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The following is a transcript of J.E. Sawyer's Fallout Role-Playing Game. Please do not alter the contents. |
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Properly speaking, books are used to raise skills. Normal books will increase a character's skill from 1 point if their skill is between 0 and 10. "Volume 2" books increase their skill between 1 point if their skill is between 11 and 20. Characters with skills outside of those ranges cannot use the books. Remember: points must be used to buy ranks. Tag! skills will receive double the benefit. A book may be used a total of 10 times before it falls apart. A character may only use a book of any given type once; he or she may not benefit from reading the same book over and over again. Characters with IN scores below 4 cannot benefit from books. It takes a number of eight-hour days equal to 11 - IN to read a book and benefit from it.
Big Book of Science[]
The Big Book of Science increases the reader's Science skill by 1 point if their skill is between 0 and 10.
Big Book of Science, Vol. 2[]
Volume 2 of The Big Book of Science increases the reader's Science skill by 1 point if their skill is between 11 and 20.
Big Fat Liars[]
Big Fat Liars increases the reader's Deception skill by 1 point if their skill is between 0 and 10.
Big Fat Liars, Vol. 2[]
Volume 2 of Big Fat Liars increases the reader's Deception skill by 1 point if their skill is between 11 and 20.
Dean's Mechanics[]
Dean's Mechanics increases the reader's Mechanics skill by 1 point if their skill is between 0 and 10.
Dean's Mechanics, Vol. 2[]
Volume 2 of Dean's Mechanics increases the reader's Mechanics skill by 1 point if their skill is between 11 and 20.
Don't Steal This Book![]
Don't Steal This Book! increases the reader's Steal skill by 1 point if their skill is between 0 and 10.
Don't Steal This Book!, Vol. 2[]
Volume 2 of Don't Steal This Book! increases the reader's Steal skill by 1 point if their skill is between 11 and 20.
First Aid Book[]
First Aid Book increases the reader's Medic skill by 1 point if their skill is between 0 and 10.
First Aid Book, Vol. 2[]
Volume 2 of First Aid Book increases the reader's Medic skill by 1 point if their skill is between 11 and 20.
Fun Facts[]
Fun Facts increases the reader's Academics skill by 1 point if their skill is between 0 and 10.
Fun Facts, Vol. 2[]
Fun Facts, Vol. 2 increases the reader's Academics skill by 1 point if their skill is between 11 and 20.
Guns and Bullets[]
Guns and Bullets increases the reader's Firearms skill by 1 point if their skill is between 0 and 10.
Guns and Bullets, Vol. 2[]
Volume 2 of Guns and Bullets increases the reader's Firearms skill by 1 point if their skill is between 11 and 20.
Home Security[]
Home Security increases the reader's Security skill by 1 point if their skill is between 0 and 10.
Home Security, Vol. 2[]
Volume 2 of Home Security increases the reader's Security skill by 1 point if their skill is between 11 and 20.
Hot Pursuit![]
Hot Pursuit! increases the reader's Pilot skill by 1 point if their skill is between 0 and 10.
Hot Pursuit!, Vol. 2[]
Hot Pursuit!, Vol. 2 increases the reader's Pilot skill by 1 point if their skill is between 11 and 20.
How to Be a World-Class Triathlete[]
How to Be a World-Class Triathlete increases the reader's Athletics skill by 1 point if their skill is between 0 and 10.
How to Be a World-Class Triathlete, Vol. 2[]
How to Be a World-Class Triathlete, Vol. 2 increases the reader's Athletics skill by 1 point if their skill is between 11 and 20.
Infiltration Techniques[]
Infiltration Techniques increases the reader's Sneak skill by 1 point if their skill is between 0 and 10.
Infiltration Techniques, Vol. 2[]
Volume 2 of Infiltration Techniques increases the reader's Sneak skill by 1 point if their skill is between 11 and 20.
Making Friends[]
Making Friends increases the reader's Persuasion skill by 1 point if their skill is between 0 and 10.
Making Friends, Vol. 2[]
Volume 2 of Making Friends increases the reader's Persuasion skill by 1 point if their skill is between 11 and 20.
Medieval Weaponry Today[]
Medieval Weaponry Today increases the reader's Melee skill by 1 point if their skill is between 0 and 10.
Medieval Weaponry Today, Vol. 2[]
Volume 2 of Medieval Weaponry Today increases the reader's Melee skill by 1 point if their skill is between 11 and 20.
Mystery![]
Mystery! increases the reader's Investigation skill by 1 point if their skill is between 0 and 10.
Mystery!, Vol. 2[]
Volume 2 of Mystery! increases the reader's Investigation skill by 1 point if their skill is between 11 and 20.
Pugilist Quarterly[]
Pugilist Quarterly increases the reader's Unarmed skill by 1 point if their skill is between 0 and 10.
Pugilist Quarterly, Vol. 2[]
Volume 2 of Pugilist Quarterly increases the reader's Unarmed skill by 1 point if their skill is between 11 and 20.
Scout Handbook[]
The Scout Handbook increases the reader's Outdoorsman skill by 1 point if their skill is between 0 and 10.
Scout Handbook, Vol. 2[]
Volume 2 of the Scout Handbook increases the reader's Outdoorsman skill by 1 point if their skill is between 11 and 20.
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