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darkrose50
2009-03-31, 11:05 PM
[Homebrew]Post Apocalyptic Mix
• Fallout: I have thus far mainly incorporated and expanded on Fallout.
• Gama World: I am planning on adding material for mutations.
• Paranoia: I am planning on designing at least one Vault administered by The Glorious Computer!
• Chaosium: Creating a Call of Cthulhu character sparked the system idea.

Bata 0.3 Version 03/31/2009

=========================Setting================== =======

The world is a mix high-tech advances in a post-apocalyptic 1950’s America.
• It is 2077, 200 hundred years after the great nuclear war.
• Popular culture, music, movies, radios, photographs, and cultural norms are 1950’s American.
• The building materials of the culture were predominately metal, rubber, concrete and glass.
• 1950’s styled nuclear powered robots, automobiles, trains, batteries, and weaponry are common place.
• Plastics and Velcro were never invented or popular.
• Medical science is a mixed bag. Stim Pack’s (a healing shot) heal wounds fast alongside old-style leather and mettle buckled medical braces. Addictive combat drugs were devised in hopes of creating a super soldier.
• Food preservatives keep food edible indefinitely. Digging up food, food mining, is a common practice.
• Mammoth subterranean contraction robots constructed subterranean structures quickly and cheaply. Underground subway tunnels and automobile thoroughfares link population centers to a high degree.
• At the peak of the subterranean construction boom and near the peak of nuclear war a company known as Valt-Tech began constructing massive underground Vault complexes, towns and cities. Some Vaults were created specifically for the wealthy, social clubs, or religious organizations.
• Some humans who die of radiation poisoning become zombie-like humanoids called ghouls. Some ghouls retain there sanity, and ability to function in the daylight. Others become mindless meat-eating predators known as feral ghouls, who can not abide the sunlight and stalk the dark night or subway tunnel. Often these feral ghouls hunt in packs.
• Abnormally large and threatening species have muted. Carrion devouring Bloatflys bigger than a basketball circle the carrion of death, ruthless Mirelurks (humanoid mutated crabs) claim radiated waters, Radroachs (two to three feed long giant roaches) stalk those whom are wounded or with food, rad-scorpions can grow as large as a small car, giant ants grow as large as motorcycle, giant Yao Guai (mutated bears) are the kings of the wasteland, and mole-rats the size of dogs hunt and defend there territory with fanatical blood thirst.

Sub-Setting
• The campaign begins at Vault 69 located in Oakbrook Illinois, a suburb of Chicago. An assumed unique feature of Vault 69 is that the air quality is fresh and clean. The air filtration system was designed around vast algae tanks.
• Vault 69 is a small City-Vault running low on traditional previsions. Four generations ago the citizens of Vault 69 switched to harvesting algae from the tanks (this was its secondary function).
• Every 20-days each citizen is provided with 20-algae 0.25u bars each capable if nutritiously sustaining the citizen for a day.
• On holidays (the great closure, the birthday of the overseer, New-Years day, and workman’s day) the stores of preserved food are distributed for a great feast.
• Vault 69 is a fascist society ruled by the overseer with his laws inforced by the security forces. At age 10 each citizen is given a Pip-Boy 2000 (a bracer sized computer that covers the forearm) this device monitors the citizen’s vital statistics and whereabouts. At age 16 each citizen takes the Generalized Occupational Aptitude Test (G.O.A.T.) that decides the citizens job assignment for life.
• A generation ago an earthquake cut off the supply tunnel to a main food storage warehouse deep underground. Outside radiated air was detected, and the section was sealed.
• Several teams were dispatched to assess the damage, but were not heard from, and assumed lost.
• Since the earthquake Radroaches have slowly infested the underside tunnels of Vault 69. Many workers have been attacked, injured, and killed in the recent months. It seems that the Radroaches are breeding quickly or perhaps are being herded towards the Vault. As a result all underside tunnel workers work in groups and have been issued a 10mm Pistol and 50 rounds to defend themselves.
• Security squads armed in full SWAT armor, riot shields, and metal police batons form Spartan inspired shield-walls rounding up and slaying many Radroaches each night. The Radroach meat is collected, preserved and stored by the order of the Overseer.

=========================System=================== ======

Character Creation

Step 1 – Gene Pool: Each player creates a chart 5 columns high, by 5 columns wide. The group takes turns rolling 1d6 and call out the result. Each player places the result called out in a cell, take turns filling out the gene pool until the 25 cells are filled. When there is one or more <number>+ entry, then spend cell for each <number>+ listed of that number or greater (spending low numbers is advantageous).

