FAQ and Errata Thread

I see others have answered the armor question for you, so yeah, vault suits overlap with other armor but don’t stack, so you absolutely can wear the chest piece over top of it, using the chest piece’s PR and ER values but still keep the RR from the vault suit, which is honestly a huge benefit to starting out with a vault suit (not needing to worry about rad roach radiation effect unless it hits your head is very good early game).

As a long time ttrpg player, I too, struggle with the not being able to make things that are not chems from scratch thing. This is the way it is because its based on the video games (specifically fallout 4), and there was no mechanics for doign this in the video games so they never added it to the ttrpg. This is a shame really because it makes little sense. I allow people to use crafting stations to make simple things and come up with materials costs for them when asked. This is something they really should consider adding.

Rules as written, rain water is considered dirty water I believe, otherwise it would break the economy of the game having it count as purified. As to why is everything not dead, plants and animals evolved to be resistant or immune to radiation, and people survived by distilling the dirty rain water into purified water. All this needs is enough time, clean containers, and a cooking station.

I agree with the scrapper assessment, it is mandatory someone in the party takes it, unless the GM is very generous with just giving uncommon or rare materials as quest rewards.

The action is if you want the dog to attack separately, but no one ever does this. Assisting is specifically called out as the only major action that does not require an action to command. Dogmeat in particular gives you extra damage on an assist. So how this ends up working is you make an attack with dogmeat assisting (so you are basically getting a free action point to the attack, 3 dice instead of 2, and can AP on top of that for 4) and if you hit you do your normal damage plus 2CD extra for the dog. Having a permanent +1d20 and +2CD to your attack each turn is really powerful, and honestly most of the time works out way better than the dog attacking on its own would anyway, so no one bothers having it attack separately.

I have a question that is coming up in my game and it involves knocking people out. In the rules for NPCs, it clearly states that if a PC knocks an NPC to 0HP they are killed unless the PCs decide otherwise. I house-rule that this needs to make some sense (if the PC overkills an NPC by 5 or more HP, even if they intended to just knock them out, they killed them). The annoying thing is nowhere in the rules does it state how to have NPCs subdue PCs. I have the PCs fighting a tough fight against some super-mutants. My intention was to make the fight about 50-50 chances of the PCs to win or lose, and have story implications either way. If they lose I want them to be knocked out and transported to the mutant’s HQ as FEV test subjects and they will need to figure out how to escape. The issue is there doesn’t seem to be any way to do this as per the rules. If the mutants happen to knock out the players by RAW, the players start dying when they reach 0HP, and they have a chance to die every round (and a very good chance at that, depending on how many injuries they took) after they drop. This makes it very hard for the mutants to drop all the PCs, and then treat them one a t a time and tie them up, because by the time they did this to one PC, the rest will likely have died.

I find it very frustrating that there are no non-lethal damage rules that could be used to have the mutants knock out the PCs without them bleeding to death. I think there should be some option for NPCs to do this to PCs with unarmed attacks. It is strange to me that unarmed attacks don’t have a KO option. In some of the video games, particularly FO2, it was possible to knock out people or be knocked out with unarmed attacks without dying. In fact there were whole boxing matches where this was expected. I find it strange that the game includes unarmed attacks but no way to do non-lethal damage with them. I understand its based on FO4 which didn’t have this option, but considering previous games in the universe did, and its a ttrpg where sometimes enemies might want to capture the PCs, I find this particularly frustrating.

