SimTek 5000

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description

A Fallout Role Playing Game

Transcript of SimTek 5000

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Forward and Acknowledgments Greetings,

It seems like so long ago, but when the bombs fell we all knew it wasn't the end of the world. No, it was the beginning of a new one. A world unbound by race, sex, religion, or creed. A world where all persons were made equal and one kept what one earned through blood and perseverance. A world where, no matter where you came from or how you found your way into the wasteland, you could find a place to call your own.

This is the world of Fallout and the decrepit cities within these video games have become a second home to many of us (or a bitter grave to others). The seamless blend of post-nuclear Americana and futuristic technology, set in the atomic wastelands of famous American cities, has helped give the Fallout world a life of its own. The inspiration for the SimTek 5000 Post-Nuclear SimulationGuidebook came from my fellow Fallout fans and I wanting to take our journey into the Fallout world deeper. To create new stories within this setting. Stories of the fight for survival, of friendship and betrayal, stories of heroes and villains and the age-old struggle between the two.

As many fans know, there is no official Fallout role playing system licensed by Bethesda. For the longest time, the only systemwe had to go by was Jason Mical's Fallout PnP 2.0. It's a great system and a huge inspiration for the making of the SimTek 5000. Though, it never saw a substantial update that incorporated elements from the newer titles in the Fallout series. It was also a fairly direct translation of the mechanics from the first three Fallout titles, which required complicated algebraic equations during combat. This caused game play to slow down to a grinding halt as the players scrambled for their calculators instead of their characters scrambling for their weapons.

Being an avid role player and long time Fallout fan, I saw an opportunity. I set out to write a new system for Fallout role playing which blends the aspects we love most from each of the Fallout games. It needed to be simple to learn and accessible to both first time role players and those new to the Fallout franchise. Drawing inspiration from existing rpgs such as Exodus, Dark Heresy, d20 Modern, and Gamma World, my goal was to take the mechanics of the video games and translate them to a role playing experience that brings the same sense of excitement and dread that every Vault Dweller experiences when they take their first steps out into the sun scorched world of a post-nuclear America.

So here it is, after spending close to a year pouring my free time into this project. I truly hope you will enjoy playing the SimTek 5000 Post-Nuclear Simulator as much as I've enjoyed creating it.

Stay classy Wastelanders,Mike Wilson, designer

The SimTek 5000 Post-Nuclear Simulation Guidebook ProjectThis document is a work in progress, think of it as an open beta testing phase. Alpha testing consisted of my friends and I

sitting down and hammering out all the details of the game mechanics. I typed up a basic rules set and ran a pretty lengthy campaign from level 1-8 over the span of twenty-two game sessions. We all had a great time and the gritty realism I tend to splash into most games I run provided us with some harrowing and memorable wasteland experiences.

Creating the SimTek 5000 with the input and support of the Fallout community will give me every opportunity to make this game amazing and as true to the Fallout series as we all want it to be. So if you have any questions, comments, concerns, or criticisms, please feel free to contact me on the SimTek 5000 Facebook page. I will try my best to address everyone in a timely fashion but please be respectful and realize I am just one nerd with a passion for Fallout and role playing games and no writing background what-so-ever.

On that note, please excuse my writing style if it's hard to follow. I know I have a tendency to over-explain to where my pointbecomes convoluted. I tried to keep all the rules direct and precise in the hopes that it would make it easier to understand. If something doesn't make sense, please let me know. If you are an English major or professional author who would like to proof read and help me rewrite this into a coherent collection of gaming goodness, please get in contact with me via Facebook. I will gladly give you co-author credits and my eternal friendship.

Questions, Concerns, Comments, Criticisms?Contact Me: http://www.facebook.com/simtek5000

CreditsDesigner – Mike Wilson

Play Testers – Boddy Cauvel, Jared Lewis, Michael BossardSpecial Thanks – Bethesda Softworks, Gary Gygax,

Interplay Entertainment, Jason Mical, Obsidian Entertainment

Legal Mumbo-JumboFallout and all names, images, and references to anything Fallout related are copyrighted Bethesda Softworks, a ZeniMax Media company. This document is not for sale or redistribution. It is intended for entertainment purposes, only. Please do not sue me, as I have no pre-war money to take.

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Table of ContentsPage Contents

1 …............. Forward and Acknowledgments

2 …............. Table of Contents

3 …............. Introduction

Section 1: Vault Dweller Avatar Creation

4 …............. Vault Dweller Avatar Creation Overview

5 …............. Assign SPECIAL Attributes

7 …............. Select Tag Skills

8 …............. Choose Traits

9 …............. Calculate Secondary Statistics

10 …............. Personalize Your Vault Dweller

Section 2: How to Play

11 …............. Game Play Overview

12 …............. Skill Tests

15 …............. Combat

21 …............. Combat Cheat Sheet

Section 3: Equipment and Perks

23 …............. Carrying Capacity and Weight Limit

24 …............. Weapons

25 …............. Energy Weapons

26 …............. Explosives

27 …............. Guns

31 …............. Melee Weapons

32 …............. Unarmed

33 …............. Weapon Special Effects

34 …............. Apparel and Clothing

35 …............. Light Armor

36 …............. Medium and Heavy Armor

37 …............. Hats and Helmets

38 …............. Consumables and Chems

39 …............. Drinks and Food

40 …............. Gear, Personal Storage, Tool Kits, Misc.

42 …............. Ammunition Parts

43 …............. Skill Books, Magazines, Crafted Items

45 …............. Level and Advancement

46 …............. Perks

52 …............. Index

Game Play MaterialsTo play SimTek 5000 you will need a few things. First is you and some of your friends, one of whom assumes the role of Overseer and runs the simulation, the others playing the role of the Vault Dwellers. Next is a pencil and your Vault Dweller PAGE, which keeps track of your avatar's attributes, stats, skills, perks, equipment, etc. It would also be handy to keep a copy of this document close by in case you need to reference anything while playing.Last thing is a set of standard RPG dice. These are polyhedral dice that are rolled to determine random factors throughout thesimulation. A set should consist of 1d4 (four sided die), 1d6 (six sided die), 1d8 (eight sided die), 1d10 (ten sided die), 1d100 (percentile die, a d10 with a “0” place), 1d12 (twelve sided die),and 1d20 (twenty sided die). Some times you are required to rollseveral of the same die at the same time. If you don't have enough dice on hand you can roll individually and keep a running total.

The Golden RulesHAVE FUNThe SimTek 5000 Post-Nuclear Simulator is intended for entertainment purposes. To that extent, please remember to have fun. Keep the drama and conflict of the wasteland inside the simulation. Don't allow personal arguments to occur because of in-game events, feelings will be hurt and it's not a good time for anyone involved.

OBEY THE OVERSEERThe Overseer's word is law. This document is meant to be used as a foundation on which the Overseer builds the world and story of your post-apocalyptic journey. If there are certain rules they would like to change or add, it is well within their power to do so. They should, however, make sure everyone playing is wellaware of any such changes before the game starts.

Coming Soon!The SimTek 5000 Overseer's Manual

This helpful document contains all the information the Overseerwill need when creating and running simulations using the

SimTek 5000 Post-Nuclear Simulation Guidebook.Including:

World-buildingVariant Rules

Hardcore ModeEnemy Stats...and more!

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IntroductionCongratulations Sir or Madame! You have been selected to participate in a ground-breaking new project brought to you

by your friends at Vault-Tec Industries. Our scientists and engineers are working hard around the clock to design our signature Vault-Tec Vaults. They are putting so much effort into making our line of fallout shelters the most safe and secure option for you and your loved ones that they don't have the time required to anticipate every need which may arise when facing the possibility of living in a post-apocalyptic world. This is why we need your help.

Vault-Tec Industries is proud to present the SimTek 5000 Post-Nuclear Simulation Guidebook. Designed especially for creatingand collecting data on the hypothetical struggles of every day life one would encounter after surviving a planet-wide nuclear devastation event. The data we collect from the SimTek 5000 will be meticulously analyzed and compiled into the Vault-Tec Vault Dweller's Survival Guide, a multi-volume bank of knowledge that will be placed in every one of our Vault-Tec Vaults. Should the bombs start falling, you can rest assured knowing that you have helped pave the way for future generations to know what to expect in their new lives both in and outside the vaults.

The Post-Nuclear World of TomorrowWar never changes. No one can be sure when a nuclear war will ravage our planet. It could happen tomorrow, it could

happen ten years from now, it might never even happen at all. The important thing is, we need to be prepared for it no matter when it might strike. For the purpose of this simulation, let's assume a world-wide nuclear war happens within our life time. In the year 2077 the bombs are launched. No one knows who fired the first one, or how many were launched in total, but the planet becomes devastated. 90% of all life on earth is erased within a matter of hours.

Luckily, this is not the end of humanity's story. Before the final hours, many American families and government officials were able to secure themselves within vast underground bunkers scattered all across the United States. These bunkers, known as Vault-Tec Vaults, are state of the art nuclear shelters with many modern amenities and comforts. These Vaults were designed to house populations of up to 1,000 people with enough supplies and power to keep them safe for over 100 years. Though, the period of timerequired before inhabiting the surface becomes safe again is only 50 years. So, after this time, the Vaults are programmed to open up and provide the occupants with everything they will need to begin their new life in the post-apocalypse.

Who knows what kind of dangers may face the Vault Dwellers? There is every possibility that mutations will occur within those people and animals unlucky enough to survive on the surface. The pockets of human survivors may devolve into primitive societies where strength and blood rule over reason and wealth. Savage raiders who take anything they want from those who are not among them. They could even become horrible ghoulish visages of their former selves, their skin and minds rotted away by the constant exposure to radiation. Animals will also suffer from the long term exposure toradiation. Likely mutations include growth in physical size, tumors and open sores, as well as hyper aggression due to the drop in food supplies.

As one of these vault dwellers you will need strength, wits, and just a little bit of luck to overcome the obstacles set before you in an effort to rebuild society from the ashes of this once great nation.

Meet Average Joe: Hello folks, I'm the Vault-Tec vault boy, Average Joe. I'll be giving you a hand along the way so when you see text from me, it means I've got some helpful advice to share with you.

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Vault Dweller Avatar Creation Overview1.Assign SPECIAL Attributes – You have a total of 40 Attribute points to spend into your SPECIAL. You may not assign any Attribute below 1 or above 10.

2.Select Tag Skills – Choose three skills to be your Tag skills, they each get a +15 bonus when calculating their starting rank. These represent your vault dweller's areas of expertise.

3.Choose Traits – You may optionally select up to two Traits from the list below for your vault dweller to posses. Make a note of the Trait's effects on your vault dweller PAGE. Some Traits may change your SPECIAL so be sure to choose your Traits before you make any calculations.

4.Calculate Skills and Stats – Each skill has a SPECIAL Attribute associated with it. To determine the starting rank of each skill, multiply the relevant SPECIAL by two, add one half your Luck value, rounded up (≈), then add two. The complete equation looks like this:

(SPECIAL x 2) + (½≈ Luck) + 2

Your vault dweller's Secondary Statistics (Stats) each have their own method of calculation and equations, listed below.

Average Joe Says: I have a 5 in each SPECIAL so the starting rank of my skills will be 15 ([5 x 2] + 3 + 2 = 15). You also get to add an additional 15 ranks to your three Tag skills. My Tag skills will all start at 30 (15+15).When calculating, remember, everyone's SPECIAL will be different so check your math with the Overseer.

5.Personalize Your Vault Dweller – Now that you know your vault dweller's capabilities, it's time to give them some character of their own. Are they male or female? Short or tall? Skinny or fat? Nice or nasty? It's all up to you. You may record a brief description of their physical and mental qualities on your vault dweller PAGE now.You also get to choose what occupation your vault dweller was assigned to after taking the Generalized Occupational AptitudeTest. Occupations provide you with your starting equipment andpossessions.

6.Enter the Wasteland – That's it! You are now ready to test your odds against the dangers of the outside world. Good luck, vault dwellers!

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1. Assign SPECIAL AttributesThe name SPECIAL is an acronym for the seven Attributes your vault dweller possesses. It stands for Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck.Each has a score from 1 (lowest) to 10 (highest) that acts as a numerical representation of your avatar's physical and mental aptitude. When creating your avatar you have atotal of 40 points to spend into your SPECIAL. You may not set a score below 1 or above10. Your SPECIAL is very important because it acts as a foundation the rest of your vaultdweller is built upon.

Below is a description of each SPECIAL Attribute and what benefits it will give your vault dweller.

Strength

"S is for Strength, and that means I am strong! I can carry lots of toys and swing stuff all day long!"

Strength Affects Your: Melee Skill, Inventory Weight, Melee Damage, Weapon Effectiveness

Score Description Carry Weight Melee DMG Bonus Skill Modifiers

1 Wet Noodle 160lbs. +0 Melee +2

2 Beached Jellyfish 170lbs. +1 Melee +4

3 Doughy Baby 180lbs. +1 Melee +6

4 Lightweight 190lbs. +2 Melee +8

5 Average Joe 200lbs. +2 Melee +10

6 Barrel Chested 210lbs. +3 Melee +12

7 Beach Bully 220lbs. +3 Melee +14

8 Circus Strongman 230lbs. +4 Melee +16

9 Doomsday Pecs 240lbs. +4 Melee +18

10 Hercules' Bigger Cousin 250lbs. +5 Melee +20

Endurance

"E is for Endurance, and that's how long I can play! I'm always really healthy, and have energy all day!"

Endurance Affects Your: Survival Skill, Unarmed Skill, Health, Resistance, Damage Threshold

Score Description Healing Rate Resist HP Per Level DT Skill Modifiers

1 Basically Dead 1 5 +2 2 Survival, Unarmed +2

2 Crumbly 1 10 +4 4 Survival, Unarmed +4

3 Do Not Bend 2 15 +6 6 Survival, Unarmed +6

4 Handle with Care 2 20 +8 8 Survival, Unarmed +8

5 Stain-resistant 3 25 +10 10 Survival, Unarmed +10

6 Hardy 3 30 +12 12 Survival, Unarmed +12

7 Tough-as-nails 4 35 +14 14 Survival, Unarmed +14

8 Flame Retardant 4 40 +16 16 Survival, Unarmed +16

9 Bulletproof 5 45 +18 18 Survival, Unarmed +18

10 Unstoppable 5 50 +20 20 Survival, Unarmed +20

Perception

"P is for Perception, a long funny word! It means what I tasted, smell, saw and heard!"

Perception Affects Your: Energy Weapons Skill, Explosives Skill, Lockpick Skill, Sequence

Score Description Sequence Bonus Skill Modifiers

1 Deaf Bat +2 Energy, Explosives, Lockpick +2

2 Senile Mole +4 Energy, Explosives, Lockpick +4

3 Squinting Newt +6 Energy, Explosives, Lockpick +6

4 Unsuspecting Trout +8 Energy, Explosives, Lockpick +8

5 Wary Trout +10 Energy, Explosives, Lockpick +10

6 Alert Coyote +12 Energy, Explosives, Lockpick +12

7 Big-eyed Tiger +14 Energy, Explosives, Lockpick +14

8 Monocled Falcon +16 Energy, Explosives, Lockpick +16

9 Sniper Hawk +18 Energy, Explosives, Lockpick +18

10 Eagle with Telescope +20 Energy, Explosives, Lockpick +20

Charisma

"C is for Charisma, it's why people think I'm great! I make my friends all laugh and smile, and never wantto hate!"

Charisma Affects Your: Barter Skill, Speech Skill, Reputation, Companion Loyalty

Score Description Reputation Bonus Loyalty Modifier Skill Modifiers

1 Misanthrope -3 -20% Barter, Speech +2

2 Old Hermit -2 -15% Barter, Speech +4

3 Creepy Undertaker -1 -10% Barter, Speech +6

4 Peevish Librarian +0 -5% Barter, Speech +8

5 Substitute Teacher +0 0% Barter, Speech +10

6 Cheery Salesman +1 +5% Barter, Speech +12

7 Diplomat +1 +10% Barter, Speech +14

8 Movie Star +2 +15% Barter, Speech +16

9 Casanova +2 +20% Barter, Speech +18

10 Cult Leader +3 +25% Barter, Speech +20

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Intelligence

"I is for Intelligence, it means I'm really smart! I use my brain for lots of stuff, like science, math and art!"

Intelligence Affects Your: Medicine Skill, Repair Skill, Science Skill,Skill Points

Score DescriptionSkill RanksPer Level Skill Modifiers

1 Sub-brick 6 Medicine, Repair, Science +2

2 Vegetable 7 Medicine, Repair, Science +4

3 Cretin 8 Medicine, Repair, Science +6

4 Knucklehead 9 Medicine, Repair, Science +8

5 Knowledgeable 10 Medicine, Repair, Science +10

6 Gifted 11 Medicine, Repair, Science +12

7 Smartypants 12 Medicine, Repair, Science +14

8 Know-it-all 13 Medicine, Repair, Science +16

9 Genius 14 Medicine, Repair, Science +18

10 Omniscient 15 Medicine, Repair, Science +20

Luck

"L is for Luck, and it's simple, you see! It means thatgood things always happen to me!"

Luck Affects Your: Critical Chance, All Skills

Score Description Critical Range Skill Modifiers

1 13 Pitch-black Cats 1% All Skills +1

2 Broken Gypsy Mirror 1-2% All Skills +1

3 Sickly Albatross 1-3% All Skills +2

4 Spilled Salt 1-4% All Skills +2

5 Coin Flip 1-5% All Skills +3

6 Stacked Deck 1-6% All Skills +3

7 Lucky 7 1-7% All Skills +4

8 Leprechaun's Foot 1-8% All Skills +4

9 21-Leaf Clover 1-9% All Skills +5

10 Two-headed Coin Flip 1-10% All Skills +5

Agility

"A is for Agility, that's how I get around! I move real fast and easy, and I never make a sound!"

Agility Affects Your: Guns Skill, Sneak Skill, Sequence, Action Points

Score Description Sequence Bonus Action Points Skill Modifiers

1 Walking Disaster +1 5 Guns, Sneak +2

2 Accident Prone +2 6 Guns, Sneak +4

3 Oaf +3 6 Guns, Sneak +6

4 Butterfingers +4 7 Guns, Sneak +8

5 Under Control +5 7 Guns, Sneak +10

6 Catlike +6 8 Guns, Sneak +12

7 Knife Thrower +7 8 Guns, Sneak +14

8 Knife Catcher +8 9 Guns, Sneak +16

9 Acrobatic Marvel +9 9 Guns, Sneak +18

10 Walks on Water +10 10 Guns, Sneak +20

Average Joe Says: Remember, vault dwellers, you have a total of 40 Attributepoints to assign when you create your avatar. If you want to make things easy, just set all your SPECIAL scores to 5 like me. You then get 5 more points to add to the Attributes you will need the most. Vault dwellers are special, indeed! Think about the type of person you want to be. Want to shoot guns really well? Add

to your Agility. Want to be really smart? Add to Intelligence. Want to be super strong? Then put all 5 points into Strength! The choices are yours.

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2. Select Tag SkillsSkills are the abilities and talents your vault dweller will learn throughout his life in the wasteland. Each skill is ranked on how proficientyou are in that particular area of study. Ranks are measured from 1-100. This is the direct percentile chance your vault dweller has tosucceed in completing a selected skill test. Average Joe has a 15 in each skill. That means he has a 15% chance (1 in 7 odds) to successfully accomplish a test.

When creating your avatar, you get to choose 3 Skills to be your Tag Skills. These are the three main areas of expertise your vault dweller is focused in. Your Tag skills get an additional +15 ranks after calculating their starting value.

Each skill will start at a different rank, depending on how you allocated your SPECIAL and certain Traits you may have taken. To determine the starting rank of each of your skills, use the following formula:

(SPECIAL x 2) + (½≈ Luck) + 2 Skills can be separated into two categories based on their primary functions. Combat skills are those which govern your ability to hit opponents in combat. They also play a small part in the maintenance of your weapons, such as fixing ammo jams. Other skills are exactly that, any other skill that does not involve the use of weaponry. These skills vary greatly and see many uses in and out of combat. Below is a brief description of each skill

Combat Skills (Associated SPECIAL)

Energy Weapons (PE)Represents your proficiency at using energy-based weaponssuch as laser pistols, plasma rifles, and gattling lasers.

Explosives (PE)Represents your proficiency at disarming mines, craftingexplosives, and using explosive weaponry such as dynamite,plasma mines, and missile launchers.

Guns (AG)Represents your proficiency at using weapons that fire standardammunition such as 9mm pistols, sniper rifles, Double BarreledShotguns, 10mm SMGs, and miniguns.

Melee Weapons (ST)Represents your proficiency at using melee weapons such asbaseball bats, combat knives, and the dreaded super-sledge.

Unarmed (EN)Represents your proficiency at fighting with your hands, feet, orfist weapons such as boxing gloves, bladed gauntlets, or powerfists.

Other Skills (Associated SPECIAL)

Barter (CH)Represents your proficiency at trading and haggling for betterprices with merchants. May also be used to negotiate betterdeals when making contracts.

Lockpick (PE)Represents your proficiency at picking locks using tools orimprovised materials. May also be used to disable certainmechanical traps.

Medicine (IN)Represents your proficiency at using medical tools,administering drugs, and crafting chems. May also be used tomend broken limbs.

Repair (IN)Represents your proficiency at repairing items as well as craftingweapons, ammunition, and armors.

Science (IN)Represents your proficiency at hacking computer terminals,recharging energy cells, and crafting electronic devices. Mayalso be used to access useful knowledge.

Sneak (AG)Represents your proficiency at remaining unheard and unseenwhile moving. May also be used to steal or pickpocket itemswithout being noticed.

Speech (CH)Represents your proficiency at persuading others to do whatyou want. This could be accomplished through diplomacy,intimidation, or seduction depending on your mood.

Survival (EN)Represents your proficiency at cooking, making poisons, andcrafting “natural” items and consumables. May also be used toseek out the quickest routes through the wasteland.

