Simple

Simple is a game system used in J.E. Sawyer's Fallout RPG. It is a simplified version of the SPECIAL system used in the Fallout series.

The original wiki devoted to Simple has shut down and archived copies have been deleted. The wiki has archived what could be found for referencing.

Concept
Simple is designed to be easy to get into, but have long term flexibility for players. It is not intended to be as flexible as GURPS or as detailed as D&D 3.5. Though the mechanics for high technology and high skills can become more complex, the basics are simple. There are no rules on aging penalties, rolling for the weather, or how to create bigger and better versions of equipment. It uses levels and Hit Points for ease, but does not use things like alignment or class.

System
Characters are statistically defined through primary attributes, derived attributes, skills, perks, and traits. The system lacks the Luck attribute from SPECIAL.

Playing
The Simple rule system requires the use of three types of dice: six-sided (d6), eight-sided (d8), and ten-sided (d10). These dice are used to calculate weapon damage. Skill checks make frequent use of two ten-sided dice, which are sometimes referred to as "percentile" with one die representing the tens digit and the other die representing the singles digit (d100).

Technology Levels
This concept can be used to help place appropriate items for the location/characters/factions technology level. All items have a tech level, which defines how complex the item is and, generally speaking, gives a rough estimate of where it fell in the timeline of Earth's history.
 * 1 - Primitive, stone age - Extremely basic weapons and textile-based armor
 * 2 - Ancient, tribal - Flimsy melee weapons, flimsy metal and leather armor
 * 3 - Medieval - Reliable melee weapons, basic metal and boiled leather armor
 * 4 - Early Modern - Primitive firearms, advanced plate armor
 * 5 - Industrial Revolution - Reliable rifles, revolvers, steam tech, slow/short range cars, refined oil as fuel, lightbulbs, assembly lines, unreliable chems
 * 6 - World War Era - Grenades, early body armor, machineguns, tanks, bazookas, planes, basic automobiles, basic chems
 * 7 - Information Age - Modern computers with high communication abilities, advanced automatic weapons and composite body armor, jet planes, helicopters, laser-guided missiles, advanced chems
 * 8 - Cusp of Apocalypse - Personal laser weapons, powered armor, portable rail/coil guns, super-vacuum tech, proliferation of high volume small energy cells and micro-fusion cells


 * 9 - Survivor Era - Unknown frontiers of advanced technology