I have just discovered another weird quirk of the rules I was wondering if anyone had an anwser for:

Is there a “natural” way to overcome addiction? I am looking through the chem rules and I can see addictol removes all addictions (except for ultra-jet I am assuming as it says it is permanent and can’t be removed by any known means), but there doesn’t seem to be any other rules for overcoming addiction. Addictol is expensive (135 caps), and it is also fairly rare at rarity 3. Is this the onyl way to remove an addiction. In the video games, especially FO1 and 2 (with the exception of jet which needed a specific cure, I can’t remember if the newer ones had this mechanic too), if you didn’t take the drug and sufered through the withdrawl symptomns for a spefic period of time (from a couple days to several weeks depending on the drug) you would overcome the addiction. I am not seeing any mention of this in the rules. Was it intentional to make addictol the only way to remove addictions, or was this mechanic form the video games to have addictions fall off over time intended but just never made it into the final book for soem reason (or is it hidden in there somewhere and I’m just not finding it)? Another thing I noticed is that almsot all drugs can be made at a chem station, but there is no recipe listed for addictol. You would think if addictol was the only way to overcome addiction, you would be able to craft it, even if it was a rare recipe. I can certainly add it as a rare reciepe findable in my game, or add rare recipes for addiction cures for specific chems, same with adding rules for overcoming addictions naturally, but would be nice if this was part of the core rules.

Looking in the Corebook there don’t appear to be any stats for the basic laser pistol that Brotherhood of Steel initiates can start with.

It’s the basic ‘laser gun’ that’s listed under the energy weapons - the ‘close quarter’ quality shows it’s the pistol rather than the riffle.

1 Like

I have a question about the radscorpion. Is it intended for its stinger to bypass armor or is it jsut a typo?

According to the damage types at the beginning, posion damage bypasses armor as its not physical, energy, or radiation damage, so mostly just perks or being a robot stops it. The beginning of the book also talks about damage qualities and states that sometimes persistent damage is different from the initial damage, and will be stated in brackets next to the damage. It even gives the example of “persistent (posion)”.

Looking at the entry for stingwing it says its stinger is 2CD Peristent Poison Physical damage. Even though the bracket is clearly missing, this is easy enough to view as a typo, because it clearly mentions physical damage, so it is obvious this is intended as “2CD Persistent (Posion) Physical damage”. Therefore it does posion damage only on effects (and I am assuming only if any damage gets through the armor, though I’m not sure if that’s specified anywhere).

The Radscorpion entry, on the other hand, simply says the sting is “3CD Persistent Poison damage”. This could be read as the onyl damage it does is posion, which means armor does nothing against it, or it could be like the stingwing but with a more severe typo as the word Physical is missing in addition to the brackets. Which is it?

it seems to me that RAI is yes, as otherwise increasing the max does nothing unless you start with max, which is not usual

you are limited by containers to carry such water really. You can only carry as much water as you have empty containers. Part of why dirty water ahs a lsited cost is because ti comes with a container. Same if you find other beverages, you could use them as containers, but keep in mind most of them, like beer and nukacola, use bottle caps, so you would ahve to find a way to seal the containers to keep them from spilling or getting contaminated (turning back into dirty water). You would need seperate empty containers to carry dirty and purifed water. You would be limited by cooking time as well. You could spend all day making 60-odd purified waters if you had enough containers for them all (and don’t sleep), but sometimes quests are time limited and you don’t ahve time to sit around cooking water. As others have pointed out you won’t necessarily be able to sell it all either. Settlements will ahve their own water supplies so will probably stop buying water after a point. Keep in mind that 60 purified water sounds like a lot, but for a party of 4 that’s only a few day’s supply. Once youa re high enough level to ahve bought or found enough things that you can use as containers and have a day or to to sit around making water, you should be able to make a few days supply of water in a couple days. That will not break the game

How does stealth work in regards to the supressor mod? If a player sees a group of 5 raiders and shoots 1 of them with his supressed 10mm pistol the targeted raider is immediately aware of the attack. Does this mean that the targeted raider knows where that player is? Or just that the targeted raider knows he was attacked, but he is unaware of where the player is? For the other four raiders from what I understand they will have to pass a level 2 perception + survival check to be aware of the attack. Same question here, does being “aware of the attack” mean they know the location of the player? Thanks!