Average Joe says: I have a 5 in each SPECIAL, so I want to determine what my starting Speech skill is going to be. The associated SPECIAL for Speech is Charisma. Starting the formula, I'll multiple my Charisma of 5 by 2 to get 10 (5x2=10). I then add one half my Luck rounded up, which is 3 (5/2≈) plus 2, totaling 15 ([5x2]+3+2=15). Your SPECIAL will be unique, though, so make sure to do the math for each skill separately and check your answers with the Overseer.

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3. Choose Traits Traits are optional character modifications that affect your vault dweller in many ways. Some traits modify your SPECIAL or Skills whileothers may affect your Secondary Stats. Each one has a positive effect and a negative effect, so read them carefully before choosing. Listed here are the different Traits and their effects. You may take up to two or none at all.Trait Name Effect

Bruiser +2 ST, -2 AP

Built to Destroy +10% Damage, double weapon condition gain

Chem Reliant Half time of bad side effects from chems but double addiction chance

Chem Resistant Half addiction chance of chems but the good effects only last half as long

Claustrophobia +1 to all SPECIAL while outside, -1 to all SPECIAL while inside or underground

Early Bird +1 to all SPECIAL between 6am and 6pm, -1 SPECIAL between 6pm and 6am

Fast Metabolism +5 Healing Rate, Resistance starts at 0%

Fast Shot -1 AP to use any Ranged Weapons, can not perform a targeted shot

Finesse +10% Critical Chance, -10% Base Damage

Four Eyes +1 PE while wearing glasses, -1 PE without

Gifted +1 to all SPECIAL, -10% to all Skills

Good Natured +5 Barter, Medicine, Repair, Science, Speech and -5 Guns, Energy Weapons, Explosives, Unarmed, Melee

Heavy Handed +4 Melee Damage, -30% critical damage

Hoarder +25lbs. Carry Weight, -1 to all SPECIAL when not carrying 150lbs. or over

Hot Blooded +20% base damage when below 50% health, -2 PE and AG when below 50% health

Jinxed Allies and Enemies have a 10% Critical Failure Range (91-100)

Kamikaze +5 Sequence, -5 Overall DR

Logan's Loophole Chems last twice as long and you can never become addicted but you can never gain XP above level 20

Loose Cannon -1 AP to attack with thrown weapons, -25% thrown weapon range

Night Person +1 to all SPECIAL between 6pm and 6am, -1 to all SPECIAL between 6am and 6pm

One Hander +10% attack with 1-handed weapons, -20% attack with 2-handed weapons

Skilled +5 to all Skills, -10% Experience gained

Small Frame +1 AG, -10 DT

Tech Wizard +5 Lockpick, Repair, Science and -1 PE

Trigger Discipline +10% to hit with all ranged weapons, +1 AP cost of all ranged weapons

Wild Wasteland Unleashes the most bizarre and silly elements of post-apocalyptic America. Not for the faint of heart or the serious of temperament. You must have the Overseer's approval before selecting this Trait.

Wild WastelandSmall Frame

Kamikaze

Trigger DisciplineSkilled

Loose CannonLogan's LoopholeHot BloodedHoarder

Good Natured Heavy HandedFour EyesFast ShotClaustrophobia Early BirdBuilt to Destroy

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4. Calculate Secondary StatisticsSecondary statistics, in the strictest sense, are aspects of a character in the SPECIAL system which are based on (or derived from) the character's primary Attributes. More commonly, the term refers to all character stats which only exist as a function of another value, i.e. stats which the player cannot determine or influence directly without taking certain Traits or Perks. Each stat has an equasion based on your Avatar's SPECIAL scores. Just insert the corresponding score into the equasion to determine your starting values.

Health Points Starting Value = 15 + ST + (2 x EN)Health Points determine how hard it is for your avatar to die. If they reach 0 HP, they fall unconscious. If any damage is applied after this, they begin taking Vital Damage which could result in death. Certain items, the Medicine skill, or resting will restore lost HP.

HP Per Level Starting Value = 3 + (½ EN)Each time your avatar advances in Level, you addthis many Health Points to your total and current HP.

Damage Threshold Starting Value = EN + STThis represents your avatar's ability to shrug offwounds that would normally cripple some one. Ifyou take more damage from one attack thanyour Damage Threshold, the part of the body youwere hit in may become crippled.

Healing Rate Starting Value = ½≈ ENEach time your avatar rests for more than a six hourperiod, they regain a number of HP equal to yourHealing Rate.

Resistances Starting Value = 5 x ENThis is a measure of your avatar's ability to withstandspecial hazard types (poison, radiation, gas, andelectricity). Many kinds of chems and equipment willadd to certain resistance types.

Action Points Starting Value = 5 + (½ AG)Every action you wish to perform in combatcosts a certain number of Action Points. Themore AP you have, the more you will be ableto accomplish in a single turn.

Sequence Starting Value = AG + (2 x PE)In combat, this represents your vault dweller'sreaction time in relation to the othercombatants. Those with the highestSequence get to take their actions first eachround.

Melee Damage Bonus Starting Value = ½ STAny time you strike an opponent with your fists or amelee weapon, you add this bonus to the damagedealt.

Critical Chance Starting Value = LKThis represents the odds of your vault dwellerperforming a critical success. In combat thismeans you will deal extra damage or crippleyour opponent. With skill tests this means you willautomatically succeed, no matter what oddsare against you.

Skill Ranks Per Level Starting Value = 10 + (IN – 5)Each time your avatar advances in Level, theygain a number of additional skill ranks todistribute among any skill they wish.

Carry Weight Starting Value = 25 + (25 x ST)While traveling the wasteland, you will inevitablycome across an array of weapons, armor, andrandom junk which you will want to take with you.Your carry weight is how much of this salvage youare physically able to carry without becomingencumbered.

Karma PointsStarting Value = 50Karma is a representation of your avatar's moral compass and generally determines how others will act toward you in the wasteland. Your avatar starts the simulation at Neutral Karma which covers a numerical range of 41-60.

If you are kind and seek to help those in need you will gain Karma Points. If you are mean and steal, rob, and kill without warrant then you will lose Karma Points. Those with Very Bad (1-20) or Bad (21-40) Karma will generally be mistrusted or even hated by those with Good (61-80) or Very Good (81-100) Karma.Likewise, Good Karma vault dwellers will not be fondly looked upon by those with Bad Karma.

≈ Round Up

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5. Personalize Your Vault DwellerNow that all the boring numbers and math have been taken care of, it's time to really bring your vault dweller avatar to life. Here is a general list of questions you may answer for them to help you flesh out their personality.

What gender are they? What nationality are they? What is their skin color? What is their hair color? What is their eye color?

Do they have any distinguishing features? Do they have any scars or tattoos? Do they seem clean or dirty?

Do they cuss or speak eloquently? Do they have any family, living or dead? What motivates them as a person?

What is their biggest fear? What was their proudest moment?

Vault OccupationYour Avatar's occupation within the vault determines what their starting equipment and possessions are. Listed below are the different options and what each one gives you at the start of the simulation.Clinical Test SubjectVault Jumpsuit, Brass Knuckles, Tire Iron, Child's Backpack, Purified Water, Nuka Cola, Fancy Lads Snack Cakes, Potato Crisps, Buffout, Mentats, Jet

Fry CookVault Jumpsuit, Knife, Sack, Purified Water (3), BlamCo Mac & Cheese, Cram, InstaMash, Pork n' Beans, Salisbury Steak, Sugar Bombs, Lighter, Bobby Pin (3), Fire Extinguisher

Garbage BurnerVault Jumpsuit, Moltov Cocktail (3), Sack, Purified Water (2), Whiskey, BlamCo Mac & Cheese, Dandy Boy Apples, Junk Food,Bolt Cutter, Duct Tape, Gas Mask

HairdresserVault Jumpsuit, Pre-war Hat, Punch Dagger, Briefcase, Purified Water, Noodles, Potato Crisps, YumYum Deviled Eggs, Stimpak, Bobby Pin (3)

Jukebox TechnicianEngineer Jumpsuit, Laser Pistol, Energy Cell (30), Sack, Purified Water (2), Fancy Lads Snack Cakes, Salisbury Steak, Duct Tape

Laundry Cannon OperatorEngineer Jumpsuit, Knife, Frag Grenade, Duffle Bag, Purified Water, Beer (2), InstaMash, Junk Food, Pork n' Beans, Lighter

Little League CoachVault Jumpsuit. Ballcap, Baseball Bat, Baseball Glove, Baseball, Child's Backpack, Purified Water (3), BlamCo Mac & Cheese, Dandy Boy Apples, Fancy Lads Snack Cakes, Mentats, Binoculars

Marriage CounselorVault Jumpsuit, Stylish Hat, .22 Pistol, .22LR Round (32), Briefcase, Purified Water (2), Scotch, InstaMash, Salisbury Steak, YumYum Deviled Eggs, Fixer

MasseuseVault Jumpsuit, Iron Gloves, Duffle Bag, Purified Water (3), Cram,Junk Food, Noodles, Buffout, Jet, Sleeping Bag

PedicuristVault Jumpsuit, Dapper Hat, Boxing Gloves, Darts (5), Sack, Purified Water (2), Nuka Cola, InstaMash, Potato Crisps, Sugar Bombs, Psycho, Bobby Pin (2)

Pip-boy ProgrammerEngineer Jumpsuit, Plasma Pistol, Energy Cell (32), Sack, Purified Water (2), Fancy Lads Snack Cakes, Junk Food, Potato Crisps

Shift SupervisorVault Jumpsuit, Pre-war Hat, .357 Magnum Revolver, .357 Round (12), Briefcase, Purified Water, Vodka, BlamCo Mac & Cheese, Pork n' Beans, Salisbury Steak, Flashlight

Tattoo ArtistVault Jumpsuit, Bandanna, Knife, Brass Knuckles, Child's Backpack, Purified Water (2), Dandy Boy Apples, Junk Food, Noodles, Sugar Bombs, Buffout, Jet, Psycho, Lighter

Vault ChaplainVault Jumpsuit, Top Hat, 9 Iron, Sack, Purified Water (2), Wine, InstaMash, Noodles, Salisbury Steak, Mentats, Stimpak

Vault EngineerEngineer Jumpsuit, Ballcap, Lead Pipe, Duffle Bag, Purified Water (2), Nuka Cola, Cram, Junk Food, Potato Crisps, Steady, Duct Tape, Bobby Pin (2), Electronic Tool Set

Vault Loyalty InspectorVault Jumpsuit, 9mm Pistol, 9mm Round (36), Briefcase, Purified Water (2), Whiskey, BlamCo Mac & Cheese, InstaMash, SalisburySteak, Med-X, Bobby Pin

Vault PhysicianVault Jumpsuit, Doctor's Coat, Knife, Duffle Bag, Purified Water (2), Vodka, Dandy Boy Apples, InstaMash, Sugar Bombs, Med-X, Rad-X, Stimpak, Trauma Pack, Surgical Implements

Vault Security GuardVault Jumpsuit, Vault Security Armor, Vault Security Helmet, Police Baton, 9mm Pistol, 9mm Round (26), Purified Water, Noodles, Salisbury Steak

Vault TeacherVault Jumpsuit, Baseball Bat, Child's Back Pack, Purified Water (2), Nuka Cola, BlamCo Mac & Cheese, Junk Food, Potato Crisps, Buffout, Jet, Binoculars, Bobby Pin, Flashlight

Waste Management SpecialistEngineer Jumpsuit, Sledgehammer, Moltov Cocktail, Duffle Bag, Purified Water (2), Beer (2), Cram, Pork n' Beans, Salisbury Steak, Duct Tape, Bobby Pins (2), Flare

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Game Play OverviewThe Overseer Sets the Scene – Before each game, the Overseer will have a scenario of wasteland survival thought up for your avatars to complete. The Overseer will describe to the vault dwellers where they are, who is with them, and what is going on around them. The Overseer may provide additional material, such as props or print-outs for the vault dwellers to interact with. This adds a level of “suspension of disbelief” that helps everyoneget more involved and interested in what is happening in the scene.

Vault Dwellers Describe Their Actions – Once the scene has been set, it is the vault dwellers turn to describe to everyone what their avatars are doing in response to the setting or the task at hand. The Overseer then takes everyone's actions into account and tells them what happens as a result. This sort-of back and forth between the Overseer and the vault dwellers is the core concept of running successful simulations. The thing to remember is: Ask lots of questions! As the Overseer, constantly be asking the vault dwellers what they are doing. If you are a vault dweller, ask the Overseer questions about the places, people, creatures, and objects you encounter. By asking and answering questions, the story moves along and the plot can unfold.

Certain Actions Call for Tests – Most actions you want your avatar to perform are automatic. They just happen. Want to walk across the street? Say your avatar does so and she does so. Want to walk across the street while a herd of brahmin stampede through it? That's a little trickier. The best way to view this is: If the action you wish to perform carries some degree of reward for success or penalty for failure, it probably requires a test. Tests can be made against your Avatar's SPECIAL Attributes,their Secondary Stats, or their Skills.

SPECIAL Tests – whenever you need to rely on one of your raw physical or mental attributes, you make a test against the relevant SPECIAL. This is done by rolling 1d10 and “testing” the number rolled against your score. If the number rolled MATCHES or is LOWER than your SPECIAL score, or a natural roll of 1(criticalsuccess), you pass and complete the task. If the number rolled isHIGHER than your score, or a natural result of 10 (critical failure), the test fails and you suffer any consequences that may result.

Secondary Stat Tests – There are only a couple Stats which require tests. These stats are: Resistance and Karma. Resistance Tests are made by rolling 1d100 (percentile dice) and testing theresult against your Resistance Score. As before, if the roll MATCHES or is LOWER than your score, you pass. HIGHER than your score, you fail. Karma is similar in that you roll 1d100 and test it against your Karma Score. MATCH or LOWER passes, HIGHER fails.

Combat Breaks Out – In the harsh environment of the wastelandit is inevitable that something or someone at some point in someplace at some time will want to kill you. When that time comes, you have no other choice but to try and kill them right back. Combat can seem big and complicated at times, that's why there is an entire section below dedicated to Combat and the intricacies of taking another thing's life.

The Scene is Resolved – Once the smoke clears and a victor is chosen, the Overseer will wrap up the scene or lead into a new one. During this time the vault dwellers may loot the area of anyusable goods and the Overseer will award Experience Points. A game session usually consists of three to five scenes strung together by an overlying plot.

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Skill TestsWhenever you wish to perform an action that is covered by one of the 13 Skills you will be required to perform a skill test. This is done by rolling 1d100 (percentile dice) and comparing the result against your rank of the relevant Skill. If your roll MATCHES or is LOWER than your skill rank (or if you roll within your Critical Range) you have succeeded the test. If the roll is HIGHER than your rank (or if you roll a 96-100) the test has failed.Many skills see multiple uses, read the descriptions below to learn more about each skill and when you will need perform Tests.

BarterThe Post-nuclear society will be vastly different than the one we live in now. The concept of a free market, for example, will be abolished in favor of a primitive barter system. Where-by survivors of the nuclear wasteland will trade goods and services foranything they might find useful for survival.

This is where the Barter Skill comes into play.

Trade Prices : The first use of Barter is unlike any other skill in that it does not require a test, no roll is made for determining trade prices. Instead, you look at the Rank of your Barter Skill and round down to the nearest 10% (for example, a 37 Barter would be 30%, a 91 Barter would be 90%). This is your Barter Percent (BP) and it is a percentage of how much you adjust the buy andsell price of items by.

To calculate the buy price of an item, take your BP off of the Original Price to find the Price Adjustment. Then, double the Original Price and subtract the Price Adjustment. Average Joe Says: For example, a 9mm Pistol costs 100 Caps. You have a Barter Skill of 37 which makes your BP 30%. To find the Price Adjustment, 30% of 100 is 30. Now, double the Original Price of 100 to 200 then subtract the Price Adjustment of 30 to get a final buy price of 170 Caps.

To calculate sell prices, take your Price Adjustment of the item and that is your sell price. Average Joe Says: Using the above example, a 9mm Pistol worth 100 Caps would only fetch you 30 Caps if you sold it.

Negotiating: The other use of Barter comes into play when negotiating rewards for completing jobs for folks. Make a test against your Barter Skill, if you succeed you have convinced them to lighten their pockets a little more for a job well done. If you fail by 10 or more you may offend or even anger whomeveryou're dealing with. In either case, too many failed uses of this skill might give you a bad reputation as a greedy mercenary.

Energy WeaponsMany modern manufacturers make millionsof mutilating mechanical munitions. These high-tech devices are known as Energy Weapons and are categorized by the ammunition they require: energy cells, microfusion cells, electron charge packs, microfusion breeders, and flamer fuel. From

Laser Pistols to Plasma Rifles to Gattling Lasers and beyond, all these weapons use your Energy Weapon Skill to determine success or failure in hitting your target.

Weapon Jams: You must spend 5 AP and succeed at an Energy Weapons Skill Test to fix a jammed Energy Weapon. You must then spend the AP to reload before the weapon may be used again.

ExplosivesWhen you absolutely, positively have to just blow something up, Explosives is the Skill you need. Dynamite, grenades, rockets, and mines. If it goes boom, you need to make an Explosives Test to determine how well you hit your mark.

Due to the nature of explosive weapons, it is possible to miss your target but still damage them with the weapon's area of effect. When you miss with an explosive weapon, roll 1d8 to determine the direction it travels (1 is north, 2 is north east, 3 is east, 4 is south east, 5 is south, 6 is south west, 7 is west, and 8 is north west). The distance it lands from the target is one square for every 3 percent over your Explosives Skill you rolled. Average Joe Says: For example, I have an Explosives of 25 and throw a grenade at a raider, rolling a 48 on my attack. The grenade bounces off course so I roll a d8 and get a 1, which means it lands 7 squares north of him since 48 – 25 = 23, and it travels 1 square for every 3%, 23 / 3 = 7.

Disarming Mines: If you are aware of an active mine, you may use an Explosives Skill Test to attempt to disarm it. If you fail by more than 10 percent, the mine detonates immediately.

Weapon Jams: You must spend 5 AP and succeed at an Explosives Weapons Skill Test to fix a jammed Explosive Weapon. You must then spend the AP to reload before the weapon may be used again. This only applies to Explosive weapons that use ammunition.

GunsNothing is more tried and true for dealing with hostile threats than a good old fashioned pea shooter. The Guns Skill covers any weapon that uses conventional firearm ammunition: 9mm, .357, 5.56, 3.08, and 12 gauge buck are just a few examples. A higher Guns Skill means you will be more likely to hit the

target you are shooting at with your 10mm Submachine Gun, Sniper Rifle, Sawed-off Shotgun, or Minigun.

Weapon Jams: You must spend 5 AP and succeed at a Guns Skill Test to fix a jammed Gun. You must then spend the AP to reload before the weapon may be used again.

LockpickYou will find many locked doors and containers along your journey through the wasteland. The Lockpick Skill allows you to use improvised materials, such as bobby pins, as well as lockpicking tools to make aLockpick Test to bypass any lock. If you

succeed, you are able to open said doors or containers. If you

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fail the test by 10 or more, you break whatever you are using to pick the lock. If you fail by 20 or more, your tool breaks and the lock becomes jammed.

Lock Types and Modifiers: There are five different classifications of locks which require certain tools to easily bypass. You may stillattempt to pick locks with inferior tools but the task of doing so becomes much harder. As locks get better, they reduce your Lockpicking Skill unless you have the right tool for the job.

Lock Type / ModifiersTool Very Easy Easy Average Hard Very HardBobby Pin +10 0 -10 -20 -30Lockpick +20 +10 0 -10 -20Electronic Pick +30 +20 +10 0 -10

MedicineIt is inevitable that you will become injured while journeying through the nuclear wastelands of America. Be it radiation poison, falling rocks, or a knife in your back, a high Medicine Skill allows you to treat any injury with increased efficiency.

Basic First Aid: Before resting you may attempt to make Medicine Skill Test to apply general first aid (bandages, stints, tourniquets) to yourself or an ally. Success allows you to double your Healing Rate for one resting period. Failure means you only heal your normal Healing Rate.

Using Stimpaks: Whenever you apply a Stimpak to yourself or anally you make a Medicine Skill Test. If you succeed, double the number of hit points you recover. Failure still allows you to regainthe normal number of hit points you would recover.

Using Rad Away: Whenever you apply Rad Away to yourself or an ally you make a Medicine Skill Test. If you succeed, double the number of Rads removed with the application. Failure still removes the normal amount of Rads allowed.

Healing Limbs: In order to attempt to repair damaged limbs you must use a Stimpak, Trauma Kit, or Doctor's Bag. Choose which part of the body you are attempting to repair and make a Medicine Skill Test. If you succeed, the selected area heals one stage of condition damage. If you fail, the item you used is wasted and no damage is recovered. In any case, Stimpaks used in this manner never heal Hit Point damage.

MeleeOne of the most common items of self defense that will be available in the Wasteland are Melee Weapons, mainly due to the fact that most things can be picked up and wielded as a weapon. Some examples include: knives, baseball bats, tire irons, sledgehammers, and

swords. The Melee Weapon Skill determines your effectiveness at hitting opponents with said weapons.

RepairRegular maintenance of weapons and armor isthe key to gaining the most effectiveness out ofyour equipment. Weapons in poor condition are more difficult to use properly and armor in poor condition will not stop as much damage.

Regular Maintenance: There are many ways you can keep your equipment in good repair by just regularly cleaning and fixing where needed. Make a Repair Skill Test to remove one condition damage from a piece of equipment. Thisrequires 1 Hour of work and can not be done to repair equipment that has 10 or more condition damage.

Repairing Using Parts: If you have two of the same piece of equipment you can use one to repair the other using parts scrapped from the object. This always destroys one of the items. If you succeed at a Repair Skill Test you remove a number of condition damage from one of the items equal to the number of condition left on the other item. If you fail, you repair one less condition for every 5% you failed the test by. It is possible to fail so badly you do not repair the object at all.

ScienceAll Vault-Tec Vaults are outfitted with a library of holodisks containing many useful books and recordings. From encyclopedias to medical journals to congressional minutes, a wealth of information is available for any Vault Dweller to study and learn. All this knowledge and know- how is governed by the Science Skill.

