The Basics

In the Fallout RPG, checks are made with percentile dice, rather than the twenty sided dice common to Dungeons and Dragons and other popular systems.

Making Checks
When making a skill check in the Fallout RPG, a player rolls a d100 and subtracts the relevant skill and any other applicable modifiers, the objective being to get a result equal to or below the difficulty class (DC).

For example: Scavenger Jeff is trying to pick the lock on a safe. He rolls his d100 and gets a 62, then subtracts his Lockpick skill of 22, for a final result of 40. The DC of the lock was 50, so Scavenger Jeff successfully opens the safe!

Critical Success/Failure
Criticals are determined by a character's Luck. A character with high luck will experience more critical successes and fewer critical failures, and vice versa for a character with low Luck. To determine what rolls are critical, look at a character's Luck: every point of Luck equates to a 1% critical chance. For example, Scavenger Jeff has luck 7. If, when making a roll, he gets a natural 1-7, he would have made a critical success.

On a critical success, whatever action the character was trying to perform is completed to maximum effect. For example, rolling a critical success while repairing a motorcycle could mean increasing the motorcycle's top speed, on top of fully repairing it!

Critical failure is the opposite: subtract a character's luck from 10: each point less than ten represents a 1% chance of critical failure. For example, Scavenger Jeff with a luck of 7 would critically fail on a roll of 97-100.

A critical failure represents the opposite: utter, catastrophic failure. For example, rolling a critical failure while attacking with a plasma pistol could mean a dramatic backfire, causing the gun to explode!

Turn Order
In the Fallout RPG, players take turns based on an initiative roll made at the beginning of an encounter. Do determine turn order, roll a d10 and add your Initiative: the character with the highest roll goes first, and so on from there.