Note: After a player assignees one or more gene pool cells in steps 2-5 that player refills those cells by rolling 2d6 and keeping the lower die. These can be thought as recessive cells, evolution, devolution, or mutations.

Step 2 Option A | Vault-Tec G.O.A.T. (Generalized Occupational Aptitude Test):
• 6+, 5+, 1+ Leadership: Charm Interaction, Charm Interaction (Barter), Charm Interaction (Grooming), Charm Interaction (Friendship), Social Science, Social Science (Bureaucracy), Technological Ranged, Thigh Holster, 10mm Pistol, (2) 10-round clips, Ammo Belt, (50) 10mm bullets, Leadership Baseball Cap, wallet containing a shinny golden badge, (20) Fortified Peanut Butter and Jelly Ration bars (twice as nutritious). 12-pips = [7] Skills + [2] 10mm Pistol + [1] (50) 10mm bullets + [2] 200tv
• 6+, 4+, 1+ Security: Armed Melee, Block, Parry, Technological Ranged, Dodge, Weapon Belt, Metal Baton, Thigh Holster, 10mm Pistol, (2) 10-round clips, Ammo Belt, (50) 10mm bullets, SWAT Helmet with tinted visor, SWAT Armor, SWAT Shield. 11-pips = [5] Skills + [2] 10mm Pistol + [1] (50) 10mm bullets + [3] SWAT Armor Set
• 6+, 4+, 1+ Reactor Technician: Hard Science, Hard Science (Mathematics), Hard Science (Nuclear), Repair, Repair (Nuclear), Nuclear Tool Box, Plasma Ammo and Weaponry: 600 Trade Value. 11-pips = [5] Skills + [6] 600tv
• 6+, 4+, 1+ Systems Programmer: Hard Science, Hard Science (Mathematics), Linguistic Science, Linguistic Science (Programming), Repair (Robotics), Robotic Tool Box, Robotic related parts and Skill Chips: 600 Trade Value. 11-pips = [5] Skills + [6] 600tv
• 6+, 6+, 3+ Electrician: Hard Science, Hard Science (Mathematics), Hard Science (Electronics), Repair, Repair (Electronics), Electronic Tool Box, Laser Ammo, and Laser Weaponry: 600 Trade Value. 11-pips = [5] Skills + [6] 600tv
• 6+, 3+, 1+ Doctor: Medical Science, Medical Science (Doctoring), Medical Science (Biology), Social Science, Medical Bag, Drugs: 600 Trade Value. 10-pips = [4] Skills + [6] 600tv
• 6+, 3+, 1+ Educator: Hard Science, Medical Science, Social Science, (2) critical skill specialties in known Educated Skills, Backpack, (5) Educational Texts (100 trade value each). 10-pips = [5] Skills + [5] 500tv
• 6+, 2+, 1+ Tool & Die: Hard Science, Hard Science (Mathematics), Repair, Repair (Tool and Die), 500 Trade Value in tools and spare parts. 9-pips = [4] Skills + [5] 500tv
• 6+, 1+, 1+ Plumber: Armed Melee, Parry, Repair, Repair (Infrastructure), Plumbing Tool Box, Big Wrench, Thigh Holster, 10mm Pistol, (2) 10-round clips, Ammo Belt, Box of (50) 10mm bullets, Plumbing parts and tools: 100 Trade Value. 8 = [4] Skills + [2] 10mm Pistol + [1] (50) 10mm bullets + [1] 100tv
• 5+, 1+, 1+ Mechanic: Armed Melee, Repair, Repair (Mechanical), Mechanic Tool Box, Big Wrench, Thigh Holster, 10mm Pistol, (2) 10-round clips, Ammo Belt, Box of (50) 10mm bullets, Plumbing parts and tools: 100 Trade Value. 7-pips = [3] Skills + [2] 10mm Pistol + [1] (50) 10mm bullets + [1] 100tv
• 5+, 1+, 1+ Hydroponics Scientist: Senses, Senses (Smell & Taste), Senses (Chef), Hard Science, Hard Science (Chemistry), Small Cloth Bag, Chemistry Toolbox, Box of 20 mixed Flavored Fortified Algae Ration Bars (twice as nutritious). 7-pips = [5] Skills + [2] 200tv
• 4+, 1+, 1+ Medical Assistant: Medical Science, Medical Science (Aid Recovery), Medical Science (Biology), Medical Bag, Drugs: 300 Trade Value. 6-pips = [4] Skills + [3] 300tv
• 2+, 1+, 1+ Maintenance: Armed Melee, Parry, Unarmed, Block, Metal Pole with mop attachment, Messenger bag, Thigh Holster, 10mm Pistol, (2) 10-round clips, Ammo Belt, Box of (50) 10mm bullets. 7-pips = [4] Skills + [2] 10mm Pistol + [1] (50) 10mm bullets
• 2+, 1+, 1+ Fitness Instructor: Armed Melee, Block, Power Athletics, Grace Athletics, Toxin Resistance, Survival, Gym Bag, (20) unflavored Algae Ration Bars. 4-pips = [3] Extra Skills + [1] 100tv
• 2+, 1+, 1+ Grooming: Charm Interaction, Charm Interaction (Grooming), Senses, Senses (Listen), Messenger Bag, Grooming kit. 4-pips = [4] Skills
• 2+, 1+, 1+ Algae Processing: Senses, Armed Melee, Parry, Metal Pole with strainer attachment, Small Cloth Bag, 20 Algae Ration Bars. 4-pips = [3] Skills + [1] 100tv