Hacking: Many computer interfaces can by manipulated and secured content can be bypassed granting you access to files and processes normally unavailable. Succeeding at a Science Skill Test grants you access to password protected data on any computer you may not normally have access to. Failure by 10 ormore might set off security measures if any are present. Failure by 20 or more causes the computer to go into lockout mode, denying any further use.

Creating Chems: With the right ingredients and materials you can create your own versions of popular chems such as Slasher, Stimpaks, and Turbo. With the materials, 1 hour of work, and a successful Science Skill Test you can create one dose of a chem. If you fail the test you can try again with the same materials and another hour of work making a Science Skill Test for each attempt. If you fail the test by 10 or more you ruin half the materials and must replace them before trying again. If you fail by 20 or more you have ruined all the materials being used.

SneakAt times you may find it more useful to avoid conflict, such as when you accidentally stumble upon a raider encampment. Or, if you are of the criminal persuasion, you will want to go unnoticed when stealing or picking someone's pocket. This is where the Sneak Skill comes into play.

Sneaking: When you want to stay hidden or move silently without detection you make a Sneak Skill Test. If you succeed, you remain undetected. If you fail by 10 or more you have

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alerted those around you to your presence though they are not aware of your exact location and may come searching for you. If they do not immediately find you, you may make another sneak check to try and give them the slip. If you fail by 20 or more they are aware of your exact location and you may no longer attempt to sneak around them.

Stealing: If you want to take an unattended item from someone without them noticing, you must succeed at a Sneak Skill Test. If you fail by 10 or more they notice you and will gladly introduce you to a little thing called Wasteland Justice. NOTICE: Stealing is considered a crime and will result in Karma loss and possible hostile reactions.

Pickpocketing: If you want to take an item out of someone's possession without them noticing, you must succeed at a Sneak Skill Test. If you fail by 10 or more they notice you and they will probably not be happy you have your hand in their pockets.NOTICE: Pickpocketing is considered a crime and will result in Karma loss and possible hostile reactions.

Armor and SneakWhile wearing medium or heavy armor you receive a penalty toyour Sneak skill due to the increased noise armors make and also the fact that hiding behind a car is a lot harder when you'rewearing a suit of power armor. The penalty to your Sneak skill is equal to the weight of the armor worn. So a suit of Combat Armor which weighs 25 lbs. would give you -25 to your Sneak skillwhile a suit of T-51b Power Armor weighs 40 lbs. and would give you a -40 to your Sneak skill.

SpeechA silver tongue is a more valuable tool than an iron sword. Speech is the art of persuasion, getting others to do what you want by using yourwords to influence them. This could be as easy asconvincing others you are their friend or as complicated as convincing them you are an ambassador of the wastelands. When trying to influence others through diplomacy, intimidation,

or seduction (depending on the circumstances) you roll a Speech Skill Test. Success means they believe you and might be more willing to do what you say. Failure means they don't believe you and their attitudes don't change. Failure by 10 or more might result in a negative reaction making them unfriendlytowards you. Failure by 20 or more might result in them becoming hostile and not wanting to associate with you any more. They may even attack you, depending on the circumstances.NOTICE: While using your charm to dupe people into doing bad things isn't a crime, it certainly is a deplorable act which may result in Karma loss.

ReputationAs you travel throughout the wasteland you will encounter a diverse range of people, places, and organizations. Your reputation represents how these groups feel about your avatar. If you help one group, your reputation with them will increase giving you bonuses to Speech tests made to influence them. Adversely, if you do things to harm a group your reputation will decrease and they will be harder to influence. Gain a bad enough reputation and that group might send someone to huntyou down. Reputation gain, loss, bonuses, and penalties are up to the Overseer's discretion. Your starting reputation with every group is based on your Charisma score as shown on page 5.

Companion LotaltyIt is likely that you will meet individuals in your travels who share like minded goals and might agree to accompany your vault dweller as they travel. These NPCs are known as companions and might provide your group with much needed skills or knowledge (or just an extra pair of hands to carry all your salvage). When making Speech tests to influence companions you gain a bonus or penalty based on your Charisma score. These modifiers can be found on page 5.

SurvivalThe nuclear wasteland of America will bea hazardous, unforgiving place where the struggle to survive will be a constant fixture in your daily life. The Survival Skill represents your overall ability to keep yourself alive when resources become low and the environment becomes dangerous.

Foraging and Cooking: This use of Survival involves finding ediblefood among the wasteland and being able to prepare it while avoiding bacteria, radiation, or disease. With a successful Survival Skill Test and 1 hour of searching you are able to find enough food to feed yourself for a day. Multiple successes and more time allows you to find food for additional people. Failure means you are unable to find anything edible in the time you spent searching.

Avoiding Natural Hazards: At times you may be called upon to make a Survival Skill Test to avoid being damaged by some formof natural hazard. This could be anything from scaling a treacherous mountain pass to avoiding irradiated puddles to finding shelter during an acid rain storm. Success results in you avoiding or overcoming the hazard and you are not affected by it. Failure could result in taking damage, becoming injured, orgaining Rads depending on the situation.

Creating Food and Chems: Certain food and chem items are made using natural ingredients commonly found throughout thewasteland and are crafted using the Survival Skill. If you have the necessary ingredients and spend one hour of work you can make these items with a successful Survival Skill Test. If you fail the test you can retry using another hour of time and the same materials, making another Survival Skill Test for each attempt. If you fail the check by 10 or more you ruin half the materials and will need to replace them before retrying. If you fail by 20 or more you have ruined all the materials used.

UnarmedOne of the oldest forms of self defense, the Unarmed Skill represents your prowess in the martial arts. Punches, kicks, knees, elbows, and head buts are all the basic attacks the Unarmed Skill covers. There are also a number of weapons specifically designed to be worn over the hands that operate using the same principles of unarmed combat. This list includes brass knuckles, punch daggers, boxing gloves, and the high-tech power fist. A higher

Unarmed Skill means your punches will land more often.

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CombatCombat is separated into rounds which consist of each character in combat taking individual turns. One round of combat roughly represents 10 seconds of “real time,” with everyone's actions taking place simultaneously within this 10 second period. Once combat begins, perform the steps below each round until one side wins.

1. Determine turn order by comparing the Sequence of everyone involved. Those with the highest Sequence act first taking their full turn until they are out of Action Points or wish to forego using the rest of their AP. If two combatants are tied for Sequence, the one with the highest combined Agility and Perception goes first. If this is also the same, roll randomly.

2. During your turn you spend Action Points to have your Avatar perform various actions, hence the name. Every action has an AP Cost associated with it, listed on page 21. Weapons have their own AP Costs for attacks which are listed in the weapon's description. Action points do not carry over to the next turn so any unspent points are wasted.

Action types:a. Movement Actions are used to get your Vault Dweller from one place to another.b. Attack Actions are how you deal damage to the enemy.c. Defense Actions help protect your Avatar from enemy attacks.d. Stance Actions are used to position yourself for better ranged accuracy.e. Item Actions are for switching weapons or using various items in combat.f. SPECIAL Actions are any Tests that are made against your SPECIAL Attributes.g. Skill Actions are the use of non-combat skills during combat.

3. The Overseer controls the actions of the various enemies you will face in the Wasteland. Each enemy has their own SPECIAL, Traits,Skills, Perks, Sequence, Attacks, and Equipment that determine their capabilities. These are listed in the Enemy Stat Blocks section of the SimTek 5000 Overseer's Manual.

4. After every combatant has acted in sequence order a new round starts with the highest sequences acting again. This will continue until one side is clearly victorious and combat ends.

MovementIn the SimTek 5000 Simulation, movement in combat is denoted by using grid paper (with or without proper environmental representations) and tokens of any sort to represent the combatants. This is easily accomplished by using tile sets and miniatures from popular Role Playing Games, such as Dungeons and Dryads or Pathmaker. There are also programs for home computers or PipBoys that simulate this table top grid system. These can be found with a quick Gaagle Search.

Each square on the grid represents an area of 5 by 5 square feet. When you place your Avatar on the grid you put them on one of these squares. Your Avatar is now considered to be occupying that square. Since each square is 5 feet, moving from one square to an adjacent square is 5 feet of movement, which usually costs 1 AP. You may continue moving from square to square spending 1 AP for each square of movement until you wish to perform another action or run out of AP.

You also have the option of jogging or running as movement types. Jogging allows you to move 15 feet (3 squares) by spending only 2 AP.Though, if you take any other actions in that same turn, they each suffer a -15% chance to succeed. Running allows you to travel even further for less, you can move 30 feet (6 squares) for 3 AP. However, any other action you perform that turn also suffers a -30% chance to succeed. You can intermix actions

of walking, jogging, and running in the same turn. When you do,you only suffer the highest penalty for the movement types you have performed. They are not cumulative.

AttacksTargets and RangeWhen the time comes to attack an enemy there is a specific procedure you must follow. First, you must have a weapon equipped and ready to be used. Considering you have already accomplished this step, the next thing you need is a target. Every weapon has a Range stat. Range determines the distance at which a weapon can effectively be used. Most unarmed and melee weapons have a Range of 1, meaning they may only be used to target enemies that are adjacent to you (1 square). Thrown weapons and projectile weapons each have varying Ranges which tell you how many squares away you are able to target effectively.

Average Joe Says: For example, the 9mm Pistol has a Range of 6, meaning I can easily target enemies up to 30 feet (6 squares) away from me.

With ranged weaponry it is possibleto target an enemy beyond theweapon's Range but the fartheraway they are, the more difficultthe shot becomes. You receive apenalty to your Weapon Skill of -2%for every square beyond theweapons Range you are targeting.

Average Joe Says: For example, Iwant to shoot an enemy standing 12 squares away with my 9mm Pistol. The pistol's range is 6 squares which puts them 6 squares beyond its range. This would give me -12% to your Guns Skill when taking the shot.

Line of Sight and CoverYou may only make attacks against targets that are within your

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line of sight. To check line of sight, draw an imaginary line on thegrid from your Avatar's square to the target's square. If there is nothing in between the two that would prevent you from seeingthem, then they are considered within your line of sight.

Examples of objects that block line of sight include high walls, buildings, and large rocks. If the target is crouching behind low walls, cars, or large containers they may also considered out of sight.

If your target is behind an object butnot completely hidden by it (such as standing behind low walls or cars) they are considered to be in cover. When attacking a target behind cover, you are only able to hit the parts of their body you are able to see. You can do this by taking a Targeted Attack (see below) or by making a Single Attack and hoping that you hit a visible part of their body (see below for full rules).

Attack ModifiersAfter a target has been chosen and any range penalties are taken into account, the next thing you check for are any other Attack Modifiers. Environmental Modifiers are external forces which make it more difficult to effectively hit your target. For lowlight conditions, if your target is clearly illuminated by a light source then you do not suffer this penalty. If you are carrying a source of light, such as a torch or your PipBoy light, this illuminates the squares adjacent to you. If your target is beyond this range, the penalty applies. Hazards, Weather, and Darkness always affect you as long as you remain within the area.

Personal Modifiers are conditions affecting you that modify your attack rolls. These include the bonuses to Ranged attacks for crouching as well as the penalties for jogging or running, crippled limbs, being restrained, or using a two handed weaponin one hand.

Target Modifiers are conditions affecting your target that modifyyour attack roll to hit them. This includes bonuses for restrained or immobile targets as well as penalties for attacking fast moving targets or targets trying to defend themselves.See page 21 for all the Attack Modifiers as well as the bonuses and penalties they apply.

Single and Targeted AttacksWhen making a Single Attack with a weapon, you are assumed to be aiming in the enemy's general direction. With the fast action and constant movement present in combat, these attacks have a chance to hit any part of the target's body. When you succeed at a Single Attack roll, refer to the single digit die from your percentile roll to determine where the attack lands. Each number corresponds with a different part of the body:

1 = Head / 2-3 = Left Arm / 4-6 = Body7-8 = Right Arm / 9 = Left Leg / 10 = Right Leg

You may also use your PipBoy's V.A.T.S. (Vault-Tec Assisted Targeting System) to make a Targeted Attack against a specific part of the enemy's body. You must declare you are using V.A.T.S. before making your attack roll because Targeted Atacks use more AP than Single Attacks and are harder to

perform. Each part of the body carries a different penalty to your Weapon Skill for making Targeted Attacks:

Head = -50% / Arms = -30% / Body = -20% / Legs = -40%

Attack RollOnce you have determined what all the modifiers to your attack are, you are ready to make a Weapon Skill Test that corresponds to the weapon you are using. This is just like any other Skill Test, roll 1d100 and compare the result against your skill rank (after applying any modifiers). If the roll MATCHES or is LOWER than your Rank, you have successfully hit the target. If the roll is HIGHER than your Rank, you miss.

Weapon ConditionWhenever you miss with an attack roll, your weapon (if you're using any) takes 1 point of condition damage. Check off one of the CND boxes in the weapon's stats on your PAGE.

Critical HitsIf your roll falls within your Critical Range, the attack is considered a Critical Hit. Critical Hits always succeed, even if your chance to hit was lower than your Critical Range. Critical Hits also do increased damage and may have other effects as shown on page 21. When multiplying damage for critical hits, rollfor your weapon's damage then apply the multiplier.

Critical MissesIf you roll between 96-100 on anattack roll, it is considered aCritical Miss. Critical Misses alwaysfail, even if your chance to hitwas greater than the roll. Whenyou suffer a Critical Miss, roll 1d10and consult the chart below tosee what horrible twist of fateawaits you.

Damage RollIf you successfully hit a target withan attack you get to dealdamage to them. This is done byrolling the dice listed under yourweapon's Damage property and applying any modifiers (such as your Melee Damage Bonus for mellee and unarmed attacks or damage from ammunition for other weapon types).

Average Joe Says: For example, I have successfully hit an enemy with my 9mm Pistol. The damage for the Pistol is 1d8 so I roll the die and get a 5. The bonus damage for a 9mm Round is +6, so my attack would deal 5 + 6 = 11 damage total.

The damage dealt is reduced by the target's Damage Reduction for that damage type. Damage Reduction is usually granted by armor but some creatures of the wasteland possess natural DR.

Average Joe Says: Using the above example, my 11 damage shot with the 9mm Pistol hits a Raider wearing Leather Armor. The 9mm deals Normal Damage and Leather Armor has a Normal DR of 5. This would reduce my damage of 11 by 5, making the final damage 6.

Damage from a single attack can not be reduced lower than your score in the SPECIAL that is associated with that Weapon Skill.

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Average Joe Says: My Agility score is a 5, so successful attacks made with my Guns skill can never be reduced below 5 damage with enemy DR.

Taking DamageWhen you are hit by an enemy attack, a few things happen. First, any armor you are wearing takes 1 condition damage.Then, you check to see if your armor gives you damage reduction against the damage type of the attack used against you. Reduce damage from the attack by your DR (modified by condition) to see how much damage you actually take. Damage from attacks cannot be reduced below the attacker's score in the SPECIAL related to the skill they are using.

Subtract the damage taken from your current HP (if you are at full health, this is equal to your max HP) and record the new total in the current HP section of your PAGE. You then check to see if the attack was strong enough to cause limb damage, as detailed below.

Limb ConditionWhen you take damage from an attack, you are at risk of suffering condition damage to the part of your body that was hit. If your Damage Threshold is more than the amount of damage you took, you're safe and no condition damage is dealt.

If your DT is equal to or less than thedamage you took, the part of the body where you were hit suffers 1 Condition Damage (you can easilyrepresent this by putting a slash “/” through that body part on your Vault Dweller PAGE).

If the same body part takes anther Condition Damage (bringing your

total to 2 and marked with an “X” on your PAGE) it is now crippled and you suffer various penalties to your actions depending on which part of your body is crippled. It is also easier for enemies to score a critical hit on a crippled limb.The table below shows the penalties for having various crippled limb conditions.

Limb Condition Table

Crippled Limb Penalties

Head -20% to all Attacks, -10% to all other Skills, -2 to Perception Tests, +30 Crit Range against head

One Arm -10% to Attacks made with that hand or 2-handed weapons, -1 to Strength Tests, +10 Crit Range against arm

Both Arms -20% to all Attacks, -10% to all other Skills, -2 to Strength Tests, +10 Crit Range against arms

Body 1/2 Healing Rate, -2 to Endurance Tests, +20 Crit Range against body

One Leg x2 Movement AP cost, -1 to Agility Tests, +10 Crit Range against leg

Both Legs x3 Movement AP cost, -2 to Agility Tests, +10 Crit Range against legs

Vital Damage and DeathOnce your character has been reduced to 0 HP, they immediately fall unconscious and any damage they take

beyond that becomes vital damage. When you take vital damage it is counted up from 1 to 10+.Average Joe Says: For example, while at 4 current HP I am hit for6 more damage. 4 damage reduces my HP to 0 so the remaining 2 damage becomes 2 vital damage.

Vital damage, as the name suggests, means your character hastaken enough damage to put them at risk of suffering a fatal wound or becoming horrifically scarred. The effects of vital damage differ depending on the type of damage you took and the total amount of vital damage you have gained.

If you have taken vital damage but are not yet dead, you can be resuscitated with the use of a StimPak, Trauma Kit, or Doctor'sBag and a successful Medicine test. Though, any permanent scars remain. This brings your HP total to 1 and you may then be healed as normal.

Once you have taken enough vital damage that the effect is death, your avatar is dead. At this point, there is no amount of medicine or prayer that will bring them back to life. Hand your Vault Dweller PAGE over to the Overseer. It is then customary forthe Overseer to write “DEAD” in big bold letters across the page.This is to remind everyone that the wasteland is an unforgiving place and death is permanent. The types and stages of vital damage with their corresponding effects can be found on page 22.

Special Damage TypesThere are many hazards in the wasteland which cause your avatar to take damage or become injured in some other way. These special damage types and their effects are listed below.

Blood LossIf your avatar takes a grievous enough wound, they may begin suffering from blood loss. This causes them to lose 1 HP every round until they receive any sort of medical attention. Multiple blood loss effects stack, so if you suffer blood loss from two sources you will lose 2 HP per round.Average Joe Says: Sleeping does not remove blood loss, so you can bleed to death in your sleep, be sure to patch yourself up quickly.

Electricity DamageDamage from electrical sources is treated as Laser type for the purpose of damage reduction. Electricity has the added bonus of dealing increased damage against robots and anyone wearing metal armor types. Double the damage dealt to these targets before subtracting DR.

Electricity also has a chance to stun living targets who take damage from an electric attack. They must succeed at a Resistance test or become stunned for 1 round.

Falling DamageIf your avatar falls from a high enough distance, the impact of the fall deals damage to them depending on how far they have fallen. For every 10 feet they fell, they take 1d6 damage that cannot be reduced by armor or other damage reduction. Roll 1d10 to see which part of the body suffered the most from the impact for limb condition purposes.Average Joe Says: With a successful Agility test you can reduce the amount of damage you take from falling by 1d6. So if you only fall from 10ft and succeed the test you take no damage atall!

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FireFire damage is a damage over time effect, meaning that every round you are on fire you will take 1d6 damage from it. This additional fire damage cannot be reduced by your Fire DR fromarmor, or other affects. Your armor also takes 1 condition damage from the fire each round you are on fire. After a minutethe fire will burn itself out and the continuing damage will stop or you can spend 5 AP to to put the fire out yourself.

Average Joe Says: Remember: Stop, Drop, and Roll.

PoisonPoisons are toxic substances from various sources that can enteryour system through wounds or something you ingest. Wheneveryou are affected by a poison, you make a test against your Resistance. If the test is successful, your body's immune system has fought the toxins off and you are not affected. If you fail, the effects of the poison occur. Each poison has a different effect, which is outlined in the poison's description or the creature's stat block.

RadiationRadiation will be a constant threat inthe post-nuclear wasteland. If you areexposed to too much radiation youmay become sick. Stay exposed fortoo long and you may die, or worse.Whenever you gain Rads, they arecounted separately on your PAGEand you keep a running total of howmany you have accumulated duringyour travels. Your Resistance statreduces the number of Rads you gainby a percentage amount, roundedup. Once you reach certain amountsof Rads, you start to suffer from thevarying degrees of radiation sickness.The stages of radiation sickness andits effects are listed below.

Radiation Table

Rads Level Effect

0-99 Healthy No effect

100-199 Minor Radiation Poisoning -1 EN

200-299 Advanced Radiation Poisoning -2 EN, -1 AG

300-399 Critical Radiation Poisoning -3 EN, -2 AG, -1 ST

400-499 Deadly Radiation Poisoning -3 EN, -2 AG, -2 ST

500+ Fatal Radiation Poisoning Death

Average Joe Says: I have a Resistance of 25, so I reduce all Rads I take by 25%. If a source gives 4 Rads per round, I would only take 3. If it gives 10 rads, I would only take 8. I can also use Rad-X or Radiation Suits to boost my Resistance against Radiation even more!

Area AttacksCertain weapons and attacks target an area, rather than an individual enemy. These are known as area attacks and come in two distinct varieties, cones and blasts.

Cone AreaThese attacks emanate from a point of origin (usually a weapon) and spread in a cone shape from this point outward. Cone weapons have a separate range listed which denotes thewidth of the targeted area. One square next to the point of origin is chosen to be the start of the cone. Two squares which are further from the point of origin and adjacent to the start are the next to be targeted. Keep following this pattern until a number of squares equal to the cone width has been reached. Beyond the maximum width, all squares of that width are affected as well.When using cone weapons, make one attack against each target in the cone's area separately starting with the target closest to you. Due to their limited range and reduced effectiveness at long range, cone weapons suffer a -5% to weapon skills for targeting beyond the weapon's max range.

Blast AreaThese attacks emanate from a point of origin (grenade, mine, rocket, mini nuke) and spread out in a blast radius in all directions. Blast 1 targets a 2x2 grouping of squares, choose yourtarget square and the three that are adjacent to it to form the 2x2 grid. Blast 2 targets a 3x3 grid, the center square being the target square. Blast 3 targets a 5x5 grid, the center square is the target square. Blast 4 targets a 7x7 grid, the center square is the target square.Due to the nature of blast weapons, the attack itself originates from the point of detonation. Therefore, enemies are denied any cover bonuses if the target square has clear light of sight to them.

DefenseAt times you will find that the best defense is not a good offensebut rather the best defense is to defend yourself from incoming harm. Defensive actions make it harder for enemies to hit you bylowering their chance to hit. Each Defense Action has its own AP cost and penalty that applies to attacks made against you until your next turn.

