User Guide

Radiation Resistance. Radiation is something that any
vault-dweller must be concerned with. While it is normal for a small
amount of roentgens, or rads, to enter the normal person during the
normal year of activity (more if activities include mountain expedi-
tions and/or high altitude ballooning), a large amount of rad poison-
ing is a reason for concern. The average person receives about ½ to
1 rad a year. After a nuclear fallout, you would expect more. See
Damage (page 5—12) for more information. With any exposure to
radiation, your radiation resistance will reduce the total amount of
rads you take by it’s percentage. It is very similar to damage or poi-
son resistance.
Initial Level. Starting radiation resistance is equal to your
Endurance x 2. Average characters will have a 10% radiation resis-
tance.
Sequence. This statistic will help determine who will go first
in combat, and in which order people and critters will get to act. See
Combat (page 5—2) for more information. The higher the sequence
value, the more likely you will act before your opponent.
Initial Level. Starting sequence is equal to your Perception x 2.
Average characters will have a 10 sequence.
Healing Rate. People do not heal wounds at the same rate
over the same amount of time. Your healing rate will tell you how
fast you can bounce back from that near-fatal encounter, and contin-
ue with your important work of holding off the end of the world. If
you have taken damage, you will get a number of hit points back at
the end of each day equal to your healing rate. If you rest, you will
get a number of hit points back every six hours equal to your healing
rate. In no case, can you get more current hit points than your max-
imum number of hit points.
Initial Level. Starting healing rate is equal to Endurance,
with a minimum of 1. Average characters will have a healing rate of 1.
Critical Chance. Critical hits in combat are special attacks
that cause extra damage or some special effect. The chance to cause
a critical hit is partially based on this stat. The higher your critical
chance, the more likely you are to cause one of these powerful hits.
It is expressed in a percentage, adding directly as a bonus to the
chance to cause a critical hit.
Initial Level. Starting critical chance is equal to your Luck.
Average characters will have a +5% critical chance.
VDSG – RESTRICTED – VTB-OO1-13
RESTRICTED 3—9
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