Note: Standard equipment: Vault 69 Jumpsuit (very sturdy, metal fasteners, lots of pockets), Underwear, T-shirt, Bra (women), Socks, Black Combat Boots, WIL/5 (round up) Algae Ration Bars. Other belongings are in Vault 69.

Step 2 Option B – Race (mixed group):
• 6+, 6+, 6+ Pure Strain Human: (Education Skills x3), Ergonomically designed modular sectioned backpack, Self-cleaning temperature regulating underwear jumpsuit, One-piece self-cleaning temperature regulating reinforced armored jumpsuit, Perfect-fit jelly-form molding boots, Re-breather, Self-cleaning temperature regulating Baseball cap, Self-tinting night vision range finding wireless computer access port Sunglasses, Vibroblade, WILx2 days of nutrient pills, WIL days of water purification pills, High-tech armor, weapons, and ammo: 1000 Trade Value. 18-pips = [3] Skills + [5] 500tv (discount?) + [10] 1000tv
• 6+, 2+, 1+ Robot: (Sentience, Built-in Ranged Weapon, Built-in Tools, Skills x3, Skill Disks x3). 9-pips [6] Skills + [3] 300tv
• 6+, 2+, 1+ Intelligent Plant: (Mutations: Sentience, Mobility, Manipulators, Empathic Communication, Healing Vegetation, others x3, bag of some sort, WIL days of food, water and nutrients, 100 Trade Value of Healing Vegetation). 9-pips [8] Mutations + [1] 100tv
• 4+, 1+, 1+ Intelligent Animal: (Mutations: Sentience, Empathic Communication, Manipulators, others x3. 6-pips [6] Mutations.
• 4+, 1+, 1+ Subtle Human Mutant: (Mutations: 3, Skills x3), Backpack, Shirt, Pants, Underwear, T-shirt, Bra (women), Socks, Shoes, WIL/5 (round up) Days of Food, Some sort of makeshift melee weapon. 6-pips [3] Mutations + [3] Skills.
• 6+, 1+, 1+ Wasteland Human: (Senses, Survival, Power Athletics, Skills x2), Backpack, Shirt, Pants, Underwear, T-shirt, Bra (women), Socks, Shoes, WIL/5 (round up) Days of Food, Some sort of makeshift melee weapon. 5-pips = [5] Skills.
• 1+, 1+, 1+ Vault-Tec Pure Strain Human: (see Option A, for an additional round of cell expenditures).

Step 3 – Sex:
2+, 1+, 1+ Opposite sex as player
3+, 2+, 1+ Same sex as player

Step 4 – Frame:
+5 Heavy
+0 Average
+5 Light

Step 5 – Predispositions: In any order assign limited, average, or extraordinary cells to 4A though 4E.
4A Awareness:
4B Nurtured Intellect:
4C Fine motor skills:
4D Gross motor skills:
4E Upbringing:
1+ Limited
3+ Average
5+ Extraordinary

Step 6 – Attributes:
Note: At this point cells are no longer refilled.
Assign two cells per attribute. The remaining cell is multiplied by 100 and becomes your requisition points, starting credits, belongings, and/or trade value.

5A Size (SIZ): Blurb.
5B Strength (STR): Blurb.
5C Agility (AGL): Blurb.
5D Speed (SPD): Blurb.
5E Health (HEA): Blurb.
5F Appearance (APP): Blurb.
5G Intellect (INT): Blurb.
5H Wit (WIT): Blurb.
5I Willpower (WIL): Blurb.
5J Perception (PER): Blurb.
5K Charisma (CHA): Blurb.
5L Education (EDU): Blurb.