FeintThis is a quick maneuver to trick your opponent into thinking you

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are moving one way but you move in the opposite direction instead. Feinting costs 2 AP and reduces the chance to hit you by 10% until your next turn.

DodgeThis is a more focused attempt toavoid incoming attacks, carefully weaving yourself around the enemy's weapon. Dodging costs 4 AP and reducesthe chance to hit you by 25% until your next turn.

DiveThis is a last ditch effort to hurl yourself out of harms way. When

you take the Dive action you fall prone and lose any remaining AP this turn, rendering you incapable of taking further actions. Diving costs 5 AP, though you also lose any remaining, and reduces the chance to hit you by 50% until your next turn.

StanceCrouching or lying prone allows you to steady yourself when wielding firearms, making it easier to line up shots and hit your mark. While crouched or prone your chance to hit using firearms(any weapon that uses ammunition from the Guns, Energy, or Explosives Skill) receives the appropriate bonus, listed below. Theonly drawback is that is makes moving more difficult.

CrouchCrouching down on one knee improves your center of balance,allowing you to absorb more recoil from discharging a firearm. To change stances from standing or prone to crouching costs 2 AP and increases your chance to hit with firearms by 10% until you change stances. AP costs for movement are doubled while crouching.

Stand From CrouchTo change stances from crouching to standing costs 2 AP.

ProneLying prone allows you to rest a firearm against a steady surface, greatly improving your accuracy with the weapon. To

change stances from standing or crouching to prone costs 3 AP and increases your chance to hit with firearms by 20% until you change stances. AP costs for movement are tripled while prone.

Stand From ProneTo change stances from prone to standing costs 4 AP.

ItemsUsing items in combat will spell success for any wastelander smart enough to know how to use them. If you are injured and can't escape, you will need to use a StimPak or similar healing item to keep yourself alive. If you want to gain the advantage over your opponent, use a performance enhancing drug like Buffout or Psycho. Or if your friend is on fire and you happen to have a fire extinguisher on hand you can use it to dowse the flames.

Equip or Switch Weapon SetsFor ease of access, you may keep two sets of weapons you have hanging at your side, strapped to your back, or similarly on hand which you can quickly draw should the need arise (as noted on your Vault Dweller PAGE). To equip or switch between these weapons costs 2 AP. Other weapons you are carrying are considered to be stored in your backpack or other such storage container and follow the rules

for Taking an Item.

Use an Equipped ItemWeapons follow their own rules for AP costs, refer to the equipment section of this book for using weapons in combat. Using any other item you currently have equipped (such as chems, fire extinguishers, grappling hooks, Geiger counters, bolt cutters, etc.) costs 3 AP.

Take an ItemEquipping an item from yourbackpack, from an enemy'scorpse, or from off the groundcosts 4 AP. Generally, you mayonly retrieve items that are withinyour reach, which is your squareand any adjacent square. If anenemy is in the same square asthe item, you must succeed at anAgility Test to pick it up.

Use an Item from your BackpackIf you quickly need to equip and use a non-weapon item from your backpack it only costs 5 AP. This is helpful for when you need to use an item in a pinch and might not have enough action points to equip and use the item as separate actions.

SPECIALThere may be actions you wish to perform that are not necessarily covered by any Skill. These actions rely on your SPECIAL attributes to determine their success or failure. Before rolling, be sure to check with the Overseer who will let you know which SPECIAL to test against based on the action.

StrengthAny action that requires sheer muscle power to perform tests against Strength. This includes, but is not limited to: lifting or pushing heavy objects, busting down doors, and breaking plates over your head.

PerceptionActions that test against Perception include: Seeing, Hearing, Smelling, Tasting, Touching and any application of these five senses.

EnduranceTests against Endurance are usually made as a reaction to another action or the environment and may be caused by running long distances, suffering from heat stroke, wearing no clothes in freezing weather, or eating a bad piece of strange meat.

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CharismaThe only actions that test against Charisma are those made to influence others without using Barter or Speech. Basically, when you're not using your words but rather body language to convey emotion. You could make yourself seem physically intimidating to force the raiders to think twice about shooting at you or you could try to surrender by raising a white flag or throwing your hands up in the air.

IntelligenceVault Dwellers will be equipped with libraries of knowledge, including all the data gathered by the SimTek5000 Post-Nuclear Simulation. So, any time you need information about the wasteland around you just make a Knowledge Test to see if you know anything about it.

AgilityActions that involve acrobatic or agile movement require you totest against Agility, such as: jumping, climbing, and tumbling. When performing a jump, you suffer a -2 penalty to your Agility for the test if you have not yet moved in the direction of the jump this turn. If the test succeeds, you may move 1 square in a straight line per 2 AP spent as part of the jump.

When climbing, if you pass your Agility test you may climb a distance of 5 feet per 3 AP spent. If you are still climbing at the start of your next turn you must succeed at another Agility test tocontinue climbing. If this test fails, you fall.

Tumbling is used to soften falls from great heights. When you fall,you take damage depending on how far you have fallen. The amount of damage is 1d6 for every 10 feet you fell. Succeeding at your Agility test reduces the damage you take by 1d6.Average Joe Says: For example, I fall off the roof of a three storybuilding which stands 30 feet tall. I would take 3d6 points of damage from the fall unless I succeed an Agility test, which lowers the damage to only 2d6.

LuckActual tests against Luck rarely come into play. The Overseer may have you make tests for random chances of good or bad luck to effect your avatar. Or, to determine the winner in gamesof chance such as dice or cards.

SkillsThere may come a time when you need to use a non-combat skill during combat, such as picking a door lock to escape an oncoming ghoul hoard or sneaking up to an opponent to deliver an attack. Using skills in this way usually costs 5 AP unless otherwise noted below.

LockpickPicking locks in combat can give you access to secured containers which may contain valuable weapons or chems or allow you to open doors to escape or gain a better vantage point on your enemy. Hard or Very Hard locks are too intricate to pick during combat and need dedicated time or concentration that is just not possible to obtain when the bullets start flying.

ScienceHacking computers in combat will allow you to shut down their security measures, disabling hostile turrets, reprogramming robots targeting parameters, or accessing secured doors. Hard or Very Hard computers cannot be hacked during combat,

they need more time and concentration than is afforded. It should be noted that you cannot create chems while in combat due to the length of time required for that task.

SneakSneaking in combat is the key to successfully ambushing enemies. Unlike other skills, Sneaking doubles the AP cost of movement as long as you continue to sneak. If you jog or run while sneaking, the penalties for these movements also applies to your Sneak skill test.

If you are able to attack an enemy whileundetected you get a couple ofbonuses. First off, you do not suffer anypenalty to your attack roll for Defenseactions your target has taken. If they areunaware of you, they cannot defendthemselves properly against your attack.

The second bonus only applies if yousuccessfully hit a target while remainingundetected. The attack becomes aSneak Attack Critical and automatically deals critical damage to the part of the body you hit. Refer to the table on page 21 forthe effects of critical hits.

SpeechFor those times when you find yourself in the unfavorable situation where combat has started and you do not want to participate, you can try to talk your way out of it.

Average Joe Says: You can't talk your way out of every fight. Less civilized individuals such as raiders, mutants, ghouls, robots, and animals will not understand reason and cannot be influenced. If they mean to kill you, they will fight to the bitter end. However, if the person you are dealing with has any shred of decency (Neutral or Good Karma) there might be a chance they will lower their weapons and hear you out.

SurvivalUsing Survival in combat is helpful when you want to discern directions or avoid natural hazards. It should be noted that you cannot forage or create remedies while in combat due to the length of time required for these tasks.

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Actions in CombatMovement

Action APWalk 5ft 1

Jog 15ft (-15% to your actions this round)

2

Run 30ft (-30% to your actions this round)

3

Jump 5ft 2Climb 5ft 3

DefenseAction AP

Feint (-10% to attacks against you this round)

2

Dodge (-25% to attacks against you this round)

4

Dive (-50% to attacks against you this round)

5

StanceAction AP

Crouch (+10% to firearm attacks, x2 Movement AP)

2

Stand from Crouch 2Prone (+20% to firearm attacks,

x3 Movement AP)3

Stand from Prone 4

ItemsAction AP

Equip or Switch Weapon Sets 2Use an Equipped Item (stimpak,

grappling hook, etc)3

Take an Item (off ground, from enemy, etc)

4

Use Item from Backpack 5

SPECIALAction AP

ST (bust down a door, move an obstacle, etc)

4

PE (spot hidden weapons, armor, enemies, etc)

4

EN (long runs, enduring hazards,usually a reaction)

0

CH (intimidate enemy, surrender, etc)

4

IN (recollect helpful knowledge,usually a reaction)

0

AG (jump, tumble, or climb around battlefield)

4

LK (overseer's discretion, usually a reaction)

0

SkillsAction AP

Lockpick (hard locks can't be picked in combat)

5

Medicine (used with item actions) Var.Science (hard computers can't

be hacked in combat)5

Sneak (doubles movement speed cost)

X2

Speech (you can't talk your way out of every fight)

5

Survival (discern north, avoid natural hazards, etc)

5

Relevant Weapon Skill (fix weapon jam)

5

Radiation LevelsRads Level Effect

0-199 Healthy No effect

200-399 Minor Poisoning -1 EN

400-599 Adv. Poisoning -2 EN, -1 AG

600-799 Critical Poisoning -3 EN, -2 AG, -1 ST

800-999 Deadly Poisoning -3 EN, -2 AG, -2 ST

1000+ Fatal Poisoning Death

Attack ModifiersEnvironmental

Condition Mod.Low Light (PipBoy light, torch,

dawn/dusk, etc)-20%

Hazards (smoke screens, thickbushes, etc)

-30%

Severe Weather (dust storms, heavyrain, etc)

-40%

Total Darkness (underground,blinded, etc)

-50%

PersonalCondition Mod.

Crouched (ranged only) +10%Prone (ranged only) +20%

Arm Crippled -10%Both Arms Crippled -20%

Head Crippled -20%Restrained -20%

Using a 2-handed weapon in 1hand

-30%

Distance (-2% per square beyondrange, -5% per square for cones)

Var.

ST less than weapon Min ST (-5% for every point below)

Var.

TargetCondition Mod.Unaware +10%Stunned +10%

Restrained +20%Immobile +30%Jogging -15%Running -30%

Critical Hit EffectsHeadThe attack deals 3x Damage, target stunned for 1 roundBodyThe attack deals 1.5x Damage, target suffers blood lossArmsThe attack deals 2x Damage, target dropsany held itemLegsThe attack deals 2x Damage, target falls prone

Critical Failure Effects1d10 Effect

1 Accidentally hit yourself2 Weapon takes additional -1

condition3 Lose remaining AP4 Dropped Weapon5 Ammo is bad, melee and unarmed

take -1 condition6 Weapon takes additional -2

condition7 Luck #7, you actually hit the

intended target!8 Accidentally hit the next nearest,

valid target9 Weapon jams, melee and unarmed

take -2 condition10 Weapon breaks beyond repair

Crippled LimbsLimb Penalties

Head -20% to all Attacks, -10% to all other Skills, -2 to Perception Tests,+20% Crits against head

One Arm

-10% to Attacks made with that hand or 2-handed weapons, -1 to Strength Tests, +5% Crits against arm

Both Arms

-20% to all Attacks, -10% to all other Skills, -2 to Strength Tests, +5% Crits against arms

Body 1/2 Healing Rate, -2 to Endurance Tests, +15% Crits against body

One Leg

x2 Movement AP cost, -1 to Agility Tests, +10% Crits against leg

Both Legs

x3 Movement AP cost, -2 to Agility Tests, +10% Crits against legs

LockpickingLock Type / Modifiers

Tool VeryEasy

Easy Avg. Hard VeryHard

Bobby Pin +10 0 -10 -20 -30Lockpick +20 +10 0 -10 -20Electronic Pick

+30 +20 +10 0 -10

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Vital Damage TableDMG Normal Laser Fire Plasma Explosive

1 The damage is only superficialand the target is merely

unconscious.

The damage is only superficialand the target is merely

unconscious.

The damage is only superficialand the target is merely

unconscious.

The damage is only superficialand the target is merely

unconscious.

The damage is only superficialand the target is merely

unconscious.

2 The target is violently pushedback 2 squares away from the

source of the attack.

The attack causes a randomflammable possession the

target is carrying to ignite. It isdestroyed.

The target continues to burnfor 1d6 fire damage each

round.

The plasma splashes onto onerandom item the target is

carrying, completelydestroying it.

The explosion destroys anyflammable objects held by

the target.

3 The attack leaves a brutal exitwound, creating a permanentscar on the part of the body

that was struck.

The heat of the attack ignitesthe target, causing them tobecome engulfed in flames

which burn them for 5damage a round for 10

rounds.

The attack also ignites thetarget's gear, destroying

anything flammable they arecarrying.

The target's limb is covered inplasma which slowly burns

away their outer layer of skin,immediately crippling the part

of the body that was hit.

The target's skin is burnedaway in the blast, leaving a

large scar. They suffer apermanent -1 penalty to

Charisma.

4 The attack struck a vital organor artery, causing them to

suffer from blood loss. Ignorefurther vital damage effectsuntil you hit 7 vital damageand the blood loss effect

ends.

The target is struck in a vitalnerve, immediately cripplingthe part of their body they

were hit in.

The attack envelopes thetarget, burning away all theirhair and leaving scars across

the skin. They suffer apermanent -1 penalty to

Charisma

The plasma also covers thetarget's gear, completely

destroying everything in theirpossession.

The explosion causes anyexplosive items on the target

to detonate.

5 The attack rips the target toshreds, immediately crippling

the part of the body theywere hit in.

The attack sears the target'sskin, leaving a large burn scaron the part of the body that

was hit.

The target is wracked withsearing pain as they sufferextensive nerve damage,

immediately crippling the partof the body they were hit in.

The plasma washes over thetarget, melting their skin and

hair off. They suffer apermanent -2 penalty to

Charisma and could easily bemistaken for a ghoul from now

on.

The part of the body hit isripped to shreds, immediately

crippling it.

6 The force of the attack rendsthe targets limb from theirbody. Treat that limb as

permanently crippled. If theattack hit the targets head,treat this as a result of 9 fromthis list. If the attack hit the

target's body, treat this as aresult of 8 from this list.

The attack erupts with asearing hot light that blinds the

target as if their head waspermanently crippled.

The attack leaves horribleburns covering most of thetargets body. They suffer apermanent -2 penalty to

Charisma.

As the plasma burns, it meltsaway the part of the target

that was hit. If it was the heador body, they are dead. If it

was an arm or leg, that limb isgone and treated as

permanently crippled.

The explosion wracks thetarget's entire body, dealing 1point of condition damage to

all limbs.

7 The attack rips a gapingwound in the target's fleshthat will not stop bleeding.

They will die in 1 hour withoutmedical attention.

The target's skin is burnedaway by the searing heat ofthe attack, leaving the boneand muscle underneath fully

exposed. They will die in 1 hourwithout medical attention.

The target's entire body isignited and they will die in 1

minute unless someonespends 5 AP to smother the

flames.

The attack melts a holethrough the target's body,they will die in 10 minuteswithout proper medical

attention.

The explosion rends the part ofthe body hit clear off. If it wasthe head or body, they aredead. If it was a leg or arm

treat it as permanentlycrippled.

8 The target is left with a largeamount of internal damagethat causes blood to fill their

lungs. If they fail an Endurancetest, they die immediately. Ifthey succeed, they will die in10 minutes without medical

attention.

The attack penetrates thetarget's body, leaving a

seared hole straight through.They are dead.

The attack causes fire andsmoke to surround the target,

making them unable tobreathe. If they fail an

Endurance test, they die. Ifthey succeed they will die in10 minutes without medical

attention.

The plasma eats away thetarget's flesh down to the

bone. If they fail anEndurance test, they die. If

they succeed, they will die in 1minute without medical

attention.

The concussive force of theexplosion causes internal

hemorrhaging, if the targetfails an Endurance test, theydie. If they succeed, they will

die in 1 round without medicalattention.

9 The part of the target's bodythat was hit shatters apart

from the force of the attack,killing them and covering their

square and each adjacentsquare in gore. Anyone

moving through this area mustsucceed an Agility test or pall

prone.

The target's body is superheated by the attack whichcauses it to spontaneouslydisintegrate, leaving their

possessions scattered amonga pile of ashes.

The flames engulf the targetsbody as their flesh melts away

leaving only a charredskeleton behind. Any

flammable items on thetarget's body are also

destroyed.

The target's body melts awayinto a glowing puddle ofgreen goo, leaving their

possessions covered in thecaustic mess.

The target explodes in a cloudof red mist, destroying

anything flammable theywere carrying and sending

the rest of their gear scatteredin random directions.

10+ As above, except the pressureinside their body causes bloodto spray from the wound into

each adjacent squareblinding anyone in that area

until they spend 5 AP cleaningthemselves off.

As above, except the heat ofthe conflagration is great

enough to cause the ashes toscatter in each adjacent

square, giving anyoneattacking through the areacover as if it were a smoke

screen. The cloud lingers for 3rounds before dispersing

As above, except the flamesalso cause any explosive

materials on the target's bodyto detonate one round later,

dealing damage toeverything within their area.

As above, except their bodyerupts outward in wave of

glowing green plasma,damaging those adjacent to

the target for 10 plasmadamage.

As above, except theexplosion is so violent that

shards of bone and viscera flyin all directions, dealing 10

damage to everythingadjacent to the target.

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Items and EquipmentThis section contains all the information you will need for the various weapons, armor, consumables, and gear you may acquire throughout your wasteland adventures.

Carrying CapacityYour carrying capacity determines how many items your avatar can feasibly keep on their person. While wearing any clothing orarmor, you are assumed to have enough pocket space to hold up to 10 items.

Multiples of items stack for storage purposes. So even if you are carrying 10 StimPaks, they only take up 1 space of your carrying capacity. In order to carry more items beyond this, you need personal storage gear. Personal storage includes things like backpacks, briefcases, and burlap sacks which increase your carrying capacity. Personal storage gear doesn't count against your carrying capacity, though it does still count toward your weight limit.

Weight LimitBeside only being able to carry so many items, your avatar is also limited by the maximum weight of the items they may carry. Your weight limit is determined by your Strength score as shown in the table below.

ST Score Weight Limit ST Score Weight Limit

1 160 lbs. 6 210 lbs.

2 170 lbs. 7 220 lbs.

3 180 lbs. 8 230 lbs.

4 190 lbs. 9 240 lbs.

5 200 lbs. 10 250 lbs.

EncumbranceOnce your avatar is carrying more weight than their limit allows they come under the effects of encumbrance. They will not be able to move as quickly and many physical actions will be moredifficult to perform. The levels and effects of encumbrance are listed below.

Light (up to 100 lbs. extra weight)Movement – you may no longer run and all other movement APcosts are doubledAttacks – all weapon skills suffer a -10 penaltySPECIAL – ST and AG tests suffer a -1 penalty to the scoreOverland Travel Time – it takes twice as long to fast travel

Medium (up to 200 lbs. extra weight)Movement – you may only take walk actions and the AP cost is tripledAttack – all weapon skills suffer a -20 penaltySPECIAL – ST and AG tests suffer a -2 penalty to the scoreOverland Travel Time – it takes three times as long to fast travel

Heavy (over 200 lbs. extra weight)Movement – you may no longer moveAttacks – all weapon skills suffer a -30 penaltySPECIAL – ST and AG tests suffer a -3 penalty to the scoreOverland Travel Time – you may not fast travel

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WeaponsWeapons are separated into different categories based on the skill that is associated with them. The tables below tell you all the relevant information related to each weapon.Name – the weapon's name as well as the name of the ammunition that it requires (if applicable). The [cap.] is a weapon's maximum capacity if it uses ammunition. The number in parenthesis (#) is the number of ammo each shot uses (only applicable to some energy weapons).Type – weapons require 1 hand or 2 hands to use (represented by 1H and 2H respectively), they also inflict different damage types, as noted, which come into play when factoring in DR.Value – the base value of the weapon, in caps.Min ST – each weapon has a minimum strength requirement you must meet in order to wield properly. For every point of Strength you are under the Min ST you suffer a -5% penalty to attacks made with that weapon.Accuracy – is a flat bonus to your chance to hit for attacks made with this weapon. As a weapon's condition degrades, it will lose accuracy and may even give you a penalty to attacks.Range – this is the number of squares you may effectively target with this weapon.Damage – the number and type of dice you roll, plus any modifiers, when dealing damage with this weapon.AP Single – the number of action points it costs to make one standard attack.AP Targeted – the number of action points it costs to use VATS and target a specific limb.AP Burst – the number of action points it costs to use a weapon's burst fire mode (if applicable). The number in brackets [#] is the number of shots one burst fire action gives you.AP Reload – the number of action points it costs to reload a weapon to full capacity.Effect – the weapon's special effects, if any. Weapon special effects can be found on page 33.Weight – the weight of the weapon, in pounds.

