FAQ and Errata Thread

Gamemaster’s Toolkit

  • Booklet

-the booklet does not have the bottom borders of the pages on them, much like the core rulebook

-Bookmarks:
– Handling Faction Reputations - should not be under ‘Faction Reputation’ as it’s not even on the same page and isn’t associate with that entry

– Character Faction Reputation - should not be under ‘Improving Faction Reputation’ as it’s not under that entry, it’s a table at the top of the page itself it should be under the first Faction Reputation entry before the second.

– Character Travel Speed - Should be under Travel and Terrain

– Travelling Speed Through Different Terrain Types - Should be under Travel and Terrain

– Quicksand! - should be under Marshland

– Avalance! - should not be under Quicksand! but should be under Mountains

– Destination - Should be under Navigating the Wasteland

– Choosing a Path - Should be under Navigating the Wasteland

– Navigation Action Point Spends - should not be under Navigation Difficulties, but should be under Staying the Course

– Location Category - should not be under Location Scale but should be under What is the Location?

– ‘Other’ Found Items - Should not be under Location Scale but should be under What is the Location?

– Unique Laser Musket Capacitor Mods - Should be under the first Energy Weapon Mods entry

– Unique Gamma Gun Mods - Should be under the first Energy Weapon Mods entry

– Unique Gatling Laser Mods - Should not be under Unique Flamer Mods, but should be under Big Gun Mods

– Unique Junk Jet Mods - Should not be under Unique Flamer Mods, but should be under Big Gun Mods

– Unique Minigun Mods - Should not be under Unique Flamer Mods, but should be under Big Gun Mods

– Unique Missile Launcher Mods - Should not be under Unique Flamer Mods, but should be under Big Gun Mods

– Unique Sword Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Machete Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Ripper Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Shiskebab Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Bat Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Switchblade Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Board Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Lead Pipe Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Wrench Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Pool Cue Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Rolling Pin Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Baton Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Sledgehammer Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Super Sledge Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Tire Iron Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Walking Cane Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Boxing Glove Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Deathclaw Gauntlet Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Knuckles Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Power Fist Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Ballistic Weave - and following subtable of Armor Ballistic Weave Mods, should not be under Clothing, Outfit, and Headgear Types. They’re their own table

– Vault Jumpsuit Mods - should not be under Ballistic weave nor Clothing, Outfit, and Headgear Types. They should just be Under Apparel

– Raider Armor - Should be under Armor

– Metal Armor - Should not be under Leather Armor

– Combat Armor - Should not be under Metal Armor

– Synth Armor - Should not be under Metal Armor

– Vault-Tec Security Armor - Should not be under Metal Armor

– Unique Leather Armor Material Mods - Should not be under Unique Raider Armor Material Mods, but should be under Armor Material Mods

– Unique Metal Armor Material Mods - Should not be under Unique Raider Armor Material Mods, but should be under Armor Material Mods

– Unique Combat Armor Material Mods - Should not be under Unique Raider Armor Material Mods, but should be under Armor Material Mods

– Unique Synth Armor Material Mods - Should not be under Unique Raider Armor Material Mods, but should be under Armor Material Mods

– Unique Raider Power Armor System Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Unique T-45 Power Armor Upgrade Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Unique T-51 Power Armor Upgrade Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Unique T-60 Power Armor Upgrade Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Unique X-01 Power Armor Upgrade Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Unique X-01 Power Armor Plating Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Power Armor System and Plating Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Noxious Plate - Should not be under Serrated Plate, but should be under Robot Armor

– Toxic Plate - Should not be under Serrated Plate, but should be under Robot Armor

– Actuated Plate - Should not be under Serrated Plate, but should be under Robot Armor

– Voltiaic Plate - Should not be under Serrated Plate, but should be under Robot Armor

– Hydraulic Plate - Should not be under Serrated Plate, but should be under Robot Armor

-Content:
–Chapter 1: Gamemaster Options

p5 - “They can only choose this option once during an extended test.” - The entire group can only do it once, or each player participating in the test can only do it once?

p5 - “Difficulty Reduction:” - Extended tests haven’t set down how to set the difficulty at this point, which…is actually a good question given they’re a little different than normally working things out.
How do you set the difficulty? Is it like a normal Skill test?
The example provided on p5 doesn’t set a difficulty at least.

p5 - “The stress track’s resistance reduces by 2.” - Is ‘Stress Track Resistance’ just the resistance of the overall Extended test? We haven’t heard this terminology yet.

p6 - “…from militaristic technophiles the Brotherhood of Steel…” - I feel a hyphen after ‘technophiles’ would help the flow here, it needs a pause at least somewhere

p7 - “A player character begins with a reputation rank of 1 with each faction they encounter.” - So how does this work with entire groups of players?
Do they individually track their reputations, or is it the “best” of the group used?
- This question continues into p8 where you are determining how reputation is affected based on quests as well.

p8 - “You can ask a faction for supplies, gear…” - What sort of limitations exist on just how much and what kind of gear/supplies the players can get ahold of?