Size (SIZ):
• Female +4
• Male +6
• Light frame -3
• Heavy frame +3
Strength (STR):
• + SIZ / 2 (round up).
Agility (AGL):
• Limited Fine Motor Skills +0
• Average Fine Motor Skills +3
• Extraordinary Fine Motor Skills +6
• Light Frame +3
Speed (SPD):
• Limited Gross Motor Skills +0
• Average Gross Motor Skills +3
• Extraordinary Gross Motor Skills +6
• Light Frame +3.
Health (HEA):
• Female +6
• Male +4
Appearance (APP):
• + HEA / 2 (round up)
• STR 13+: +1 for 13, and an additional +1 per 2 points over 13.
• AGL 13+: +1 for 13, and an additional +1 per 2 points over 13.
• SPD 13+: +1 for 13, and an additional +1 per 2 points over 13.
Note: Heavy frame gains a +2 bonus.

Intellect (INT):
• Limited Nurtured Intellect +0
• Average Nurtured Intellect +3
• Extraordinary Nurtured Intellect +6.
Wit (WIT):
• + INT / 2 (round up)
Willpower (WIL):
• Limited Parenting +0
• Average Parenting +3
• Extraordinary Parenting +6.
Perception (PER):
• Limited Aware Stock +0
• Average Aware Stock +3
• Extraordinary Aware Stock +6
Charisma (CHA):
• + APP / 2 (round up)
• WIT 13+: +1 for 13, and an additional +1 per 2 points over 13.
Education (EDU):
• + INT / 2 (round up)
• WIL 13+: +1 for 13, and an additional +1 per 2 points over 13.

Step 7 – Skills:
• If an archetype lists a skill, than 20-points are added to that skill (this is known as a tag).
• INT + WIT + WIL + PER + CHA + EDU = bonus skill points. No more than 20-bonus skill points can be added to a skill.

Skill Rules
Simple Task: Note the base percentage chance of the skill, and add modifiers (if any). Roll 1d100, a result equal to or less than your adjusted skill percentage is a success, a result more than your adjusted skill percentage is a failure.
Degree of Success:
• The higher the successful die roll, the higher the success.
• If the success was the result of doubles (11, 22, 33, 44, 55, 66, 77, 88, 99, or 100), then 1 point of Lady Luck is gained equal to the successful tens place with 100 counting at 10 (any Luck in excess of the maximum is usually lost at the end of a session).
• Check the following chart for bonus points (usually damage) gained for a successful result based on the tens die.
1x = 01 | 2x = 03 | 3x = 06 | 4x = 10 | 5x = 15
6x = 21 | 7x = 28 | 8x = 36 | 9x = 45 | 10x = 55
• Anger & Opportunity can be spent to increase the result (usually damage) by a maximum amount equal to the tens place rolled (1x, 2x, 3x, 4x, 5x, 6x, 7x, 8x, 9x, or 10x).
• A character may select up to one appropriate critical per roll. A critical doubles the base result and results in a spectacular success narrated by the player (must be approved by the game master).
Degree of Failure:
• The higher the failing die roll, the more severe the failure is.
• If the failure was the result of doubles (11, 22, 33, 44, 55, 66, 77, 88, 99, or 100), then 1 point of Lady Luck is lost equal to the successful tens place with 100 counting at 10).
Characters Out of Luck halve there skills (round up) until they get a chance to relax, unwind, take a nap, eat a meal or the like. Each relaxing activity restores 1d6 Luck. Luck is fully restored after a relaxing day where minimal effort is exerted.
Conflicts: The highest successful roll wins. Neither side succeeds on a tie. It is a stalemate if both sides loose.

Note: I am still working on the non-combat skill lists. I am sure I forgot something someplace.

-----Game Points-----
Anger & Opportunity*: STR ___ + WIT ___ = ___ Bonus Point Pool | ___
Confidence & Sanity: WIL x3 ___ Mental Damage Capacity | ___
Lady Luck*: PER x3 ___ + CHA x3 ___ = ___ Universal Damage Capacity | ___
Meat & Bones: SIZ x2 ___ + HEA ___ = ___ Physical Damage Capacity | ___
Radiation Threshold: HEA x3 ___ Radiation Damage Capacity | ___

*: Only important characters have these Game Points. Important NPCs tend to have Lady Luck of PERx2+CHA

-----General Combat Skills-----
Initiative: WIT x2 ___ + PER ___ + Points ___ = ___%
--Tactics Critical: INT ___ + Points ___ = ___%
--Leadership Critical: CHA ___ + Points ___ = ___%

Initiative option 1: Successful participants act first from highest to lowest roll. Failures act from highest to lowest roll. A critical success switches the order of two participants who are next to each other in order (the participant who rolled the successes may choose the affected target). A critical while rolling doubles grants a free turn at count 100.