Recharger Pistol

Laser Pistol

Plasma Pistol

Recharger Rifle

Pulse Gun

Flamer

Laser RCW

Plasma Defender

Tri-beam Laser Rifle

Gauss Rifle

Multiplas Rifle

Laser Rifle Plasma Rifle

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Weapons - EnergyName Type Value Min ST Accuracy Range Damage AP S AP T AP B AP R Effect Weight

Flamer [cap. 60] Flamer Fuel

2H FireAmmo

23501

7 +30 4 2d8+15

4 5 - 2 BurningCone 4

15

Gatling Laser [cap. 240] Electron Charge Pack ECP Over Charged ECP Max Charge

2H LaserAmmoAmmoAmmo

6800122

8 +10 10 1d10+15+20+25

- - 6 [10] 6 18

Gauss Rifle [cap. 5(5)] Microfusion Cell MF Cell Over Charged MF Cell Max Charge

2H LaserAmmoAmmoAmmo

3000355

5 +30 20 2d20+20+25+30

5 6 - 6 Knockback 7

Incinerator [cap. 30] Flamer Fuel

2H FireAmmo

13001

6 +15 8 3d8+15

5 6 - 4 Burning 12

Laser Pistol [cap. 30] Energy Cell Energy Cell Over Charged Energy Cell Max Charge

1H LaserAmmoAmmoAmmo

175233

1 +10 8 1d10+10+15+20

3 4 - 2 3

Laser RCW [cap. 60] Electron Charge Pack ECP Over Charged ECP Max Charge

2H LaserAmmoAmmoAmmo

2150122

4 +10 6 2d8+20+25+30

3 4 5 [5] 4 4

Laser Rifle [cap. 24] Microfusion Cell MF Cell Over Charged MF Cell Max Charge

2H LaserAmmoAmmoAmmo

800355

3 +20 10 2d10+20+25+30

4 5 - 4 8

Multiplas Rifle [cap. 30(3)] Microfusion Cell MF Cell Over Charged MF Cell Max Charge

2H PlasmaAmmoAmmoAmmo

2500355

4 +15 8 4d10+20+25+30

5 6 - 6 7

Plasma Caster [cap. 10] Microfusion Cell MF Cell Over Charged MF Cell Max Charge

2H PlasmaAmmoAmmoAmmo

7000355

8 +20 12 3d12+20+25+30

6 7 - 6 Blast 1 20

Plasma Defender [cap. 32(2)] Energy Cell Energy Cell Over Charged Energy Cell Max Charge

1H PlasmaAmmoAmmoAmmo

3000233

2 +20 6 3d10+10+15+20

4 5 - 4 2

Plasma Pistol [cap. 32(2)] Energy Cell Energy Cell Over Charged Energy Cell Max Charge

1H PlasmaAmmoAmmoAmmo

200233

2 +15 8 3d8+10+15+20

4 5 - 2 3

Plasma Rifle [cap. 24(2)] Microfusion Cell MF Cell Over Charged MF Cell Max Charge

2H PlasmaAmmoAmmoAmmo

1300355

3 +20 10 4d8+20+25+30

5 6 - 4 8

Pulse Gun [cap. 25(5)] Energy Cell Energy Cell Over Charged Energy Cell Max Charge

1H LaserAmmoAmmoAmmo

1800233

2 +15 8 1d8+10+15+20

4 5 - 2 Electrical 2

Recharger Pistol [cap. 20] Microfusion Breeder

1H LaserAmmo

2700 2 +10 6 1d8+10

3 4 -Recharge

7

Recharger Rifle [cap. 7] Microfusion Breeder

2H LaserAmmo

250 5 +10 10 1d12+10

4 5 -Recharge

15

Tesla Cannon [cap. 20(5)] Electron Charge Pack ECP Over Charged ECP Max Charge

2H LaserAmmoAmmoAmmo

8700122

8 +20 12 5d10+15+20+25

6 7 - 6 Blast 1 8

Tri-beam Laser Rifle [cap. 24(3)] Microfusion Cell MF Cell Over Charged MF Cell Max Charge

2H LaserAmmoAmmoAmmo

4800355

4 +15 8 3d12+20+25+30

5 6 - 6 9

Incinerator Tesla Cannon

Gattling Laser Plasma Caster

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Weapons - ExplosivesName Type Value Min ST Accuracy Range Damage AP S AP T AP B AP R Effect Weight

Bottlecap Mine 2H Explosive 300 1 - - 6d10 4 - - - Proximity, Blast 2 0.5

C-4 Plastic Explosive 2H Explosive 2000 1 - - 8d10 4 - - - Remote, Blast 3 0.5

Dynamite 1H Explosive 25 1 +10 4 3d10 4 5 - - Timed, Blast 1 0.3

Fat Man [cap. 1] Mini Nuke

2H ExplosiveAmmo

6000250

8 +30 30 10d10+50

7 8 - 6 Radioactive, Blast 4 30

Frag Grenade 1H Explosive 150 2 +20 4 4d10 4 5 - - Blast 2 0.5

Frag Mine 2H Explosive 150 1 - - 4d10 4 - - - Proximity, Blast 2 0.5

Grenade Launcher [cap. 4] 40mm Grenade 40mm Incendiary

2H ExplosiveAmmoAmmo

42001218

5 +15 10 4d10+25+20

5 6 - 4 Blast 2 12

Grenade Machinegun [cap. 30] 25mm Grenade 25mm High Explosive

2H ExplosiveAmmoAmmo

5200820

8 +10 8 1d10+20+40

5 6 6 [3] 4 Blast 1 15

Grenade Rifle [cap. 1] 40mm Grenade 40mm Incendiary

2H ExplosiveAmmoAmmo

3001218

3 +20 8 2d10+25+20

4 5 - 2 Blast 2 6

Incendiary Grenade 1H Fire 200 2 +10 4 3d10 4 5 - - Burning, Blast 2 0.5

Missile Launcher [cap. 1] Missile Missile High Explosive

2H ExplosiveAmmoAmmo

390050

150

6 +25 10 6d10+30+40

5 6 - 4 Blast 3 20

Moltov Cocktail 1H Fire 10 2 +10 4 1d10 4 5 - - Burning, Blast 1 0.5

Nuka-grenade 1H Plasma 50 2 +30 4 9d10 4 5 - - Radioactive, Blast 3 0.5

Plasma Grenade 1H Plasma 300 2 +25 4 7d10 4 5 - - Blast 2 0.5

Plasma Mine 2H Plasma 600 2 - - 7d10 4 - - - Proximity, Blast 2 0.5

Powder Charge 2H Explosive 50 1 - - 3d10 4 - - - Proximity, Blast 2 0.5

Pulse Grenade 1H Laser 40 2 +20 4 2d10 4 5 - - Electrical, Blast 2 0.5

Pulse Mine 2H Laser 80 2 - - 2d10 4 - - - Proximity, Blast 2 0.5

Time Bomb 2 H Explosive 750 .5 - - 7d10 4 - - - Timed, Blast 3 0.5

Pulse Mine

Grenade Rifle

Fat Man

Grenade Machinegun

Grenade Launcher

Plasma Mine Bottlecap Mine

C4 Plasic Explosives Frag MinePowder Charge

Dynamite Frag Grenade Incendiary Grenade Plasma Grenade Pulse Grenade Nuka-Grenade

Missile Launcher

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Weapons - GunsName Type Value Min ST Accuracy Range Damage AP S AP T AP B AP R Effect Weight

.22 Pistol [cap. 16] .22LR Round .22LR Hollow Point

1H NormalAmmoAmmo

8012

1 +20 6 1d6+5

+8, x2 DR

3 4 - 2 3

.22 SMG [cap. 180] .22LR Round .22LR Hollow Point

1H NormalAmmoAmmo

185012

2 +20 6 1d6+5

+8, x2 DR

3 4 5 [5] 2 8

.357 Magnum Revolver [cap. 6] .357 Round .357 Hollow Point .357 Special .357 JFP

1H NormalAmmoAmmoAmmoAmmo

1102313

3 +15 8 1d12+10

+14, x2 DR+8+13

3 4 - 4 2

.44 Magnum Revolver [cap. 6] .44 Round .44 Hollow Point .44 Special

1H NormalAmmoAmmoAmmo

2500372

5 +10 6 3d6+12

+20, x2 DR+16

4 5 - 4 3.5

10mm Pistol [cap. 12] 10mm Round 10mm Hollow Point 10mm JHP

1H NormalAmmoAmmoAmmo

750253

4 +15 6 1d10+8

+12, x2 DR+10

4 5 - 2 3

10mm SMG [cap. 30] 10mm Round 10mm Hollow Point 10mm JHP

1H NormalAmmoAmmoAmmo

2370253

5 +15 8 1d10+8

+12, x2 DR+10

4 5 5 [4] 4 5

12.7mm Pistol [cap. 7] 12.7mm Round 12.7mm Hollow Point 12.7 JHP

1H NormalAmmoAmmoAmmo

4000373

7 +10 8 1d20+10

+14, x2 DR+12

4 5 - 4 7

12.7mm SMG [cap. 21] 12.7mm Round 12.7mm Hollow Point 12.7mm JHP

1H NormalAmmoAmmoAmmo

5100373

6 +15 8 1d20+10

+14, x2 DR+12

4 5 5 [4] 4 5

5.56mm Pistol [cap. 5] 5.56mm Round 5.56mm Hollow Point 5.56mm Armor Piercing 5.56 Match

1H NormalAmmoAmmoAmmoAmmo

12002442

6 +15 8 2d8+15

+20, x2 DR+15, No DR

+18

4 5 - 4 5

9mm Pistol [cap. 13] 9mm Round 9mm Hollow Point 9mm +P 9mm JHP

1H NormalAmmoAmmoAmmoAmmo

1001331

2 +10 6 1d8+6

+10, x2 DR+9+8

3 4 - 2 1.5

9mm SMG [cap. 30] 9mm Round 9mm Hollow Point 9mm +P 9mm JHP

1H NormalAmmoAmmoAmmoAmmo

8501331

3 +10 6 1d8+6

+10, x2 DR+10+8

3 4 5 [5] 2 4

Anti-material Rifle [cap. 8] .50 MG Round .50 MG Armor Piercing .50 MG Incendiary .50 Match

2H NormalAmmoAmmoAmmoAmmo

5600614188

8 +30 20 2d20+40

+40, No DR+30+45

5 6 - 6

Burning

20

Assault Carbine [cap. 24] 5mm Round 5mm Hollow Point 5mm Armor Piercing 5mm JSP

2H NormalAmmoAmmoAmmoAmmo

39501331

3 +10 8 1d8+15

+20, x2 DR+15, No DR

+20

4 5 6 [4] 4 6

Brush Gun .45-70 Gov't .45-70 Hollow Point .45-70 SWC

2H NormalAmmoAmmoAmmo

4900485

6 +20 12 3d10+25

+35, x2 DR+30

5 6 - 4 5

Caravan Shotgun [cap. 2] 20Ga. Round 20Ga. Slug (+10% Accuracy) 20Ga. Magnum

2H NormalAmmoAmmoAmmo

675112

3 +10 4 2d12+15+10+25

4 5 - 4 Cone 2 2

Cowboy Repeater [cap. 7] .357 Round .357 Hollow Point .357 Special .357 JFP

2H NormalAmmoAmmoAmmoAmmo

8002313

4 +15 10 3d6+10

+14, x2 DR+8+13

4 5 - 4 5

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Cowboy Repeater .22 SMG

9mm Pistol 10mm Pistol

Caravan Shotgun

12.7mm Pistol

12.7mm SMG

Brush Gun

5.56mm Pistol

.22 Pistol

10mm SMG

.357 Magnum Pistol

Assault Carbine

.44 Magnum Pistol

Anti-material Rifle

9mm SMG

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Weapons – Guns (cont.)Name Type Value Min ST Accuracy Range Damage AP S AP T AP B AP R Effect Weight

Dart Gun [cap. 1] Dart

1 H NormalAmmo

5001

2 +10 6 1d6+5

4 5 - 2 Cripple 3

Hunting Revolver .45-70 Gov't .45-70 Hollow Point .45-70 SWC

1H NormalAmmoAmmoAmmo

3500485

6 +20 8 2d10+25

+35, x2 DR+30

4 5 - 4 4

Hunting Rifle [cap. 5] .308mm Round .308mm Hollow Point .308mm Armor Piercing .308 JSP

2H NormalAmmoAmmoAmmoAmmo

22004995

6 +20 10 2d10+20

+30, x2 DR+20, No DR

+25

5 6 - 4 6

Hunting Shotgun [cap. 5] 12Ga. Round 12Ga. Bean Bag (Non-lethal) 12Ga. Slug (+10% Accuracy) 12Ga. Magnum

2H NormalAmmoAmmoAmmoAmmo

38002323

5 +20 6 3d12+20+10+15+30

5 6 - 2 Cone 2 5

Lever-action Shotgun [cap. 5] 20Ga. Round 20Ga. Slug (+10% Accuracy) 20Ga. Magnum

2H NormalAmmoAmmoAmmo

2000112

4 +15 4 7d4+15+10+25

4 5 - 4 Cone 2 3

Light Machine Gun [cap. 90] 5.56mm Round 5.56mm Hollow Point 5.56mm Armor Piercing 5.56 Match

2H NormalAmmoAmmoAmmoAmmo

52002442

8 +10 8 1d12+15

+20, x2 DR+15, No DR

+18

4 5 6 [5] 4 15

Marksman Carbine [cap. 20] 5.56mm Round 5.56mm Hollow Point 5.56mm Armor Piercing 5.56 Match

2H NormalAmmoAmmoAmmoAmmo

52002445

4 +20 10 2d8+15

+20, x2 DR+15, No DR

+18

4 5 6 [3] 4 6

Minigun [cap. 240] 5mm Round 5mm Hollow Point 5mm Armor Piercing 5mm JSP

2H NormalAmmoAmmoAmmoAmmo

55001331

10 +10 10 1d10+15

+20, x2 DR+15, No DR

+20

- - 6 [10] 6 25

Railway Rifle [cap. 8] Railway Spike

2 H NormalAmmo

2002

5 +20 8 2d6+20

5 6 - 4 9

Hunting Revolver

Dart Gun

Hunting Shotgun

Lever Action Shotgun

Light Machine Gun

Marksman Carbine Minigun

Railway Rifle

Hunting Rifle

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Weapons – Guns (cont.)Name Type Value Min ST Accuracy Range Damage AP S AP T AP B AP R Effect Weight

Riot Shotgun [cap. 12] 12Ga. Round 12Ga. Bean Bag (Non-lethal) 12Ga. Slug (+10% Accuracy) 12Ga. Magnum

2H NormalAmmoAmmoAmmoAmmo

55002323

7 +10 4 4d8+20+10+15+30

3 4 - 4 Cone 2 5

Rock-It-Launcher [cap. 1] Junk Ammo

2 H NormalAmmo

200 6 +15 6 2d10 4 5 - 2 Junk Ammo 8

Sawed-off Shotgun [cap. 2] 12Ga. Round 12Ga. Bean Bag (Non-lethal) 12Ga. Slug (+10% Accuracy) 12Ga. Magnum

2H NormalAmmoAmmoAmmoAmmo

19502323

4 +5 2 7d6+20+10+15+30

4 5 - 2 Cone 2 4

Service Rifle [cap. 20] 5.56mm Round 5.56mm Hollow Point 5.56mm Armor Piercing 5.56 Match

2H NormalAmmoAmmoAmmoAmmo

5402442

2 +15 1 1d10+15

+20, x2 DR+15, No DR

+18

4 5 - 2 8.5

Single Shotgun [cap. 1] 20Ga. Round 20Ga. Slug (+10% Accuracy) 20Ga. Magnum

2H NormalAmmoAmmoAmmo

175112

5 +15 6 3d10+15+10+25

5 6 - 2 Cone 2 7

Sniper Rifle [cap. 5] .308mm Round .308mm Hollow Point .308mm Armor Piercing .308 JSP

2H NormalAmmoAmmoAmmoAmmo

41004995

6 +25 15 1d20+20

+30, x2 DR+20, No DR

+25

5 6 - 4 8

Trail Carbine [cap. 8] .44 Round .44 Hollow Point .44 Special

2H NormalAmmoAmmoAmmo

3900372

5 +15 10 2d12+12

+20, x2 DR+16

4 5 - 2 5.5

Varmint Rifle [cap. 5] 5.56mm Round 5.56mm Hollow Point 5.56mm Armor Piercing 5.56 Match

2H NormalAmmoAmmoAmmoAmmo

752442

3 +20 10 1d10+15

+20, x2 DR+15, No DR

+18

4 5 - 4 5.5

Riot Shotgun

Rock-It-Launcher

Sawed-off Shotgun

Service Rifle

Single Shotgun

Sniper Rifle

Trail Carbine

Varmint Rifle

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Weapons - MeleeName Type Value Min ST Accuracy Range Damage AP S AP T AP R Effect Weight

9 Iron 1H Normal 55 2 +10 1 3d4 + MDB 3 4 - 3

Baseball Bat 2H Normal 250 4 +15 1 2d8 + MDB 3 4 - 3

Bumper Sword 2H Normal 2500 8 +25 1 2d12 + MDB 5 6 - 12

Chainsaw 2H Normal 2800 7 +20 1 4d8 + MDB 5 6 - 20

Combat Knife 1H Normal 500 3 +15 1 3d4 + MDB 3 4 - 2

Dart 1H Normal 1 1 +5 2 1d4 + MDB 3 4 - .1

Fire Axe 2H Normal 2500 5 +15 1 2d6 + MDB 4 5 - 8

Hatchet 1H Normal 75 2 +5 1 1d8 + MDB 3 4 - 2

Knife 1H Normal 20 1 +5 1 1d6 + MDB 3 4 - 1

Lead Pipe 1H Normal 75 5 +5 1 1d10 + MDB 4 5 - 3

Nail Board 2H Normal 150 7 +15 1 5d4 + MDB 4 5 - 4

Police Baton 1H Normal 70 1 +5 1 1d6 + MDB 3 4 - 2

Rebar Club 2H Normal 500 9 +20 1 3d10 + MDB 4 5 - 9

Ripper 1H Normal 1200 3 +15 1 2d10 + MDB 4 5 - 6

Rock 1H Normal - 1 +10 2 1d4 + MDB 3 4 - .5

Shishkebab 1H Fire 2500 6 +20 1 3d6 + MDB 3 4 - Burning 3

Shovel 2H Normal 55 3 +10 1 2d6 + MDB 3 4 - 3

Sledgehammer 2H Normal 130 7 +15 1 3d6 + MDB 3 4 - 12

Spear 2H Normal 25 2 +15 4 2d4 + MDB 3 4 - 1

Super Sledge 2H Normal 5800 8 +20 1 3d12 + MDB 5 6 - 20

Throwing Axe 1H Normal 20 1 +15 3 2d6 + MDB 3 4 - 2

Throwing Knife 1H Normal 20 1 +5 2 1d6 + MDB 3 4 - .5

Tire Iron 1H Normal 40 3 +10 1 2d4 + MDB 3 4 - 3

Shovel

9-Iron

Baseball Bat

Ripper Bumper Sword

Pool Cue

Rebar Club

Lead Pipe Hatchet

Throwing Axe

Police Baton

Knife

Throwing Knife

Combat Knife

Fire Axe

Nail Board

Spear

Super Sledge

Sledgehammer

Chainsaw

Shishkebab

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Weapons - UnarmedName Type Value Min ST Accuracy Range Damage AP S AP T AP R Effect Weight

Hands and Feet 1H Normal - 1 - 1 1d4 + MDB 3 4 - -

Ballistic Fist [cap. 2] 20Ga. Round 20Ga. Slug (+10% Accuracy) 20Ga. Magnum

1H NormalAmmoAmmoAmmo

7800112

9 +20 1 4d6+15+10+25

4 5 4 6

Bladed Gauntlet 1H Normal 200 5 +20 1 3d6 + MDB 3 4 - 10

Boxing Glove 1H Normal 100 1 +20 1 1d6 + MDB 3 4 - 1

Brass Knuckle 1H Normal 120 2 +10 1 1d8 + MDB 3 4 - 1

Deathclaw Gauntlet 1H Normal 1000 6 +15 1 3d8 + MDB 3 4 - 10

Displacer Glove 1H Normal 3500 4 +20 1 2d12 + MDB 4 5 - Knockback 6

Dog Tag Fist 1 H Normal 50 3 +15 1 2d8 + MDB 4 5 - 3

Iron Gloves 1H Normal 100 3 +10 1 1d6 + MDB 3 4 - 2

Mace Glove 1H Normal 150 3 +20 1 3d4 + MDB 3 4 - 5

Mantis Gauntlet 1H Normal 750 4 +20 1 1d12 + MDB 3 4 - 10

Power Fist 1H Normal 800 5 +20 1 3d10 + MDB 4 5 - 6

Punch Dagger 1H Normal 100 1 +10 1 2d4 + MDB 3 4 - 2

Punch Gun [cap. 1] 20Ga. Round 20Ga. Slug (+10% Accuracy) 20Ga. Magnum

1H NormalAmmoAmmoAmmo

3000112

5 +15 1 2d6+15+10+25

3 4 2 4

Ripper Glove 1H Normal 1000 6 +15 1 2d10 + MDB 3 4 - 6

Spiked Knuckle 1H Normal 500 3 +15 1 2d6 + MDB 3 4 - 3

Yao Guai Gauntlet 1H Normal 150 4 +15 1 4d4 + MDB 3 4 - 10

Zap Glove 1H Laser 5200 4 +20 1 2d12 + MDB 4 5 - Electric 6

Ballistic Fist Bladed Gauntlet Power Fist

Displacer Glove

Zap Glove Yao Guai Gauntlet Boxing Gloves

Dogtag Fist

Punch gun

Mantis Gauntlet Deathclaw Gauntlet

Punch Dagger

Spiked Knuckles

Brass Knuckles

Mace Glove

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Weapon Special Effects

BurningIf you successfully hit with a Burning weapon, the target catches on fire, dealing an additional 1d6 fire damage each round for 6 rounds or until the fire is put out.

BlastThese attacks emanate from a point of origin (grenade, mine, rocket, mini nuke) and spread out in a blast radius in all directions. Blast 1 targets a 2x2 grouping of squares, choose your target square and the three that are adjacent to it to form the 2x2 grid. Blast 2targets a 3x3 grid, the center square being the target square. Blast 3 targets a 5x5 grid, the center square is the target square. Blast 4targets a 7x7 grid, the center square is the target square.Due to the nature of blast weapons, the attack itself originates from the point of detonation. Therefore, enemies are denied any cover bonuses if the target square has clear light of sight to them.

ConeThese attacks emanate from a point of origin (usually a weapon) and spread in a cone shape from this point outward. Cone weapons have a separate range listed which denotes the width of the targeted area. One square next to the point of origin is chosen to be the start of the cone. Two squares which are further from the point of origin and adjacent to the start are the next to be targeted. Keep following this pattern until a number of squares equal to the cone width has been reached. Beyond the maximum width, all squares of that width are affected as well.When using cone weapons, make one attack against each target in the cone's area separately starting with the target closest to you. Due to their limited range and reduced effectiveness at long range, cone weapons suffer a -5% to weapon skills for targeting beyond the weapon's max range.