p9 - “NORMAL SPEED” - How is normal speed a type of terrain?
Apparently it’s for areas like Ruins on p14, it may be useful to note that earlier

p15 - “…in the past, all later tests to navigate have their difficulty reduced by 2, to a minimum of 0.” - All later sort of sounds like it implies that this first new trip doesn’t take that bonus
That isn’t the case right? It’s implying you’ve been on the trip before and now all tests take -2?

p16 - “Travel speed and how long you can travel before tiring is covered on p.■■■.” - placeholder

p16 - “Also remember that any factors affecting visibility (such as fog, poor lighting, or terrain, described on p.■■■)…” - placeholder

p16 - “If you’re relying on gut feeling, you may roll LCK + Survival instead, without needing to spend any Luck points.” - This sounds exploitable by someone with a high luck build oddly, so does even hearing a rough direction block this option out?

p19 - “…and thus reduces 8 item categories (4, x2 because the location is Small).” - Can you explain this more, maybe in an FAQ, like exactly how the numbers are getting reduced? I’m not really seeing it as I read it.
I think it’s clothing -1, armor -2, beverages -2, junk -1, weapons -1, ammunition -1, but if armor and beverages are accurage then why aren’t they 0-1 as the minimum got reduced to 0, right?

p19 - “Take a number of * equal to the PCs’ levels…” - All of the pcs in the group, or the highest level of the group?
Basically, if there are 4 level 3 pcs, is it 3 dice plus difficulty, or is it 12 dice plus difficulty?

p19 - “If the hazard is occasional, each instance of the damage inflicts 3 DC damage, +1 DC for every four levels the location has…” - Is there a max on this in a similar way to skill difficulty?

p19 - “You may reduce the level of the inhabitants further to increase their numbers, adding +1 normal NPC per level reduced.” - Is that all npcs level reduced gets +1 NPC, or a total number more npcs equal to the number reduced?
Again, 4 pcs level 3, gets 4 npcs level 3. Reduce by 1 to increase npcs. Is the new total 5 npcs level 2, or 8 npcs level 2?
I feel like it implies the later, because it would be easier to include a notable npcs with a larger value of npcs present, but it’s unclear to me.

p19 - “If you’re using an area taken from one of the Fallout games or basing your wasteland on a real place you know.” - If X, then…what? The thought isn’t really complete.
Actually it’s kind of out of order, if you’re using the games or a place you know, then you can feel free to ignore these rules

p20 - “…as it serves as a nice reward for players, and reflects the computer games nicely.” - While they are all on the computer, they are also on more than just a computer (well, the newer fallout games at least which given the game is based on F4 it’s certainly a console game as well)

p20 - “There are two options here: one set for if you and your group are on the move, and one set for if you and your group have stopped somewhere.” - Where are these set apart?
Or is it indicating that in the results there are essentially two ways to present them while on travel or while resting?

p20 - “The PCs can get involved, or leave well alone, at their discretion.” - I believe the phrase is ‘well enough alone’

p21 - 12 and 19 are a repeat of eachother. I’d suspect this is an issue as even Dead Meat was changed slightly from it’s two entries.

p22 - “…but the door won’t without,…” - The door won’t open, it’s missing a verb it can’t really use ‘leads’ as its verb given the tensing of won’t without

p22 - Minefield - “The area is littered with 3+3 * fragmentation mines.” - So if any extra bombs are present, there’s also a corpse? Just want to confirm that the extra dice aren’t meant to be a one or the other situation.
Same statement for ‘Radioactive Barrels’
The second appearance of Minefield later on seems to imply that it’s the former as it denotes there are more than three mines possibly with no extra personage/creature in the field

p22 - Vertibird - “…the encounter’s Level is equal to the PCs’ level +2).” - All the pcs, or a single pc?

p22 - “…(1+1 DC Steel for ten minutes of work).” - is this all the scrap there is and it takes 10 minutes, or is it every ten minutes gets you 1+1 * of scrap metal?
If the latter what is the max scrap metal possible?

p22 - Wrecked Car - “…(equal to number PCs +1)…” - ‘equal to the number of PCs’.

p23 - “A merchant, sat in the company of one or two other scavengers, is sat at the fire…” - you can get rid of the second ‘sat’

p23 - “A merchant dealing in weapons and ammunition and accompanied by a pair of heavily armed mercenaries is resting at the campfire.” - could do with sectioning off ‘and accompanied by a pair of heavily armed mercenaries’ with a pair of commas.

p23 - None Shall Pass - “…multiplied by the level of the highest-level raider.” - how do we determine the level of the raiders?

p24 - Massive Monsters! - “…an albino or chameleon deathclaw…” - we don’t have stats for these
Unless they’re a standing for Mighty, but given that they’d have different abilities I’d doubt that

–Chapter 2: Equipment - Any changes that occured in the Core Rulebook (I’d suspect from my notes above on such things) should be reflected here.

p25 - You’re missing the Syringer Ammo table

p60 - Weapons Ranged table has the same issue as the core, hence my note of making sure any changes there get reflected here
The other issues noted in the crb tables are present as well

  • Check Rules Summary
  • Check Weapons Rules
    – Any changes to the baseline rules summaries or weapons rules (I’d also suspect from my notes above) should be reflected here.
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