Initiative option 2: A characters Initiative skill determines the characters default phase. In each phase successful participants act from highest to lowest roll. Failures act in the Very Slow phase from highest to lowest roll. A critical success moves one character up or down one phase (the participant who rolled the successes may choose the affected target). A critical while rolling doubles grants a free turn in the Impossibly Fast phase at a count of 100.
• Impossibly Fast: Initiative 90%
• Very Fast: Initiative 70%
• Fast: Initiative 50%
• Average: Initiative 30%
• Slow: Initiative 20%
• Very Slow: Initiative 10%

Initiative Note: It may make more sense for failures to act from lowest to highest roll. Use this method if you desire.

-----Offensive Combat Skills-----
Armed Melee: STR ___ + AGL x2 ___ + Points ___ = ___%
--Armed Melee Critical: PER ___ + Points ___ = ___%
Primitive Ranged: ALG x2 ___ + STR ___ + Points ___ = ___%
--Primitive Ranged Critical: PER ___ + Points ___ = ___%
Technological Ranged: PER x2 ___ + AGL ___ + Points ___ = ___%
--Technological Ranged Critical: PER ___ + Points ___ = ___%
Throw: AGL x2 ___ + STR ___ + Points ___ = ___%
--Ranged Throw Critical: PER ___ + Points ___ = ___%
Unarmed Melee: STR x2 ___ + AGL ___ + Points ___ = ___%
--Unarmed Critical: PER ___ + ___ Points = ___%

-----Defensive Combat Skills-----
Dodge: PER ___ + AGL x2 ___ + Points ___ = ___%
--Dodge Critical (Counter Attack): WIT ___ + Points ___ = ___%
Parry: STR ___ + AGL x2 ___ = ___%
--Parry Critical (Counter Attack): WIT ___ + Points ___ = ___%
Shield Block: STR x2 ___ + AGL ___ + Points ___ = ___%
--Shield Block Critical (Counter Attack): WIT ___ + Points ___ = ___%

-----Physical Skills-----
Power Athletics: STR x2 ___ + AGL ___ + Points ___ = ___%
--Break Things Critical: STR ___ + Points ___ = ___%
--Climb Critical: STR ___ + Points ___ = ___%
--Jump Critical: STR + Points ___ = ___%
--Lift Critical: STR ___ + Points ___ = ___%
--March Critical: HEA ___ + Points ___ = ___%
--Swim Critical: STR ___ + Points ___ = ___%

Grace Athletics: AGL x2 ___ + HEA ___ + Points ___ = ___%
--Acrobatics Critical: AGL ___ + Points ___ = ___%
--Balance Critical: AGL ___ + Points ___ = ___%
--Dance Critical: AGL ___ + Points ___ = ___%
--Pick Pocket: PER ___ + Points ___ = ___%
--Run Critical: SPD ___ + Points ___ = ___%
--Hide & Sneak Critical: AGL ___ + Points ___ = ___%
--Sprint Critical: SPD ___ + Points ___ = ___%

Toxin Resistance: HEA x3 ___ + Points ___ = ___%
--Alcohol Critical: SIZ ___ + Points ___ = ___%
--Drug Critical: WIL ___ + Points ___ = ___%
--Poison Critical: HEA ___ + Points ___ = ___%
--Radiation Critical: HEA ___ + Points ___ = ___%

Note: A critical success grants a permanent 5-point bonus to resist a given addition. All flavors of Mentats are the same addition. All types of alcohol are the same addition. Both types of Jet are the same addition.

-----Social Skills-----
Charm Interaction: CHA x2 ___ + WIL ___ + Points ___ = ___%
--Barter Critical: PER ___ + Points ___ = ___%
--Bluff Critical: WIL ___ + Points ___ = ___%
--Friendship Critical: CHA ___ + Points ___ = ___%
--Flirt Critical: APP ___ + Points ___ = ___%
--Grooming Critical: PER ___ + Points ___ = ___%
--Sing Critical: HEA ___ + Points ___ = ___%

Mean Spirited Interaction: WIL x2 ___ + CHA ___ + Points ___ = ___%
--Intimidate Critical: STR ___ + Points ___ = ___%
--Lie Critical: INT ___ + Points ___ = ___%
--Ridicule Critical: WIT ___ + Points ___ = ___%
--Torment Critical: PER ___ + Points ___ = ___%
--Torture Critical: EDU ___ + Points ___ = ___%