CrippleThe Dart Gun shoots special poison-tipped darts. If this weapon deals damage it automatically cripples the limb hit, regardless of thetarget's Damage Threshold or current limb condition.

ElectricThese weapons deal double damage against robots or anyone wearing metal armor types (metal armor, power armor, raider armor, etc.). Living targets must also succeed at a Resistance test or become stunned for 1 round.

Junk AmmoThe Rock-It-Launcher uses any small item as ammunition. This could be anything from teddy bears to conductors. The damage bonus from this ammo is equal to twice the item's weight.

KnockbackWhen this weapon hits, the target must make an Endurance test. If failed, they are moved 1d4 squares away from the attacker and are knocked prone.

ProximityThese explosive weapons are set and detonate moments after someone walks within their blast area. If someone walks within this area the device beeps, alerting them to the danger. They must succeed at an Agility test and have enough AP remaining to move out of the blast area before the explosion occurs to avoid taking damage. A successful Perception test reveals the location of set mines and a successful Explosives test will deactivate the proximity effect.

RadioactiveThese weapons flood the area around the blast zone with intense radiation for a few moments, giving anyone within the area 10 Rads per round. The area of radiation is double the area of the blast and persists for 1d6 rounds after the explosion.

RechargeMicrofusion Breeders cannot be removed from the weapon they come with. Once a shot has been fired from this weapon, it will replenish 1 capacity every 2 rounds afterward until it's max capacity has been reached.

RemotePlastic explosives require a remote detonation trigger to be used. If you have a trigger, you can place C-4 and detonate it any time afterward as long as you remain within 700ft of the explosive.

TimedThese explosives can be set to detonate anywhere from 1 to 3 rounds when they are used. After this time they explode and deal damage to anyone within the blast.

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ApparelApparel is separated into different categories based on the part of the body it is worn. Clothing and armor give you protection to your arms, chest, and legs. Hats and helmets protect your head. The tables below tell you all the relevant information pertaining to each piece of apparel.Name – the name of the apparel.Value – the base value of the apparel, in caps.DT – the Damage Threshold bonus the apparel grants to the limbs it protects.DR Normal – the amount of normal damage the apparel reduces from incoming attacks.DR Laser – the amount of laser damage the apparel reduces from incoming attacks.DR Fire – the amount of fire damage the apparel reduces from incoming attacks.DR Plasma – the amount of plasma damage the apparel reduces from incoming attacks.DR Explosive – the amount of explosive damage the apparel reduces from incoming attacks.Effect – bonuses or other effects you gain for wearing this piece of apparel.Weight – the weight of the apparel, in pounds.

ClothingName Value DT DR Normal DR Laser DR Fire DR Plasma DR Explosive Effect Weight

Brahmin-skin Outfit 6 +2 - - - - - AG +1, EN +1 2

Brotherhood Robe 8 +3 2 2 - - - 2

Caravaner Outfit 15 +2 2 2 2 - 2 1.5

Cowboy Duster 70 +6 3 3 3 - 3 CH +1, Guns +5 3

Dirty Pre-war Wear 6 - - - - - - AG +1 2

Doctor's Coat 6 +2 - 2 - 2 - Medicine +5 2

Engineer Jumpsuit 6 +2 - 2 2 2 - Repair +5 1

Flight Suit 6 +4 2 - - - 2 1

Formal Wear 8 - - - - - - Speech +5 1

Lab Coat 8 +2 - 2 2 2 - Science +5 2

Prospector Outfit 18 +3 2 - 2 - 2 1.5

Roving Trader Outfit 6 +2 2 2 - - 2 Barter +5 2

Sexy Sleepwear 6 - - - - - - LK +1, Speech +10 1

Trenchcoat 40 +3 2 2 2 - - 3

Vault Jumpsuit 6 +2 2 - - - - Melee +2, Speech +2 1

Wasteland Legend Outfit 6 +3 3 3 3 3 3 AG +1, EN +1 2

Caravaner Outfit Dirty Pre-war Wear Flight Suit

Roving Trader Outfit Lab Coat Engineer Jumsuit Vault Jumpsuit

Brahmin-skin Outfit

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Light ArmorName Value DT DR Normal DR Laser DR Fire DR Plasma DR Explosive Effect Weight

Advanced Radiation Suit 100 +6 - 3 3 3 - Rad. Resist +30 7

Armored Vault Jumpsuit 180 +8 4 4 - 4 4 15

Chinese Stealth Armor 500 +12 6 5 5 5 5 Sneak +10 20

Explorer's Gear 50 +8 4 - 4 - - Melee +2, Guns +2 3

Gladiator Armor 160 +12 6 5 5 - 6 AG +1 15

Leather Armor 160 +6 6 3 3 3 3 15

Leather Armor, Reinforced 1200 +10 8 5 5 5 5 15

Mercenary Outfit 50 +4 4 4 4 4 4 Melee +2, Guns +2 8

Radiation Suit 60 +4 - 4 4 4 - Rad. Resist +20 5

Raider Armor 180 +5 5 4 - 4 5 15

Space Suit 800 +10 5 5 5 5 - Rad. Resist +40 7

Tribal Armor 100 +4 4 - 4 - 4 7

Trooper Fatigues 300 +5 5 5 5 - 5 26

Vault Security Armor 70 +16 6 4 - - 4 15

Explorer's Gear Gladiator Armor

Leather Armor

Mercenary Outfit

Raider Armor Tribal Armor

Armored Vault Jumpsuit

SecurityArmor

Radiation Suit

Chinese Stealth Armor

Space Suit

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Medium ArmorName Value DT DR Normal DR Laser DR Fire DR Plasma DR Explosive Effect Weight

Combat Armor 4000 +15 8 7 7 6 8 25

Combat Armor mk2 8000 +20 10 9 9 8 10 25

Combat Armor, Reinforced 6500 +17 9 8 8 7 9 25

Military Armor 300 +10 7 6 7 6 7 26

Ranger Armor 390 +20 7 6 6 6 6 25

Recon Armor 7200 +17 8 7 6 6 7 Sneak +5 20

Riot Gear 7500 +20 10 8 7 7 8 EN +1, Explosives +10 30

Heavy ArmorName Value DT DR Normal DR Laser DR Fire DR Plasma DR Explosive Effect Weight

Adv. Power Armor 6500 +28 20 20 15 15 20 ST +1, Resistance +20 45

Hellfire Power Armor 8200 +25 18 15 18 15 18 ST +1, Resistance +30 45

Metal Armor 1100 +12 11 11 10 10 11 AG -1 30

Metal Armor, Reinforced 3500 +16 12 12 10 11 12 AG -1 30

T-45d Power Armor 4500 +22 13 13 12 12 12 ST +2, AG -2, Resistance +10 45

T-51b Power Armor 5200 +25 15 15 12 12 14 ST +1, Resistance +20 40

Tesla Power Armor 8200 +25 18 18 15 18 15 ST +1, Energy +10, Resistance +20 45

Combat Armor Reinforced Combat Armor MkII Combat Armor Ranger Armor

Recon Armor

Riot Armor

Metal Armor

Reinforced MetalArmor

Military Armor

Advanced Power Armor Tesla Power Armor

T-45d Power Armor

Hellfire Power Armor

T-51b Power Armor

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HatsName Value DT DR Normal DR Laser DR Fire DR Plasma DR Explosive Effect Weight

Ballcap 8 - - - - - - PE +1 1

Bandanna 6 - - - - - - PE +1 0

Beret 25 - - - - - - Crit Chance +5% 1

Construction Hat 50 +2 2 2 2 2 2 3

Cowboy Hat 8 +1 1 - - - - PE +1 1

Dapper Hat 8 - - - - - - PE +1 1

Fedora 30 +1 1 1 - - - PE +1 1

Head Wrap 0 - - - - - - 0

Party Hat 5 - - - - - - 1

Police Hat 8 +1 - - - - - PE +1 1

Pre-war Bonnet 8 - - - - - - PE +1 1

Pre-war Hat 8 - - - - - - PE +1 1

Ranger Hat 30 +1 1 - - - 1 PE +1 1

Roving Trader Hat 6 - - - - - - Barter +5 1

Sheriff's Hat 35 +2 1 1 - 1 - PE +1 1

Stormchaser Hat 6 +1 1 - 1 - - PE +1 1

Stylish Hat 8 - - - - - - PE +1 1

Top Hat 8 - - - - - - PE +1 1

HelmetsName Value DT DR Normal DR Laser DR Fire DR Plasma DR Explosive Effect Weight

Advanced Power Helmet 1200 +15 15 15 15 15 15 CH -1, Rad Resist +5 5

Blastmaster Helmet 80 +3 3 3 3 3 5 Guns +5, Explosives +5 3

Combat Helmet 800 +5 5 5 5 5 5 3

Combat Helmet, Reinforced

1000 +8 6 6 5 5 6 3

Combat Helmet, Reinforced mk2

1500 +10 8 8 5 8 8 2.5

Fiend Helmet 6 +1 1 1 - - 1 PE +1 1

Fire Helmet 10 +2 2 - 2 - 2 1

Goggles Helmet 50 +2 2 2 - 2 2 3

Hellfire Power Helmet 2800 +15 15 15 20 15 15 CH -1, Rad Resist +5 5

Metal Helmet 200 +4 4 4 - 4 4 3

Metal Helmet, Reinforced 280 +5 5 4 - 4 5 3

Motorcycle Helmet 6 +2 2 - - -- - 1

Raider Helmet 20 +3 3 2 2 2 3 3

Ranger Helmet 1000 +6 6 5 5 5 6 3

Recon Helmet 40 +3 3 3 2 2 2 3

Riot Helmet 800 +5 5 4 4 4 4 PE +1 6

Space Suit Helmet 200 +4 4 5 4 5 - 0

Spiked Helmet 8 +1 1 - - - 1 1

T-45d Power Helmet 1300 +10 10 8 8 8 10 Rad Resist +3 5

T-51b Power Helmet 2000 +12 12 10 10 10 12 CH +1, Rad Resist +8 4

Tesla Power Helmet 2800 +15 15 20 15 20 15 CH -1, Rad Resist +5 5

Trooper Helmet 50 +4 4 4 3 4 3 3

Vault Security Helmet 30 +3 3 2 2 2 3 3

Welding Helmet 20 +2 2 1 2 1 2 3

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ConsumablesConsumables are separated into three categories based on their purpose and application. Chems are drugs, chemicals, and similarsubstances that are injected, ingested, or inhaled in their use. Drinks and Food are ingested and provide the basic nourishment you need to survive. The following tables give you all the relevant information pertaining to consumables.Name – The name of the consumable.Value – The consumable's value in caps.Effect – What benefit or detriment the consumable provides.Addiction Chance – The percentage change you have to become addicted to this consumable. If you become addicted, once the consumable's effects end you will suffer from withdrawal until more of the same consumable is used. The Overseer's guide contains more information on Addiction and Withdrawals. Weight – The weight of the consumable, in pounds.

ChemsName Value Effect Addiction

ChanceWeight

Ant Queen Pheromones

75 +3 CH, -3 IN, -3 PE (1d6 hours) - 1

Ant Nectar 20 +4 ST, -2 CH, -2 IN (1d6 hours) 5 .1

Antivenom 25 Removes Poison - .5

Buffout 20 +3 EN, +2 ST (1d6 hours) Heal30 HP

20 .5

Cateye 20 Low-light Vision (1d6 hours) - .1

Coyote Tobacco Chew

1 +1 PE, +1 AG (1d6 hours) 20 .1

Doctor's Bag 55 +30 Medicine when healinglimbs (3 uses)

- 1

Fire Ant Nectar 35 +4 AG, -3 IN, +10 Fire DR (1d6hours)

5 1

Fixer 20 Removes Addiction Penalties(1d6 hours)

- .1

Healing Powder 5 -2 PE (1d6 hours), Heal1d10+10 HP

- .5

Hydra 55 Heal Broken Limb (1d6 hours) 10 .1

Jet 20 +10 AP 20 .5

Med-X 20 +10 all DR (1d6 hours) 20 .1

Mentats 20 +2 IN, +2 PE, +1 CH (1d6 hours) 20 .1

Name Value Effect AddictionChance

Weight

Party Time Mentats

20 +2 IN, +2 PE, +2 CH (1d6 hours) 30 .1

Psycho 20 +10 Melee Damage Bonus(1d6 hours)

30 .1

Rad-X 20 +50% Radiation Resistance(1d6 hours)

- .1

Rad Away 20 -25 Rads - .5

Rebound 20 +3 Max AP (1d6 Hours) 20 .1

Rocket 20 +5 AP, +5 Max AP (1d6 rounds) 30 .1

Slasher 20 +5 Overall DR, +5 MDB (1d6hours)

20 .1

Steady 20 +10% to all weapon skills (1d6hours)

40 .1

Stimpak 75 Heal 1d10+10 HP - .1

Super Stimpak 150 Heal 2d10+20 HP - .25

Trauma Pack 25 +20 Medicine when healinglimbs (1 use)

- .5

Turbo 20 All AP costs reduced by 1 (min1) (1d4 rounds)

20 .1

Ultrajet 50 +20 AP 30 .25

Antivenom Buffout

Doctor's Bag

Fixer Healing Powder

Hydra

Jet

Rad Away Rad-X

Mentats

Psycho

StimPak

Purified Water Nuka-Cola

Rebound

Steady

Super StimPak Turbo

Cateye

Med-X

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DrinksName Value Effect Addiction

ChanceWeight

Absinthe 20 +1 CH, +1 PE, -1 IN (1d4 hours) 10 1

Atomic Cocktail 25 +25 Resistance (1 hour) - 1

Beer 2 +1 CH, +1 ST, -1 IN (1 hour) 5 1

Bitter Drink 1 Heal 1d8+5 HP - 0

Blood Pack 5 Heal 5 HP - 1

Cactus Water 20 Heal 10 HP - 1

Dirty Water 10 Heal 5 HP, +10 Rads - 1

Iced Cold Nuka-Cola

20 Heal 20 HP, +5 Rads - 1

Irradiated Beer 1 +1 CH, +1 ST, -1 IN (1 hour) +20Rads

5 1

Irradiated Scotch

5 +1 CH, +1 ST, -1 IN (1d4 hours)+20 Rads

10 1

Irradiated Water

5 Heal 5 HP, +20 Rads - 1

Name Value Effect AddictionChance

Weight

Irradiated Whiskey

5 +1 CH, +1 ST, -1 IN (1d4 hours)+20 Rads

10 1

Moonshine 20 +2 CH, +2 ST, -2 IN (1d4 hours) 10 1

Nuka-Cola 20 Heal 10 HP, +10 Rads - 1

Nuka-Buzz 60 Heal 10 HP, +2 Max AP (1hour), +20 Rads

- 1

Nuka-Cola Quartz

40 Heal 15 HP, Low Light Vision (1hour), +20 Rads

- 1

Nuka-Cola Victory

75 Heal 15 HP, +3 AP, +20 Rads - 1

Purified Water 20 Heal 10 HP - 1

Scotch 10 +1 CH, +1 ST, -1 IN (1d4 hours) 10 1

Vodka 20 +1 CH, +1 ST, -1 IN (1d4 hours) 10 1

Whiskey 10 +1 CH, +1 ST, -1 IN (1d4 hours) 10 1

Wine 10 +1 CH, +1 ST, -1 IN (1d4 hours) 5 1

FoodName Value Effect Weight

Ant Egg 4 +5 HP, +3 Rads 1

Ant Meat 4 +5 HP, +3 Rads 1

Barrel Cactus Fruit

5 +5 HP, -1 Endurance (1d4 hours) .2

Banana Yucca Fruit

6 +7 HP .5

Bighorner Meat 5 +15 HP, +5 Rads 1

Bighorner Steak 5 +20 HP, +2 Rads, +1 ST (1d4 hours) .8

BlamCo Mac & Cheese

5 +5 HP, +3 Radiation 1

Bloatly Meat 4 +5 HP, +3 Rads 1

Bloatfly Slider 4 +15 HP, +1 Rad .5

Brahmin Meat 5 +15 HP, +5 Rads 1

Brahmin Steak 5 +20 HP, +2 Rads, +1 ST (1d4 hours) .8

Brahmin Wellington

5 +25 HP .8

Broc Flower 3 +4 HP .1

Bubblegum 1 +1 HP, +1 Rad 1

Buffalo Gourd Seed

2 +2 HP .2

Caravan Lunch 5 +25 HP 2.5

Cave Fungus 50 +4 HP, -10 Rads 1

Cazador Egg 4 +4 HP, +3 Rads 1

Coyote Meat 4 +8 HP, +3 Rads 1

Coyote Steak 4 +12 HP, +2 Rads 1

Cram 6 +5 HP, +3 Rads 1

Crunchy Mutfruit 5 +5 HP, +2 Rads 1

Dandy Boy Apples

5 +5 HP, +3 Rads 1

Desert Salad 5 +25 HP .2

Dog Meat 1 +8 HP, +3 Rads 1

Dog Steak 4 +12 HP, +2 Rads 1

Fancy Lads Snack Cakes

5 +5 HP, +3 Rads 1

Fiend Stew 25 +20 HP, +1 ST (1d4 hours) 1

Name Value Effect Weight

Fire Ant Egg 4 +5 HP, +3 Rads 1

Fire Ant Fricassee

30 +20 HP 1

Fire Ant Meat 6 +5 HP, +3 Rads 1

Fresh Apple 5 +7 HP 1

Fresh Carrot 5 +7 HP 1

Fresh Pear 5 +7 HP 1

Fresh Potato 5 +7 HP 1

Gecko Kebab 4 +15 HP, +1 Rad .25

Gecko Meat 4 +5 HP, +3 Rads, -1 Strength (1d4 hours) 1

Gecko Steak 5 +10 HP, +2 Rads 1

Grilled Mantis Leg

8 +10 HP, +1 Rad 1

Gum Drops 2 +1 HP, +1 Rads 1

Honey MesquitePod

5 +4 HP .1

Human Flesh - +5 HP, +10 Rads 1

Iguana Bits 5 +5 HP, +3 Rads 1

Iguana-on-a-Stick

5 +12 HP, +5 Rads 1

InstaMash 5 +5 HP, +3 Rads 1

Jalapeno Pepper

5 +5 HP .2

Junk Food 5 +5 HP, +3 Rads 1

Lakelurk Egg 4 +5 HP, +3 Rads 1

Lakelurk Meat 12 +10 HP, +1 Rads 1

Maize 5 +9 HP .2

Mole Rat Meat 4 +5 HP, +3 Rads, -1 Strength (1d4 hours) 1

Mole Rat Stew 25 +10 HP, +1 ST (1d4 hours) 1

Mushroom Cloud

50 +3 AP, +10 HP 1

Mutfruit 5 +5 HP, +3 Rads 1

Nevada Agave Fruit

3 +8 HP .2

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Food (cont.)Name Value Effect Weight

Nightstalker Tail 18 +5 HP, +3 Rads 1

Noodles 5 +5 HP, +3 Rads 1

Pinto Bean Pod 1 +3 HP .1

Pinyon Nuts 5 +5 HP .1

Pork n' Beans 5 +5 HP, +3 Rads 1

Potato Crisps 5 +5 HP, +3 Rads 1

Prickly Pear Fruit 1 +2 HP .1

Radroach Meat 2 +5 HP, +10 Rads, -1 Strength (1d4 hours) 1

Rat Meat 2 +5 HP, +3 Rads, -1 Strength (1d4 hours) 1

Salisbury Steak 5 +5 HP, +3 Rads 1

Squirrel on a Stick

5 +5 HP, +3 Rads 1

Name Value Effect Weight

Squirrel Stew 5 +5 HP, +3 Rads 1

Strange Meat 2 +5 HP, +3 Rads, -1 Strength (1d4 hours) 1

Sugar Bombs 5 +7 HP, +3 Rads, +2 max AP (1d4 hours) 1

Trail Mix 5 +15 HP, +3 Rads, +2 max AP (1d4 hours) 3

Wasteland Omelet

100 +40 HP 1

White Horsenettle

2 +5 HP, -1 Agility and Endurance (1d4 min) .1

Xander Root 1 +4 HP .1

Yao Guai Meat 30 +10 HP, +10 Rads, +1 MDB (1d4 min) 1

YumYum Deviled Eggs

5 +5 HP, +3 Rads 1

GearGear encompasses a wide variety of other items that do not belong to one of the other equipment types. Personal storage gear allows you to carry equipment beyond what you can feasibly hold in your pockets. Tool kits give you static bonuses to certain skill tests as long as you are using that gear. Miscellaneous gear covers a wide array of useful to mundane items that can be scavengedand, at the very least, traded away for something more useful.Name – The name of the gear.Value – The base value of the gear, in caps.Effect – A brief description of the item or any benefits it provides.Weight - The weight of the gear, in pounds.

Personal StorageName Value Effect Weight

Backpack, Child's 10 Holds 8 items 1

Backpack, Military 30 Holds 14 items 2

Briefcase 15 Holds 10 items 1

Duffle Bag 20 Holds 12 Items 1

Gym Bag 5 Holds 6 Items

Lunchbox 3 Holds 2 Items 1

Sack 4 Holds 4 items .5

Tool KitsName Value Effect Weight

Bomb Disposal Kit 100 +10% Explosives skill when crafting ordisarming explosives

10

Chemical Lab 100 +10% Science skill when crafting chems 20

Computer Repair Kit 100 +10% Repair skill when crafting or repairingelectronics

10

Surgical Tools 100 +10% Medicine skill 5

Weapon Repair Kit 100 +10% Repair skill when crafting or repairingweapons

10

MiscellaneousName Value Effect Weight

Abraxo Cleaner 5 A pre-war cleaning agent 1

Acoustic Guitar 50 An instrument you can use to play a lovelytune

3

Ashtray 1 Discard cigarette butts in here 1

Bark Scorpion Poison Gland

35 Used to make poisons 1

Baseball 2 One half of a game of catch 1

Baseball Glove 4 The other half of a game of catch 1

Basketball 1 A basketball. Hoops, anyone? 1

Bent Tin Can 1 A useless, misshapen, empty tin can 1

Big Spoon 1 A serving spoon 1

Binoculars 10 +2 to Perception when viewing at adistance

1

Bobby Pin 1 Pick easy locks with no penalty -

Bolt Cutter 10 Easily cuts through metal or bone 5

Bonesaw 5 A saw used for cutting through bone 2

Box of Detergent 1 A pre-war laundry soap 1

Name Value Effect Weight

Brahmin Skull 1 A skull from one of a brahmin's heads 2

Butter Knife 1 A knife, not useful for fighting 1

Caltrops 1 Covers a 10 sq. ft. area, doublesmovement AP in the area

.5

Camera 50 Useless as a camera, contains scrapelectronics

1

Carton of Cigarettes

40 An unopened carton of cigarettes 2

Cazador Poison Gland

85 Used to make poisons 1

Centaur Blood 15 A jar of blood from the mutant centaurcreatures

1

Ceramic Dinner Plate

3 A dinner plate you can serve food on 1

Cherry Bomb 5 A small explosive, not effective forcombat

.1

Chessboard 1 A pre-war game board, if only you hadthe pieces

1

Cigarette 1 A cigarette, full flavored and filtered .1

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Name Value Effect Weight

Claw Hammer 2 Handy for building things up or breakingthem down

1

Clipboard 1 An empty clipboard 1

Coffee Mug 1 A cup with a handle for easy transport 1

Coffee Pot 1 A run down coffee maker, if only coffeestill existed...

