 17:46
-Changed Modules, GM should also load the Sample Player module

if this breaks some links just drag em back in. the links are most likely the race.

January 29th, 2022, 06:53
started a campaign myself and got a few bugs worked out in the latest build.

I wouldn't advise the use of the encounters lists as it was running into a linkage issue with tokens existing on maps, as well as deleted names, which leads to other bugs (naming creatures is probably just a good thing anyway)

Anyway, the antics of criticals, reminds me of why I like this game :)

Happy gaming! and let me know if anyone finds other issues.

January 29th, 2022, 21:26
-Added PC generation to the NPC generator window
-Fixed up some bugs related to traits

January 30th, 2022, 01:37
Smashing it Zaibach333!

January 30th, 2022, 08:15
-Bug fixes for performance (unnecessary update calls sent to all players reduced to necessary moments, like damage etc.)
-Bug fixes for targeted attacks
-Bug fixes for attack+damage specific damage rolls not wiring up correctly

(EDIT: Also thanks Damned!)

January 30th, 2022, 19:02
Added ModifierStacks : attacks, skills, and core rolls will use the modifier at the bottom left near the dice.

especially useful for vehicle combat where the pilot check mod needs to be manually calculated each turn

also pushed a fix to refreshing the ammo remaining in the actions tabs

February 5th, 2022, 22:12
-Added Crit Tables for Targeting
-modified some weapons
-added more triggers to refresh the actions tab.
-Identified all items and put them in the Player Module
-made a fix to item generation in NPC PC and Item Shop

February 10th, 2022, 01:07
-Fixed weapon/action updates

February 11th, 2022, 13:56
-Fixed simple NPC override sheet bug.

February 12th, 2022, 00:53
-Added Laser Sight (ignore targeting reduction!) flag for weapons/weapon mods
-Added Night Sight (ignore lighting reductions!) flag for weapons/weapon mods
-fixed repair tagging bug