-----Awareness Skills-----
Senses: PER x3 ___ + Points ___ = ___%
--Chef Critical: PER ___ + Points ___ = ___%
--Empathy: CHA ___ + Points ___ = ___%
--Feel Critical: HEA ___ + Points ___ = ___%
--Hearing Critical: HEA ___ + Points ___ = ___%
--Listen Critical: WIT ___ + Points ___ = ___%
--Safe Crack Critical: PER ___ + ___ Points = ___%
--Search: WIL ___ + Points ___ = ___%
--Smell & Taste Critical: HEA ___ + Points ___ = ___%
--Spot Critical: HEA ___ + Points ___ = ___%

Survival: EDU x2 ___ + PER ___ + Points ___ = ___%
--Additional Nutrients Critical: PER ___ + Points ___ = ___%
--Cover Tracks Critical: PER ___ + Points ___ = ___%
--Navigation Critical: INT ___ + Points ___ = ___%
--Ration Critical: WIL ___ + Points ___ = ___%
--Track Critical: PER ___ + Points ___ = ___%

-----Educated Skills-----
Hard Science: ___ EDU x2 + ___ INT +___ Points = ___%
--Chemistry Critical: EDU ___ + Points ___ = ___%
--Mathematics Critical: EDU ___ + Points ___ = ___%
--Nuclear Critical: EDU ___ + Points ___ = ___%
--Physics Critical: EDU ___ + Points ___ = ___%

Linguistic Science: EDU x3 ___ + Points ___ = ___%
--Author Heartwarming Work Critical: CHA ___ + Points ___ = ___%
--Author Satire Critical: WIT ___ + Points ___ = ___%
--Author Scientific Paper Critical: EDU ___ + Points ___ = ___%
--Literacy Critical: EDU x2 ___ + Points ___ = ___%
--Programming Critical: EDU ___ + Points ___ = ___%
--Understand Other Languages Critical: EDU ___ + Points ___ = ___%
--Understand Own Language Critical: EDU x3 ___ + Points ___ = ___%

Medical Science: INT ___ + EDU x2 ___ + Points ___ = ___%
--Aid Recovery Critical: EDU ___ + Points ___ = ___%
--Biology Critical: EDU ___ + Points ___ = ___%
--Doctoring Critical: EDU ___ + Points ___ = ___%
--First Aid Critical: EDU x3 ___ + Points ___ = ___%

Repair: INT x2 ___ + PER ___
--Electronics Critical: EDU ___ + Points ___ = ___%
--Infrastructure Critical: EDU ___ + Points ___ = ___%
--Mechanical Critical: EDU ___ + Points ___ = ___%
--Nuclear Critical: EDU ___ + Points ___ = ___%
--Robotics Critical: EDU ___ + Points ___ = ___%
--Tool and Die Critical: EDU ___ + Points ___ = ___%

Social Science: EDU x2 ___ + INT ___ + Points ___ = ___%
--Bureaucracy Critical: EDU ___ + Points ___ = ___%
--Law Critical: EDU ___ + Points ___ = ___%
--Logistics Critical: INT ___ + Points ___ = ___%
--Psychiatry Critical: EDU ___ + Points ___ = ___%
--Robotic Trickery Critical: EDU ___ + Points ___ = ___%
--Sociology Critical: EDU ___ + Points ___ = ___%

========================Equipment================= ========

Note: I am at the beginning of working on damage and armor.

Weapon Damage
• Unarmed Melee: STR / 2 (round up)
• Combat Knife: STR / 2 (round up) +5
• Bayonet: STR / 2 (round up) +5
• Sledgehammer: STR / 2 (round up) +10
• Small Ballistic Pistol*: 10
• Large Ballistic Pistol*: 15
• Laser Pistol*: 10/15 on doubles (becomes a 30 after doubling)
• Plasma Pistol*: 10/30 on doubles (becomes a 60 after doubling)
• Ballistic Hunting Rifle**: 20
• Laser Rifle**: 20/30 on doubles (becomes a 60 after doubling)
• Plasma Rifle**: 20/40 on doubles (becomes a 80 after doubling)
• Ballistic Assault Rifle**: 20, Armor Piercing 5
• Ballistic Squad Rifle **: 20, Armor Piercing 10
• Ballistic Minnigun**: 20, Area of Effect, Armor Piercing 20

*: +10% Skill Bonus and +5 damage in close quarters.
**: -10% Skill Penalty and -5 damage in close quarters.