1

Compass 5 Points to True North .5

Conductor 30 An electrical conductor 5

Container of Chlorine

45 A jug of chlorine solution, not a tasty drink 1

Coyote Hide 7 The pelt of a wild coyote 1

Crutch 5 A crutch, helpful if you have a broken leg 2

Cue Ball 1 A plain white ball 1

Cup 1 A container for storing liquids 1

Cutting Board 1 A surface to chop food on 1

Damaged GardenGnome

1 A badly damaged garden gnome 4

Deathclaw Egg 400 Wonder what would happen when ithatches?

7

Deathclaw Hand 75 A clawed hand taken from a Deathclaw,go you

1

Dinner Plate 1 A fancy plate 1

Dino Toy 1 A small, green, toy t-rex 1

Dog Bowl 1 A bowl for feeding dogs 1

Dog Hide 4 The pelt of a wild dog 1

Doggie Treat 1 A nice treat for your four legged friend 1

Drinking Glass 1 A container for storing liquids 1

Duct Tape 1 Handy for strapping things together 1

Earnings Clipboard 1 A clipboard with business paperworkattached

1

Egg Timer 1 A two-hour timer that rings loudly whenover

1

Electronic Lockpick

200 Pick hard locks with no penalty 1

Empty Liquor Bottle

1 A container for storing liquids 1

Empty Soda Bottle 1 A container for storing liquids 1

Empty Syinge 8 An empty syringe, be sure to clean beforereusing

1

Finance Clipboard 1 A clipboard with bills and tax paperworkattached

1

Fire Extinguisher 5 Puts out 20 sq. ft. of fire 10

Fire Gecko Egg 65 An egg that will hatch into a fire gecko 3

Fire Gecko Hide 25 The pelt of a wild fire gecko 1

Firehose Nozzle 5 A metal nozzle with a built-in valve 1

Fission Battery 75 Used to power electronic devices (lights,radios, computers, etc.) for 48 continuous

hours

3

Flare 3 Emits 20 ft. radius of light for 1 hour .5

Flashlight 10 Emits 40 ft. cone of light, requires fissionbattery to use

1

Food Sanitizer 150 Halves the number of Rads gained fromfood or drinks

7

Forceps 5 Small medical pincers 1

Fork 1 A dinner fork 1

Garden Gnome 1 An intact garden gnome... it's kind ofcreepy

5

Name Value Effect Weight

Gas Mask 150 Gives +25% Resistance against gas 1

Gecko Egg 10 An egg that will hatch into a gecko 1

Gecko Hide 10 The pelt of a wild gecko 1

Geiger Counter 500 Detects local radiation sources within 50ft 2

Glass Pitcher 1 A container for storing liquids 1

Golden Gecko Egg

50 An egg that will hatch into a goldengecko

1

Golden Gecko Hide

20 The pelt of a wild golden gecko 1

Golf Ball 1 Fore! .1

Grappling Hook 50 Used for getting up buildings or into trees,etc

5

Green Plate 1 A green ceramic plate 1

Handcuffs 5 A character in handcuffs is Restrained .5

Harmonica 2 An instrument you can use to play theblues

1

Hot Plate 5 Used for cooking, requires a Fission Battery 2

Iron 2 A heavy metal iron 5

Large Burned Book 1 A large book, the pages are burnt beyondrecognition

1

Large Destroyed Book

1 A large book, water damage has made itillegible

1

Large Liquor Bottle 5 A container for storing liquids 2

Lawn Mower Blade

10 A sharp metal blade 2

Leaf Blower 15 Can be used to create small gusts of wind,requires a Fission Battery

2

Leather Belt 5 Helpful for holding your pants up 1

Lighter 3 Starts fires, requires 1 Flamer Fuel that lastsfor 1 continuous hour

.1

Lockpick 25 Pick average locks with no penalty .1

Lottery Ticket 1 A scratch-off ticket, see if you're a winner! .1

Mantis Egg 12 An egg that will hatch into a giant mantis 1

Mantis Foreleg 1 The severed log of a giant mantis .1

Medical Brace 10 A brace that can be worn around the armor leg

2

Medical Clipboard 1 A clipboard with patient records attachedto it

1

Metal Cooking Pan

5 A metal frying pan used for cooking 1

Metal Cooking Pot 1 A metal stock pot used for cooking 1

Metal Spoon 1 A metal spoon .5

Milk Bottle 1 A container for storing liquids 1

Motorcycle Gas Tank

25 A container for storing liquids 5

Motorcycle Handbrake

15 A piece off of a broken motorcycle 1

Nightstalker Blood 5 A jar of blood from a nightstalker 1

Nightstalker Egg 45 An egg that will hatch into a nightstalker 2

Nuka-Cola Truck 5 A novelty toy truck with the Nuka-Colalogo on it

2

Ophthalmoscope 4 A device for examining eyes 1

Pack of Cigarettes 10 Anybody got a light? .5

Paint Gun 15 A pressure powered paint sprayer 5

Paperweight 1 A heavy metal object used to keeppapers in place

1

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Name Value Effect Weight

Pencil 1 A #2 pencil used for writing or drawing .1

Pilot Light 15 An ignition starter commonly taken fromkitchen ovens

1

Plunger 1 A tool used for unclogging toilets or pipes 1

Pool Ball 1 A random ball from a pool set, can youcollect them all?

1

Portable Stove 100 Used for cooking on the go, requires 5Flamer Fuel that lasts for 1 continuous hour

10

Pre-War Book 5 A book that has stayed in good conditionover the years

1

Pre-War Money 10 A wad of cash from before the war .1

Pressure Cooker 15 A lidded pot designed for high pressurecooking

5

Radscorpion Egg 5 An egg that will hatch into a radscorpion 2

Radscorpion Poison Gland

25 Used to make poisons 1

Rake 1 None of the trees have leaves, so this isfairly useless

2

Red Plate 1 A red ceramic plate 1

Roller Skate 4 If you can find a matching set you mightbe able to use them

1

Rope (10ft) 10 Allows for easy climbing, as long as it issecured

5

Scalpel 8 A small but sharp knife 1

Scissors 3 You can use these to cut through thin,weaker materials

1

Scrap Electronics 1 A random pile of wires, computer chips,and batteries

1

Scrap Metal 1 A random pile of metal objects 1

Sensor Module 30 A small device used to detect movementin the immediate area

2

Sheet Music Book 100 A book, full of songs, in relatively goodcondition

1

Shot Glass 1 A small glass commonly used for drinkingalcohol

1

Shovel 55 Used for digging through hard dirt 3

Slave Collar 200 Rigged to explode if removed or remotelydetonated

1

Sleeping Bag 5 Keeps you warm while you sleep 1

Small Burned Book 1 A small book, the pages are burnt beyondrecognition

1

Name Value Effect Weight

Small Destroyed Book

1 A small book, water damage has made itillegible

1

Spatula 1 A kitchen tool used for picking up andflipping food

1

Spork 1 A marvel of modern science, it is both aspoon and a fork!

.5

Stealth Boy 100 Grants +50% Sneak while active, requires aFission Battery to use, lasts 1 hour

1

Steam Gauge Assembly

25 The housing compartment for a steamgauge

10

Surgical Tubing 10 A thin, long hose used in medicalpractices

1

Teddy Bear 3 A cute and cuddly stuffed bear 1

Tent, Five-person 25 Protects you from the elements while yousleep

10

Tent, Two-person 10 Protects you from the elements while yousleep

5

Tin Can 1 A tin can in good condition, too bad it'sempty

1

Tin Plate 1 A shiny metal plate 1

Toaster 5 Just a toaster, nothing suspicious about itat all...

3

Toolbelt 5 Allows storage of tools for easy access (2AP to equip)

.5

Toy Car 5 A small wooden toy racing car 1

Triangle 1 A wooden triangle used to rack up poolballs

1

Turpentine 10 A flammable liquid distilled from pine resin 2

Tweezers 3 A small set of pincers, handy for removingsplinters

1

Two-way Radio 15 Allows communication over a distance of100 ft., requires a Fission Battery to use

1

Vacuum Cleaner 20 Can be used to clean carpets, requires aFission Battery

10

Whet Stone 4 A block of stone used for sharpeningblades

1

White Plate 1 A white ceramic plate 1

Wonderglue 10 Handy for adhering two objects together 1

Wrench 1 Handy for tightening or loosening nuts andbolts

1

Ammunition PartsName Value Weight

Case, .308 0 0

Case, .357 0 0

Case, .44 0 0

Case, .45-70 0 0

Case, .50 MG 0 0

Case, 5mm 0 0

Case, 5.56mm 0 0

Case, 9mm 0 0

Case, 10mm 0 0

Case, 12.7mm 0 0

Case, 12 Gauge 0 0

Case, 20 Gauge 0 0

Drained Electron Charge Pack 0 0

Name Value Weight

Drained Energy Cell 0 0

Drained Flamer Fuel Tank 0 0

Drained Microfusion Cell 0 0

Lead 0 0

Powder, Pistol 0 0

Powder, Rifle 0 0

Primer, .50 MG 0 0

Primer, Large Pistol 0 0

Primer, Large Rifle 0 0

Primer, Small Pistol 0 0

Primer, Small Rifle 0 0

Primer, Shotshell 0 0

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Skill Books and MagazinesThe few publications to survive after an atomic war will become highly prized tomes of knowledge. With the capacity to give your vault dweller a greater understanding of any task or pre-war tech, books grant your avatar permanent skill rank increases once read. It takes a day of light activity to read a book so make sure you have some down time before you start. Magazines, however, provide much more limited pools of knowledge but are quicker to read and gain the benefits from. Once used, skill books and magazines can't provide their bonus again to you or anyone else, you've learned everything you can from that particular tome.

BooksName Effect Value

Big Book of Science Permanent +3 bonus to Science 50Chinese Army: Special Operations

Training ManualPermanent +3 bonus to Sneak 50

D.C. Journal of Internal Medicine Permanent +3 bonus to Medicine 50Dean's Electronics Permanent +3 bonus to Repair 50Duck and Cover! Permanent +3 bonus to Explosives 50

Grognak the Barbarian Permanent +3 bonus to Melee 50Guns and Bullets Permanent +3 bonus to Guns 50

Lying, Congressional Style Permanent +3 bonus to Speech 50Nikola Tesla and You Permanent +3 bonus to Energy 50

Pugilism Illustrated Permanent +3 bonus to Unarmed 50Tales of a Junktown Jerky Vendor Permanent +3 bonus to Barter 50

Tumblers Today Permanent +3 bonus to Lockpick 50Wasteland Survival Guide Permanent +3 bonus to Survival 50

MagazinesName Effect Value

Boxing Times +10 Unarmed for 1 minute 20Fixin' Things +10 Repair for 1 minute 20

Future Weapons Today +10 Energy for 1 minute 20Lad's Life +10 Survival for 1 minute 20

¡La Fantoma! +10 Sneak for 1 minute 20Locksmith's Reader +10 Lockpick for 1 minute 20

Meeting People +10 Speech for 1 minute 20Milsurp Review +10 Guns for 1 minute 20

Patriot's Coockbook +10 Explosives for 1 minute 20Programmer's Digest +10 Science for 1 minute 20

Salesman Weekly +10 Barter for 1 minute 20Tæles of Chivalrie +10 Melee for 1 minute 20Today's Physician +10 Medicine for 1 minute 20True Police Stories +10 Crit Chance for 1 minute 20

Crafted ItemsThe following tables contain all the information you need for creating your own weapons, chems, or food. The tables are organized by which skill is used to craft the items. You'll also find out which materials are needed to make the item as well as what the item does.Name – The name of the item you are crafting.Requirement – The minimum skill or perk requirement you must meet before you can craft this item.Materials – The materials (and amounts) of the items you will need to craft this item.

AmmunitionName Requirement Materials

.308 Round Repair 25 Case, .308 Lead (17) Powder,Rifle (5)

Primer,Large Rifle

.308 JSP (Hand Loader)

Repair 50 Case, .308 Lead (19) Powder,Pistol (6)

Primer,Large Rifle

.357 Round Repair 25 Case, .357 Lead (16) Powder,Pistol (8)

Primer,Small Pistol

.357 JFP (Hand Loader)

Repair 50 Case, .357 Lead (20) Powder,Pistol (10)

Primer,Small Pistol

.44 Round Repair 50 Case, .44 Lead (30) Powder,Pistol (10)

Primer,Large Pistol

.44 SWC Repair 75 Case, .44 Lead (32) Powder,Pistol (12)

Primer,Large Pistol

.45-70 Round Repair 65 Case, .45-70

Lead (30) Powder,Rifle (4)

Primer,Large Rifle

.45-70 SWC(Hand Loader)

Repair 90 Case, .45-70

Lead (40) Powder,Rifle (5)

Primer,Large Rifle

.50 MG Round Repair 75 Case, .50 MG

Lead (70) Powder,Rifle (22)

Primer, .50MG

.50 Match(Hand Loader)

Repair 100 Case, .50 MG

Lead (75) Powder,Rifle (25)

Primer, .50MG

5mm Round Repair 25 Case,5mm

Lead (13) Powder,Rifle (5)

Primer,Small Rifle

5mm JSP(Hand Loader)

Repair 50 Case,5mm

Lead (15) Powder,Pistol (6)

Primer,Small Pistol

5.56mm Round Repair 25 Case,5.56mm

Lead (12) Powder,Rifle (4)

Primer,Small Rifle

5.56 Match(Hand Loader)

Repair 50 Case,5.56mm

Lead (14) Powder,Rifle (5)

Primer,Small Rifle

9mm Round Repair 25 Case,9mm

Lead (13) Powder,Pistol (6)

Primer,Small Pistol

9mm JHP(Hand Loader)

Repair 50 Case,9mm

Lead (15) Powder,Pistol (7)

Primer,Small Pistol

Name Requirement Materials

10mm Round Repair 25 Case,10mm

Lead (17) Powder,Pistol (9)

Primer,Large Pistol

10mm JHP(Hand Loader)

Repair 50 Case,10mm

Lead (21) Powder,Pistol (12)

Primer,Large Pistol

12.7mm Round Repair 60 Case,12.7mm

Lead (31) Powder,Pistol (12)

Primer,Large Pistol

12.7 JHP(Hand Loader)

Repair 75 Case,12.7mm

Lead (34) Powder,Pistol (15)

Primer,Large Pistol

12g. Buckshot Repair 10 Case, 12 gauge

Lead (40) Powder,Pistol (30)

Primer,Shotshell

12g. Magnum Repair 25 Case, 12 gauge

Lead (40) Powder,Pistol (40)

Primer,Shotshell

12g. Coin Shot Repair 25 Case, 12 gauge

Caps (8) Powder,Pistol (30)

Primer,Shotshell

12g. Slug Repair 25 Case, 12 gauge

Lead (45) Powder,Pistol (30)

Primer,Shotshell

20g. Buckshot Repair 10 Case, 20 gauge

Lead (30) Powder,Pistol (20)

Primer,Shotshell

20g. Magnum Repair 25 Case, 20 gauge

Lead (30) Powder,Pistol (28)

Primer,Shotshell

20g. Slug Repair 25 Case, 20 gauge

Lead (33) Powder,Pistol (20)

Primer,Shotshell

Electron Charge Pack

Science 40 Drained Electron Charge Pack (4)or (3 with Vigilant Recycler)

Energy Cell Science 10 Drained Energy Cell (4)or (3 with Vigilant Recycler)

Flamer Fuel Science 15 Drained Flamer Fuel Tank (4)or (3 with Vigilant Recycler)

Flamer Fuel, Homemade

Science 50 Box ofDetergent

Maize (2) Sugar Bombs

Microfusion Cell

Science 25 Drained Microfusion Cell (4)or (3 with Vigilant Recycler)

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ChemsName Requirement Materials

Antivenom Survival 40 Nightstalker Blood Radscorpion PoisonGland (2)

Doctor's Bag Medicine 40 Forceps MedicalBrace

Scalpel SurgicalTubing

Healing Powder

None Broc Flower Xander Root

Hydra Survival 75 Cave Fungus Nightstalker Blood(2)

RadscorpionPoisonGland

Mushroom Cloud

Survival 35 Gum Drops Nightstalker Egg SugarBombs

Party Time Mentats

Science 50 HoneyMesquite Pod

Mentats Whiskey

Rocket Science 50 Box ofDetergent

Jet Nuka-Cola

Slasher Science 50 BananaYucca (2)

Psycho StimPak (2)

StimPak Science 70 Broc Flower Empty Syringe Xander Root

Super StimPak Science 90 LeatherBelt

Mutfruit Nuka-Cola

StimPak

Turbo Science 50 BrocFlower

CazadorPoisonGland

Jet Turpentine

DrinksName Requirement Materials

Atomic Cocktail

Science 25 Mentats Nuka-ColaVictory

Vodka

Cactus Water Survival 30 Empty Soda Bottle Prickly Pear Fruit (2)

Ice Cold Nuka-Cola

NukaChemist

Nuka-Cola (3)

Nuka-Cola Buzz

NukaChemist

Nuka-Cola (3)

Nuka-Cola Quartz

NukaChemist

Nuka-Cola (3)

Nuka-Cola Victory

NukaChemist

Nuka-Cola (3)

Purified Water Survival 50 Dirty Water Glass Pitcher (2,not expended)

Surgical Tubing(not expended)

FoodName Requirement Materials

Bighorner Steak Survival 50 Bighorner Meat

Bloatfly Slider Survival 20 Bloatfly Meat Prickly Pear Fruit (2)

Brahmin Steak Survival 35 Brahmin Meat

Brahmin Wellington

Survival 80 Ant Egg (2) BlamCo Mac &Cheese

Brahmin Meat

Caravan Lunch Survival 30 Cram InstaMash Lunchbox Pork n' Beans

Coyote Steak Survival 50 Coyote Meat

Desert Salad Survival 55 BarrelCactus Fruit

Brahmin Steak Pinyon Nuts

Dog Steak Survival 40 Dog Meat

Fiend Stew Survival 75 Beer (2) BrahminMeat

FreshPotato

JalapenoPepper

Fire Ant Fricassee

Survival 75 Cram Fire Ant Meat Flour

Gecko Kebab Survival 60 BananaYucca Fruit

Gecko Meat Jalapeno Pepper

Gecko Steak Survival 25 Gecko Meat

Grilled Mantis Leg

Survival 30 HoneyMesquite

Pod

Mantis Foreleg Wine

Mole Rat Stew Survival 65 Beer Maize Mole RatMeat

Pinto BeanPod

Wasteland Omelet

Survival 65 BlamCoMac &Cheese

CrunchyMutfruit

DeathclawEgg

LakelurkMeat

Trail Mix Survival 25 FreshApple

Fresh Pear PinyonNuts

Sugar Bombs

WeaponsName Requirement Materials

Bottlecap Mine Explosives 75 Bottle Caps (10) Cherry Bomb (5) Lunchbox Sensor Module

Dart Gun Repair 30 Paint Gun Radscorpion Poison Gland Surgical Tubing Toy Car

Deathclaw Gauntlet Repair 40 Deathclaw Hand Leather Belt Medical Brace Wonderglue

Dog Tag Fist Repair 30 Military Dog Tags (20)

Nuka Grenade Explosives 75 Abraxo Cleaner Nuka-Quantum Tin Can Turpentine

Powder Charge Explosives 10 Duct Tape Dynamite (2) Sensor Module Tin Can

Railway Rifle Repair 50 Crutch Fission Battery Pressure Cooker Steam Gauge Assembly

Rock-it-Launcher Repair 75 Conductor Firehose Nozzle Leaf Blower Vacuum Cleaner

Shishkebab Repair 75 Lawn Mower Blade Motorcycle Gas Tank Motorcycle Handbrake Pilot Light

Time Bomb Explosives 50 Duct Tape Dynamite (5) Egg Timer Scrap Electronics

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Level and AdvancementAs you complete scenarios using the SimTek 5000, the Overseer will award your vault dweller avatar with Experience Points (XP) for the tests they successfully pass and how well they perform in combat. This experience is kept totaled on your PAGE and lets you know when your avatar will advance in level. Each time your avatar gains a level they will receive more HP and Skill ranks, making them harder to kill and more adept at the skills they use. The first time you level up and every other level afterward you also get to select a Perk which grants permanent bonuses to your avatar.

Level Up BenefitsHealth Points – your maximum health increases by a number of points equal to your avatar's HP per Level stat.Skill Ranks – you gain a number of ranks to assign to your avatar's skills equal to your Skill Ranks per Level stat.Perks – at every even numbered level your avatar gains a Perk, which must be chosen upon leveling up.

