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.

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

Introduction

 * What is Fallout?
 * What is Fallout Earth?
 * What is the Core Region?

Simple

 * Simple overview
 * Simple character creation
 * Simple traits
 * Simple skills
 * Simple perks
 * Simple lesser perks
 * Survival
 * Simple actions
 * Karma and reputation
 * Vital status

Equipment

 * Simple survival gear
 * Simple weapons
 * Simple ammunition and fuel
 * Simple armor
 * Simple chems
 * Simple implants
 * Simple books
 * Simple tools
 * Vehicles
 * Simple workshops

The Fallout World

 * North America
 * South America
 * Europe
 * Asia
 * Africa
 * Australia
 * Antarctica

The Core Region

 * Geography
 * Sites
 * Organizations
 * Personalities
 * Simple critters

Copyright and Trademark Information
Fallout is Copyright © 1997 Interplay Entertainment Corp. Fallout is a registered trademark of Interplay Entertainment Corp. All Rights Reserved.

Fallout reference material is used here without the express permission of Interplay Entertainment Corp. No challenge to Interplay's copyright and trademark are intended. These pages are for private, non-profit use and are not intended to be developed into any form of electronic entertainment. This material may be reproduced and distributed as long as it is for non-profit purposes and does not violate and clearly indicates the copyright and trademark ownership of Interplay Entertainment Corp.

Simple Simple