Armor Resistance
• Cloth Armor: Lethal 0, Bashing 3
• Leather Armor: Lethal 3, Bashing 5
• Armored Vest: Lethal 5, Bashing 3
• SWAT Armor: Lethal 5, Bashing 5
• SWAT Shield: Lethal +3, Bashing +3
• Combat Armor: Lethal 10, Bashing 10
• Power Armor: Lethal 15, Bashing 15, +20% on STR skills (when appropriate), +10% on Ranged combat skills, Night-vision, Re-breather.
• Brotherhood of Steal Power Armor: Lethal 15, Bashing 15, +20% on STR skills (when appropriate), +20% on Ranged combat skills, Night-vision, Re-breather.
• Combine Power Armor: Lethal 20, Bashing 20, +30% on STR skills (when appropriate), +30% on Ranged combat skills, Night-vision, Re-breather.

Trade Value
Note: I will combine game mechanic information and price information once I have everything nailed down.

Common Currency
Cigarette: 1 each / 20 pack
Salvaged metal repair part: 1 each
Ballistic Ammo Bullet: 4
Laser Ammo Charge: 6
Plasma Ammo Charge: 8
Food: ~5 (see food section)
Beverages: ~10 (see beverage section)
Drugs: ~20 (see drug section)
Wonderglue application: 10

Repair and Specialist Tools
Sewing Kit: 1 | 1.00u | 1/2/3 Repair Cloth & Leather Metal Aid
Medical Bag: 20 | 4.00u | 1/2/3 Healing Aid
Tool Box: 20 | 6.00u | 1/2/3 Repair Metal Aid
Metal Repair Part: 1 | 0.10u | 5/10/15 Repair Metal
Wounderglue: 10 | 1.00u | 5/10/15 Repair Cloth & Leather
Not-cleaned and Not-worked Metal Junk: 1 | 1.00u | 5/10/15 Repair Metal

Armor
Cloth Armor: 20
Leather Armor: 100
Armored Vest: 150
SWAT Armor: 200
SWAT Shield: 100
Combat Armor: 400
Power Armor: 3,000
Brotherhood of Steal Power Armor: 6,000
Combine Power Armor: 18,000

Food
• Algae Ration Bar: 10 | 0.25u | 5 Healing
• Ant Meat: 4 | 1.00u | 2 Radiation | 5 Healing
• Ant Nectar: 20 | 0.25U | -20% INT, -20% CHA, +40% STR (4 min)
• Ant Queen Pheromones: 75 | 1.00u | -3 PE, -3 IN, +3 CH (4 min)
• Blamco Mac and Cheese: 5 | 1.00u | 2 Radiation | +5 Healing
• Bloatfly Meat: 4 | 1.00u | 2 Radiation | 5 Healing
• Brahmin Steak: 5 | 1.00u | 2 Radiation | 5 Healing
• Bubblegum Pack: 1 | 0.00u | 1 Healing
• Cave Fungus: 50 | 1.00u | -10 Radiation | 5 Healing
• Cram: 5 | 1.00u | 2 Radiation | 5 Healing
• Crunchy Mutfruit: 5 | 1.00u | 2 Radiation | 5 Healing
• Crispy SquirrelBits: 5 | 1.00u | 2 Radiation | 5 Healing
• Dandy Boy Apples: 5 | 1.00u | 2 Radiation | 5 Healing
• Dog Meat: 4 | 1.00u | 2 Radiation | 5 Healing
• Fancy Lads Snack Cakes: 5 | 1.00u | 2 Radiation | 5 Healing
• Fire Ant Nectar: 20 | 1.00u | +25 Fire Resistance | -30% INT, +40% AGL
• Fresh Apple: 10 | 1.00u | 2 Radiation | 10 Healing
• Fresh Carrot: 10 | 1.00u | 2 Radiation | 10 Healing
• Fresh Pear: 10 | 1.00u | 2 Radiation | 10 Healing
• Fresh Potato: 10 | 1.00u | 2 Radiation | 10 Healing
• Gum Drops: 5 | 1.00u | 2 Radiation | 5 Healing
• Hatchling Mirelurk Meat: 4 | 1.00u | 2 Radiation | 5 Healing
• Human Flesh: 0 | 1.00u | 9 Radiation | 25 Healing
• Iguana Bits: 5 | 1.00u | 2 Radiation | 5 Healing
• Iguana-on-a-stick: 5 | 1.00u | 2 Radiation | 5 Healing
• InstaMash: 5 | 1.00u | 2 Radiation | 5 Healing
• Junk Food: 5 | 1.00u | 2 Radiation | 5 Healing
• Mirelurk Meat: 20 | 1.00u | 2 Radiation | 20 Healing
• Mirelurk Cakes: 5 | 1.00u | 2 Radiation | 5 Healing
• Mississippi Quantum Pie: 20 | 1.00u | 2 Radiation | +20% Initiative, -10% INT, +10% STR (1 Hour)
• Mole Rat Meat: 5 | 1.00u | 2 Radiation | 5 Healing
• Mole Rat Wonder Meat: 20 | 1.00u | 2 Radiation | 20 Healing
• Mutfruit: 5 | 1.00u | 2 Radiation | 5 Healing
• Noodles: 5 | 1.00u | 2 Radiation | 5 Healing
• NukaLurk Meat: 7 | 1.00u | 4 Radiation | 20 Healing | +20% Initiative (1 Hour)
• Pork N' Beans: 5 | 1.00u | 2 Radiation | 5 Healing
• Potato Crisps: 5 | 1.00u | 2 Radiation | 5 Healing
• Radroach Meat: 5 | 1.00u | 2 Radiation | 5 Healing
• Salisbury Steak: 5 | 1.00u | 2 Radiation | 5 Healing
• Slop: 20 | 1.00u | 20 Radiation | 25 Healing
• Squirrel-on-a-Stick: 5 | 1.00u | 2 Radiation | 5 Healing
• Squirrel Stew: 5 | 1.00u | 2 Radiation | 5 Healing
• Strange Meat: 5 | 1.00u | 2 Radiation | 5 Healing
• Strange Meat Pie: 5 | 1.00u | 2 Radiation | 5 Healing
• Softshell Mirelurk Meat: 30 | 1.00u | 2 Radiation | 30 Healing
• Sugar Bombs: 5 | 1.00u | 2 Radiation | 5 Healing
• Sweetroll: 5 | 1.00u | 2 Radiation | 5 Healing
• Yao Guai Meat: 30 | 1.00u | 9 Radiation | 10 Healing | +5 Damage (1 Hour)