Level XP Required Perk Gained Good Karma Title Neutral Karma Title Bad Karma Title

1 0 Vault Guardian Vault Dweller Vault Delinquent

2 1,000 1st Vault Martyr Vault Renegade Vault Outlaw

3 3,000 Sentinel Seeker Opportunist

4 6,000 2nd Defender Wanderer Plunderer

5 10,000 Dignitary Citizen Fat Cat

6 15,000 3rd Peacekeeper Adventurer Marauder

7 21,000 Ranger of the Wastes Vagabond of the Wastes Pirate of the Wastes

8 28,000 4th Protector Mercenary Reaver

9 36,000 Urban Avenger Urban Ranger Urban Invader

10 45,000 5th Exemplar Observer Ne'er-do-well

11 55,000 Crusader Councilor Crimelord

12 66,000 6th Paladin Keeper Defiler

13 78,000 Vault Legend Vault Descendant Vault Boogeyman

14 91,000 7th Ambassador of Peace Pinnacle of Survival Harbinger of War

15 105,000 Urban Legend Urban Myth Urban Superstition

16 120,000 8th Hero of the Wastes Strider of the Wastes Villain of the Wastes

17 136,000 Paragon Beholder Fiend

18 153,000 9th Wasteland Savior Wasteland Watcher Wasteland Destroyer

19 171,000 Saint Super-Human Evil Incarnate

20 190,000 10th Guardian of the Wastes Renegade of the Wastes Scourge of the Wastes

21 210,000 Restorer of Faith Soldier of Fortune Architect of Doom

22 231,000 11th Model of Selflessness Profiteer Bringer of Sorrow

23 253,000 Shepherd Egocentric Deceiver

24 276,000 12th Friend of the People Loner Consort of Discord

25 300,000 Champion of Justice Hero for Hire Stuff of Nightmares

26 325,000 13th Symbol of Order Model of Apathy Agent of Chaos

27 351,000 Herald of Tranquility Person of Refinement Instrument of Ruin

28 378,000 14th Last, Best Hope for Humanity Moneygrubber Soultaker

29 406,000 Savior of the Damned Gray Stranger Demon's Spawn

30 435,000 15th Messiah True Mortal Devil

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PerksPerks are bonuses your avatar obtains through level progression and, unlike traits, they always benefit your avatar in some way. The list of Perks as well as their effects are detailed below.Name – The name of the Perk.Level – The minimum level you must be to take this Perk. When gaining a new Perk you may select one from any list below your current level.Req. – Any SPECIAL or Skill requirements you must meet before you may select this Perk.Ranks – How many times you may select this Perk, each rank grants added bonuses.Bonus – The benefit to your avatar that this Perk grants. Perks give a wide variety of bonuses, so be sure to read each carefully before selecting.

Level 2 PerksName Level Req. Ranks Bonus

Awareness 2 PE 6 1 Perception checks in combat cost half AP

Black Widow/Lady Killer 2 1 +10% Damage against females, +10 Speech with females

Brown Noser 2 CH 5, IN 5 2 +10 Speech with figures of authority

Cautious Nature 2 PE 6 1 Reroll failed Perception when caught by surprise

Cherchez La Femme/Confirmed Bachelor

2 1 +10% Damage against males, +10 Speech with males

Die Hard 2 EN 6, Survival 40

1 When at 20% HP or lower, gain +5 overall DR

Drunken Master 2 Unarmed 40 1 Gain a +20 Accuracy Bonus to Unarmed after consuming alcohol

Earlier Sequence 2 AG 5 3 +2 Sequence for each rank

Egg Head 2 IN 4 3 +5 Medicine and +5 Science

Faster Healing 2 EN 5 3 +2 Healing Rate for each rank

Friend of the Night 2 PE 6 2 Reduce attack penalties for lighting conditions by -20

Gun Nut 2 IN 4, AG 4 3 +5 Guns and +5 Repair

Dr. Wasteland, M.D. 2 IN 5, Medicine 30

2 Add +1 die to the amount healed with a successful First Aid check

Heave Ho! 2 ST 5, Explosives 30

1 Add +50% to the range of thrown weapons

Hunter 2 Survival 30 1 +50% damage with critical strikes against all animals

Intense Training 2 10 Increase one of your SPECIAL attributes by +1 for each rank

Little Leaguer 2 ST 4 3 +5 Explosives and +5 Melee

Quick Pockets 2 AG 4 1 Equipping items from your backpack costs half AP

Rapid Reload 2 AG 5, Guns30

1 Reloading in combat costs half AP

Retention 2 IN 5 1 Skill Magazines last for 3 minutes instead of the usual 1

Scout 2 PE 7 1 You begin random encounters further away from the enemy

Smooth Talker 2 IN 5, CH 5 1 Succeed a Speech test to increase reputation with single NPC

Stat! 2 Agi 5, Medicine 50

1 Using healing items in combat costs half AP

Survivalist 2 EN 6, IN 6 1 +10 Survival

Swift Learner 2 IN 4 2 +10% xp whenever experience is gained

Thief 2 3 +5 Lockpick and +5 Sneak

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Level 4 PerksName Level Req. Ranks Bonus

Bracing 4 ST 6, Guns 50 1 Reduce the cost of Burst Fire shots by 1 AP

Cannibal 4 1 Eating human flesh restores 10 HP, but you will lose 1 Karma

Child at Heart 4 CH 4 1 +20 Speech with children

Comprehension 4 IN 6 1 +1 skill point from Books, double the skill points from Magazines

Educated 4 IN 6 1 +2 skill points each level starting the next time you level up

Entomologist 4 IN 4,Survival 45

1 +50% damage against mutated insects

Flexible 4 AG 5 1 Changing stance in combat costs half AP

Iron Fist 4 ST 5 3 +2 damage to Unarmed attacks for each rank

Junk Rounds 4 LK 6,Repair 45

1 You may craft special ammunition types using scrap metal and tin cans.

Leader 4 CH 6 1 Allies within 4 squares gain +10 to weapon skills

Loner 4 CH < 5, Survival 50

1 +10 to all skills when isolated (at least 10 squares away) from allies

Old World Gourmet 4 EN 6,Survival 45

1 Doubles the health benefit of snack foods (Dandy Lad's Snack Cakes, Potato Crisps, etc.). Scotch, Vodka, and Wine also restore 5 HP when consumed, in addition to their normal effects.

Rad Child 4 Survival 70 1 Double healing rate when at or over 200 Rads

Run 'n Gun 4 Guns 45 orEnergy 45

1 Half penalties for jogging or running to attacks with 1H ranged weapons

Scoundrel 4 CH 4 3 +5 Speech and +5 Barter

Travel Light 4 Survival 45 1 While wearing light or no armor, reduce the AP cost of jogging or running by 1

Level 6 PerksName Level Req. Ranks Bonus

Adrenaline Rush 6 ST < 9 1 While below 50% Max HP gain +1 ST

Bloody Mess 6 1 +5% overall Damage

Bonus Move 6 AG 5 2 You may move 2 squares at no AP cost

Bonus Ranged Damage

6 AG 6, LK 6 2 Ranged attacks deal +2 damage for each rank

Demolition Expert 6 Explosives 50 3 +20% Explosives Damage

Empathy 6 PE 7, IN 5 1 +20% Speech with NPCs of the same Karma as you

Ferocious Loyalty 6 CH 6 1 While below 50% Max HP companions gain +10 DR

Fortune Finder 6 LK 5 1 Considerably more bottle caps will be found in stockpiles

Gambler 6 LK < 8 1 Add +2 to your luck when gambling

Ghost 6 Sneak 60 1 +20 Sneak when hiding in darkness or at night

Gunslinger 6 1 Reduce V.A.T.S. penalties with one-handed weapons by 10

Hand Loader 6 Repair 70 1 Allows you to create special ammunition rounds

Harmless 6 Sneak 50,Karma > 70

1 +20 Sneak when stealing from NPCs with Good Karma

Lead Belly 6 EN 5 1 -50% Rads taken from food or water

Pathfinder 6 EN 6,Survival 60

2 -10% Travel Time

Presence 6 CH 6 3 +1 Reputation with each rank

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Quick Recovery 6 AG 5 1 Standing from prone costs half AP

Ranger 6 PE 6 1 +5 Guns and Survival

Shotgun Surgeon 6 Guns 45 1 When using shotguns, ignore an additional 10 points of DR

Snakeater 6 EN 3 1 +25% Resistance vs. Poison

Stunt Devil 6 ST 6, EN 6,AG 6

2 +10 DR from falling or vehicle wrecks

The Professional 6 Sneak 70 1 Sneak attack crits with revolvers, pistols and SMGs deal +20% more damage

Toughness 6 EN 5 2 +5 DT, +2 overall DR for each rank

Vigilant Recycler 6 Science 70 1 You get more shots back when recharging energy weapon cells

Way of the Fruit 6 1 +1 PE and AG for 1d4 hours after eating any kind of fruit

Level 8 PerksName Level Req. Ranks Bonus

Bluff Master 8 CH 7 1 When caught stealing you get a Speech test to avoid hostile reactions

Bone Head 8 ST 7 2 30% chance to avoid being knocked unconscious with each rank

Commando 8 1 Reduce V.A.T.S. penalties with two-handed weapons by 10

Cowboy 8 Guns 45,Melee 45

1 +25% damage done by dynamite, hatchets, knives, revolvers, and lever-action shotguns

Dodger 8 AG 6 2 +5 bonus to all Defense actions with each rank

Impartial Mediation 8 CH 5 1 +30 to Speech skill as long as you remain in neutral Karma

Living Anatomy 8 Medicine 70 1 Know the health and DT of enemies. +5% bonus to damage against humans and non-feral ghouls

Pack Rat 8 IN 5,Barter 70

1 Items with a weight of 2 lbs. or less now weight half as much

Quick Draw 8 AG 5 1 Switching between weapon sets only costs 1 AP

Rad Resistance 8 EN 5,Survival 40

1 +25 Resistance against radiation

Scrounger 8 LK 5 1 You find considerably more ammunition when looting

Sharpshooter 8 Per 7, IN 6 1 Reduces the penalty for firing beyond a weapons range to -1 per square

Size Matters 8 EN 5 1 +15 to weapon skill when using 2H weapons

Stonewall 8 ST 6, EN 6 2 50% chance to avoid being knocked down in combat

Strong Back 8 ST 6, EN 6 1 Increase your Carry Weight by +50lbs.

Super Slam! 8 ST 6,Melee 45

1 All melee (except thrown) and unarmed attacks have a chance to knock your target prone. 15% chance for unarmed and 1H melee, 30% for2H

Terrifying Presence 8 Speech 70 1 Force foe to flee with a successful Speech test

Level 10 PerksName Level Req. Ranks Bonus

Animal Friend 10 CH 6,Survival 45

2 Rank 1, wild animals will no longer attack you. Rank 2, they will come to your aid in battle

Crazy Bomber 10 IN 6,Explosives 60

1 When you crit miss with an explosive weapon you may reroll the attack but you must accept the second result

Finesse 10 1 +5 to your critical range

Here and Now 10 1 You immediately gain enough xp to reach your next level

Karma Beacon 10 CH 6 1 Double all karma you gain or lose

Math Wrath 10 Science 70 1 Reduce the AP cost for targeted shots by 1

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Miss Fortune 10 LK 6 1 10% chance that Miss Fortune will incapacitate an enemy once per combat

Mister Sandman 10 Sneak 60 1 Instantly kill a sleeping enemy if you can get close enough without waking them

Mutate! 10 1 You may replace a trait you posses with a new one from the list

Mysterious Stranger 10 LK 6 1 10% chance that the Stranger will kill an enemy once per combat

Nerd Rage! 10 IN 5,Science 50

1 +5 overall DR and ST increases to 10 when HP is 20% or lower

Plasma Spaz 10 Energy 70 1 AP costs for all plasma weapons reduced by -1

Level 12 PerksName Level Req. Ranks Bonus

Cult of Personality 12 CH 7 1 Karma no longer effects NPC attitude towards you, you are generally wellliked by everybody

Fast Metabolism 12 1 StimPaks restore 20% more HP when used on you

Ghastly Scavenger 12 CannibalPerk

1 You may consume ghoul or super mutant flesh to restore 25 HP, but lose 1 Karma each time you do so

Hit the Deck 12 Explosives 70 1 +10 DR against Explosives

Life Giver 12 EN 6 1 +30 HP

Long Haul 12 EN 6,Barter 70

1 Being over-encumbered doesn't effect your overland travel speed

Piercing Strike 12 Unarmed 70 1 Unarmed and melee attacks ignore 5 points of enemy DR

Pyromaniac 12 Explosives 60 1 +50% Damage with fire-based weapons

Robotics Expert 12 Science 50 1 +25% damage to robots, you can also shut down robots by sneaking up on them and performing a successful Science skill test

Silent Running 12 AG 6,Sneak 50

1 Sneaking no longer doubles movement AP costs

Sniper 12 PE 6, AG 6 1 Reduce V.A.T.S. penalty for targeting the head by 10

Splash Damage 12 Explosives 70 1 Add 1 to the range of all Explosives area of effects

Team Player 12 CH 5 1 As long as you are within 5 squares of everyone in your party you gain a +10 bonus to all weapon skills

Unarmed Evade 12 Unarmed 70 1 Double defense action bonuses as long as you are completely unarmed

Unstoppable Force 12 ST 7,Melee 90

1 Ignore enemy defense actions with melee and unarmed attacks.

Level 14 PerksName Level Req. Ranks Bonus

Adamantium Skeleton 14 1 Double your base DT

Center of Mass 14 Guns 70 1 Increase damage dealt against the torso by 10%

Chemist 14 Medicine 60 1 Chems with a duration last twice as long

Contract Killer 14 Karma < 59 1 With this perk you gain access to special Bad Karma bounty missions, the exact nature of these missions is up to the Overseer

Cyborg 14 Medicine 60,Science 60

1 +10 to Energy Weapons as well as +10 to your Resistance

Divine Favor 14 1 Once per day you may reroll any test you just failed but you must accept the second result, even if it is worse

Fan the Hammer 14 PE 6, Guns 60or Energy 60

1 Reduce the AP cost of Energy Weapon and Guns attacks by 1.

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Flurry of Blows 14 AG 6,Unarmed 60or Melee 60

1 Reduce the AP cost of Melee and Unarmed attacks by 1

Jury Rigging 14 Repair 90 1 Repair any item with a similar item (any pistol with any pistol, shotguns with shotguns, blades with blades, etc.)

Lawbringer 14 Karma > 40 1 With this perk you gain access to special Good Karma bounty missions, the exact nature of these missions is up to the Overseer

Light Step 14 PE 6, AG 6 1 You no longer run the risk of setting off floor based traps or mines

Master Trader 14 CH 6,Barter 60

1 All item costs reduced by an additional 25% (it is worth noting that even with a 100 Barter and this Perk a merchant will not sell you something for cheaper than what it is worth, then buy it back for more than what you just paid)

Mental Block 14 1 You do not suffer any penalties to skill tests from hazards, distractions, or being hit in combat

Purifier 14 1 You deal an extra 50% damage with melee and unarmed attacks against centuars, night stalkers, spore plants, spore carriers, deathclaws, and super mutants

Level 16 PerksName Level Req. Ranks Bonus

Tag! 16 1 Select a skill that is not one of your Tag skills, it becomes a Tag skill and gains an immediate +15 bonus

Better Criticals 16 PE 6, LK 6 1 Your critical hits do an additional 50% damage

Action Girl / Action Boy 16 AG 6 1 +5 maximum AP

Meltdown 16 Energy 90 1 Enemies killed by your energy weapons burst in a corona of energy, dealing 10 damage to everything adjacent to them, this damage type is the same as the type of the weapon you are using

Weapon Handling 16 ST < 10 1 Weapon ST requirements are reduced by 2

Bend the Rules 16 LK 6 1 Ignore the requirements of the next Perk you take

Light Touch 16 AG 6,Repair 45

1 While wearing light armor you gain +5 to your Crit Chance and enemies suffer -5 to their Crit Chance against you

Level 18 PerksName Level Req. Ranks Bonus

Infiltrator 18 PE 7,Lockpick 70

1 You may attempt to pick locks previously jammed by failed lockpick tests

Computer Whiz 18 IN 7,Science 70

1 You may attempt to hack computers previously locked down by failed science tests

Concentrated Fire 18 Energy 60,Guns 60

1 Successfully hitting with a V.A.T.S. attack reduces the penalty for V.A.T.S. with the next attack you make against the same limb by -10

Paralyzing Palm 18 Unarmed 70 1 You may perform the following special attack as long as you are completely unarmed: AP Single 5, Targeted 6, Accuracy 10, Damage 2d6+ MDB, Range 1, successfully hitting with this attack stuns the target for 3 rounds

In Shining Armor 18 Repair 20,Science 70

1 While wearing armor made out of metal you gain +10 DR against Laser weapons

Level 20 PerksName Level Req. Ranks Bonus

Explorer 20 1 The Overseer will notify you of any nearby important locations as you travel

Grim Reaper's Sprint 20 1 Killing an enemy immediately restores 5 AP

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Ninja 20 Melee 80,Sneak 80

1 +10 Crit Chance with melee and unarmed attacks, +25% damage with sneak attack criticals

Solar Powered 20 EN 7 1 +2 ST and heal 5 HP per round when in direct sunlight

Level 22 PerksName Level Req. Ranks Bonus

Deep Sleep 22 1 Sleeping in a bed makes you well rested, increasing the amount of experience gained by 10% for the first encounter that day

Nuka Chemist 22 Science 70 1 Gives access to special Nuka recipes

Laser Commander 22 Energy 90 1 Laser weapons deal an extra +10% damage and their Crit Range is +10

Spray 'n Pray 22 1 Your attacks deal 75% less damage to friendly targets

Level 24 PerksName Level Req. Ranks Bonus

Devil's Highway 24 Karma > 20 1 Your Karma is instantly set to 1

Escalator to Heaven 24 Karma < 80 1 Your Karma is instantly set to 100

Karmic Rebalance 24 Karma < 41or > 60

1 Your Karma is instantly set to 50

No Weakness 24 1 All SPECIAL scores below 5 are raised to 5

Slayer 24 AG 7,Unarmed 90

1 Reduce the AP cost of all melee and unarmed attacks by 1 (this does stack with Flurry of Blows)

Level 26 PerksName Level Req. Ranks Bonus

Rad Tolerance 26 EN 7 1 You suffer no ill effects from Minor Radiation Sickness

Warmonger 26 IN 7 1 You can make any craft-able weapons without having found the schematics first

Nerves of Steel 26 AG 7 1 +5 maximum AP (this does stack with Action Girl / Boy

Level 28 PerksName Level Req. Ranks Bonus

Rad Absorption 28 EN 7 1 You naturally lose 10 Rads at the end of every rest

Party Girl / Party Boy 28 1 You have no chance of becoming addicted to alcohol and its effects last twice as long

Level 30 PerksName Level Req. Ranks Bonus

Nuclear Anomaly 30 1 Whenever you take Vital Damage, you instead erupt into a devastating nuclear explosion, dealing 10d10 + 100 explosive damage to everything within 5 squares of where your body once stood

Almost Perfect 30 1 All SPECIAL scores below 9 are raised to 9

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IndexAgility................................................... 6Agility, in Combat...............................20Apparel, Clothing...............................34Apparel, Hats...................................... 37Apparel, Heavy Armor.......................36Apparel, Helmets................................37Apparel, Light Armor..........................35Apparel, Medium Armor....................36Area Attacks....................................... 18Attack Modifiers................................. 16Attack Roll........................................... 16Attacks.................................................15Blast Area............................................ 18Blood Loss............................................ 17Carrying Capacity............................. 23Charisma............................................. 5Charisma, in Combat........................ 20Combat............................................... 15Combat Cheat Sheet........................21Cone Area.......................................... 18Consumables, Chems....................... 38Consumables, Drinks.......................... 39Consumables, Food …...................... 39Cover................................................... 15Crafting, Ammunition........................ 43Crafting, Chems................................. 44Crafting, Drinks....................................44Crafting, Food.....................................44Crafting, Weapons.............................44Critical Hit............................................ 16Critical Miss..........................................16Crouch.................................................19Damage Roll....................................... 16Defense............................................... 18Dive...................................................... 19Dodge................................................. 19Electricity Damage............................ 17Encumbrance.....................................23Endurance...........................................5Endurance, in Combat......................19Equip or Switch Weapon Sets........... 19Experience Table................................45Falling Damage.................................. 17Feint......................................................18Fire........................................................ 18Gear, Ammunition Parts.................... 42Gear, Magazines................................43Gear, Miscellaneous.......................... 40Gear, Personal Storage..................... 40Gear, Skill Books.................................. 43Gear, Tool Kits..................................... 40Intelligence......................................... 6Intelligence, in Combat.....................20Items, in Combat................................19Level Up Benefits................................ 45

Limb Condition................................... 17Line of Sight......................................... 15Luck..................................................... 6Luck, in Combat................................. 20Movement, in Combat......................15Perception.......................................... 5Perception, in Combat..................... 19Perks..................................................... 46Poison.................................................. 18Prone................................................... 19Radiation............................................ 18Range.................................................. 15Secondary Statistics........................... 9Single Attack.......................................16Skill Tests............................................... 12Skill, Barter............................................12Skill, Energy Weapons........................ 12Skill, Explosives..................................... 12Skill, Guns............................................. 12Skill, Lockpick...................................... 12Skill, Medicine......................................13Skill, Melee........................................... 13Skill, Repair...........................................13Skill, Science........................................ 13Skill, Sneak........................................... 13Skill, Speech.........................................14Skill, Survival......................................... 14Skill, Unarmed......................................14Skills, in Combat..................................20SPECIAL Attributes.............................. 5Special Damage................................ 17Stance................................................. 19Stand from Crouch............................ 19Stand from Prone............................... 19Strength............................................... 5Strength, in Combat.......................... 19Tag Skills............................................... 7Take an Item....................................... 19Taking Damage..................................17Targeted Attack................................. 16Targets................................................. 15Traits..................................................... 8Use an Equipped Item....................... 19Use and Item from Backpack........... 19Vault Occupation.............................. 10Vital Damage and Death................. 17Vital Damage Table...........................22Weapon Condition............................ 16Weapons, Energy............................... 25Weapons, Explosives.......................... 26Weapons, Guns.................................. 27Weapons, Melee................................ 31Weapons, Special Effects..................33Weapons, Unarmed...........................32Weight Limit.........................................23

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