Derived Statistics

Fallout Fudged uses a couple of statistics derived from a character’s attributes.

  • Passive Dodge. This statistic is used to determine how difficult it is to hit the character in combat if the character is not actively defending. Passive Dodge is equal to AG but can be modified by perks. If a character decides to actively dodge an attack, the Passive Dodge +1 is used.
  • Damage Resistance. The DR determines how much damage a character can resist. This statistic starts at zero, but is usually raised by wearing armor.
  • Melee Damage. This value is the base damage (without the weapon’s bonus) caused by melee and unarmed attacks. It is equal to ST but can be raised by perks.
  • Sequence. This derived statistic is used to determine in which sequence characters may act during combat. Characters with a high Sequence act first. This statistic starts at PE, but can be modified by perks.
  • Poison Resistance. The higher your poison resistance is, the better you can withstand the effects of poison and diseases. This statistic starts at EN, but can be modified by perks.
  • Radiation Resistance. This statistic determines how well you can resist the dangerous effects of radiation. Radiation resistance starts at Terrible, but can be raised by various means.
  • Karma. Karma is a measure of how good or evil your character is. At the start of the game each character has a Karma of Fair (0). Doing good deeds may improve Karma, evil deeds lower your Karma. The GM is the final arbiter on whether an action raises or lowers Karma. Your Karma is used as a modifier on Speech and Barter checks if the people know you or have heard of your exploits. Evil people might favor bad karma, so the modifier might be reversed in some cases.

Derived Statistics

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