Beverages
• Beer: 2 | 1.00u | +10% CHA, -10% INT, +10% STR (4 min) | +60% Toxin Resistance
• Dirty Water: 10 | 1.00u | 4 Radiation | 10 Healing
• Ice Cold Nuka-Cola: 20 | 1.00u | 2 Radiation | 20 Healing
• Nuka-Cola: 20 | 1.00u | 2 Radiation | 10 Healing
• Nuka-Cola Quantum: 30 | 1.00u | 6 Radiation | | +20% Initiative (1 Hour)
• Purified Water: 20 | 1.00u | 20 Healing
• Scotch: 10 | 1.00u | +10% CHA, -10% INT, +10% STR (4 min) | +50% Toxin Resistance
• Vodka: 20 | 1.00u | +10% CHA, -10% INT, +10% STR (4 min) | +50% Toxin Resistance
• Wine: 10 | 1.00u | +10% CHA, -10% INT, +10% STR (4 min) | +60% Toxin Resistance
• Whiskey: 10 | 1.00u | +10% CHA, -10% INT, +10% STR (4 min) | +50% Toxin Resistance

Drugs
• Berry Mentats: 20 | 0.00u | +50% INT (4 min) | +20% Toxin Resistance
• Blood Pack: 5 | 1.00u | 1 Healing | 10 Healing if you are a red-eye
• Buffout: 20 | 0.00u | 60 Temporary M&B, +30% HEA, +20% STR (4 min) | +0% Toxin Resistance
• Grape Mentats: 20 | 0.00u | +50% CHA (4 min) | +20% Toxin Resistance
• Jet: 20 | 0.00u | +30% Initiative (4 min) | +0% Addiction
• Med-X: 20 | 0.00u | +10 Damage Resistance (4 min) | +0% Toxin Resistance
• Mentats: 20 | 0.00u | +50% INT, +50% PER (4 min) | +10% Toxin Resistance
• Orange Mentats: 20 | 0.00u | +50% PER (4 min) | +20% Toxin Resistance
• Psycho: 20 | 0.00u | +10 Damage (4 min) | +0% Toxin Resistance
• Rad Away: 20 | 0.00u | -20 Radiation
• Rad-X: 20 | 0.00u | Radiation Resistance 2 (1 Hour)
• Stimpak: 100 | 0.00u | 20/30/60 Healing
• Ultrajet: 20 | 0.00u | +40% Initiative (4 min) | +0% Toxin Resistance