Modiphius, can you people rearrange the Errata pdf, so that all the entries are in page order, perhaps with a color code to denote each update date, so that it will be easier to use, not have to look at the full 8 pages to make sure that specific page you are reading right now does/doesn’t have an errata?
Thanks

2 Likes

The way I interpret it is

all the raiders are Aware of the attack if at least one of them can see the one targeted (even if the target was killed in one shot). If the target is behind (and instant killed) or out of sight of the others then they would make a check to notice. As soon as one is aware they are going to warn the others.

Aware there is an attacker does not mean you know where they are. All the raiders would need to detect the shooter.

Hello. What weapons do the pyromaniac perk effect?

flamer and heavy incinerator are obvious. shishkebab somewhat too.

but what about a heated coil super sledge or a energy weapon with either the incindinary prexix or the flamer barrel.

thanks

Hello! Not sure if this is the right place to ask this question but…
How do I post to the forum? Is it something that new users cannot do yet?
I can search the forum and I’ve obviously found out how to reply, but there doesn’t seem to be any option to start a new post anywhere.
Any help appreciated :+1:

There is a trust system in place to combat bots.

By doing a few minutes reading over a couple of topics you will get trust level 1 and be able to start a new topic.

You have probably already reached it now. :wink:

1 Like

Simply put, it’s called first aid. From practical, personal experience as trained first aider, if you wait and do it later, it stops being first aid, and there’s an upper limit to how much first aid is useful for a patient.

More seriously: first aid represents immediate medical care when damage has just occurred. But, contrary to RPG logic, you can’t just keep wrapping someone in bandages until they’re healthy again.

Long-term recovery is a matter of rest and time, and keeping your strength up with nutrition and fluids (and possibly stimpaks, but I’d save those for combat as they’re most useful as a way to boost first aid).

So would this allow PC’s to take their First Aid action outside of Combat, if it’s the first time they’ve done it this Scene? E.g. A character steps on a land mine, injuring themselves but not actually entering Combat.

Is it intended that the GM’s Action Points pool is hidden from the players, available for the players to see or at the GM’s discretion?

That is up to the GM.

Personally I’m all for the GM AP pool being known. Imagine the pool is at 47 and on Mr Deathclaw’s turn the GM reduces it by 5 for an extra attack and damage.

The intention is that the GM’s AP pool (like the Threat pool in other 2d20 System games) is visible to the players, but GMs are welcome to play it hidden if they wish.

Personally, I find that the visible presence of it helps provide an extra rise and fall of tension as the pool grows and shrinks (though letting it get too big can put the players on the defensive).

That would be reasonable, yes.

Thanks! I play with the GM’s AP pool visible, but there was a question over on the FGU forums and I thought I would ask you guys directly.

We ahve been playing for a while now and I just noticed that gun bash has the stun effect (makign it surprisingly powerful) and pointed this out to my supermutant player. He then discovered that for “qualities” for gun bash and 2-handed gun bash, it says “as gun”. Does this mean if he gun bashes with a minigun, it would gain the gatiling property, allowing him to spend 10 ammo to get +2CD up to 1/10 the fire rate on a bash with it, or more importantly, would it give the missile launcher gun bash the “blast” quality, making it target the entire zone, potentially allowing him to stun everything in his zone by swinging the missile launcher around? This seems weird to me. Why would a missile launcher be able to do this, where a minigun, which is jsut as big not? I feel like when it says qualities “as gun” the intention was for handedness and accuracy to be the same as the gun, but not things like gatiling and blast and this was just an oversight by the designers. I could see swinging a big gun being able to hit multiple targets, but if that was the intention they would give that to all big guns, not jsut the ones that have the “blast” property already on their shots. What part of a missile being able to explode and hit an entire zone with shrapnel make the launcher itself be able to do so in melee? It is very confusing.

Furthermore, the way the blast quality is worded, giving a melee weapon blast would be very absurd because of the way blast is worded “…you do not attack a single opponent. Instead, target a zone you can see…”. So rules as written if you are carrying a missile launcher you could gun bash an entire zone of enemies, potentially stunning them, at long range (albeit at difficulty 4, this is hittable with action points and tagged skills and re-rolls from aiming, and even if you miss, you still deal half damage to them).