Character Creation Rules

Ability Scores:

You guys are using D20 POINT BUY WHICH IS THE SAME AS D&D 3.5 POINT BUY! Because I am kind and generous, you are recieving 26 points instead of the usual 25.

Character Classes (Base and Advanced)

Base Character Classes:

You may have noticed that unlike in D&D where there are many different base classes, d20 Modern only has six, one for each primary ability score. However, these six base classes can follow 3 different character path options meaning that there are a total of eighteen different “pure classes.” However, Multi-Classing is highly recommended and very easy in d20 Modern games. All players, unless otherwise noted, start as a level 4 character.

Revisions to Base Classes:
Strong Hero Revisions:

The Strong Hero has a d10 hit die, not the listed d8.

The Ignore Hardness Talent Tree allows a Strong Hero to ignore TRIPLE the listed amounts of both Hardness AND Damage Reduction

The Fast Hero

A misprint in the book lowers the Fast Heros’ Defense Bonus by going up a level at a certain point. The Fast Hero defense bonus for a level 7 Fast hero is +6, not the listed +5.

The Tough Hero:

The Tough hero has a 1d12 hit die for hit points, not the listed 1d10 hit die.

The Smart Hero:

The Smart Hero planning tree has been expanded for checks all the up to 50, however the bonus increments by +1 bonus for every 10 points the check beats the dc above 25, not every 5.

The Dedicated Hero:

The Dedicated Hero has a 1d8 hit die, not the listed 1d6 hit die.

The Dedicated Hero receives all good saving throws at each level meaning that their Fort, Ref, and Will saves are equal to their ((level in dedicated hero) / 2 ) + 1.

The Charismatic Hero

The Charismatic hero can start with four (4) allegiances instead of the usual three (3) that most classes start with. Moreover, Sense Motive is a class skill for the Charismatic Hero.

Advanced Classes:

The following Advanced Class are allowed:

From d20 Modern Core Rule Book: Soldier (Str), Martial Artist (Str), Gunslinger (Dex), Infiltrator (Dex), Daredevil (Con), Bodyguard (Con), Field Scientist (Int), Techie (Int), Field Medic (Wis), Investigator (Wis), Personality (Cha), Negotiator (Cha), Telepath (Wis), and Battlemind (Cha).

Note that the Battlemind and Telepath are both Psionic Classes and thus require you to take the Psionic Talent Mutation.

From the d20 Future Rule Book: Nuclear Nomad (Con), Field Officer (Cha), and Helix Warrior (Str).

From the d20 Apocalypse Rule Book: Road Warrior (Dex), Enforcer (Wis), and Salvager (Int).

No other classes are allowed at this time. These classes were very carefully chosen to provide a properly balanced portfolio of classes to choose from.

Revisions to Advanced Character Classes

The soldier advanced class now has full BAB meaning that it’s BAB is equal to the level in soldier.

Multi-Class Characters

Multi-Classing is HIGHLY recommended. While I was going to make all classes follow the fractional rules which would be more realistic, I’ll instead make character building easier. What that means is this, your first level of whatever class gives you your *4 skill bonus and your full hit die. All levels thereafter simply add the bonuses given. For example, a first-class tough, 2nd class smart hero would have hit points equal to 12 (tough full) + 4 (smart generous half) + con * 2 (for being level 2). This character would also have 2 (tough) + 9 + int * 2 (for being level 2) skill points. The saves of such a character would be +1 fort (1st level tough) and +1 will (1st level smart). Defense bonus +1 (tough) and Reputation bonus +1 (smart).

Starting Occupations:

Starting Occupations come from the d20 Apocalypse rule book, but are in general similar to the d20 Modern Core Rule book in most respects save the ages needed to go into them.

Allegiances and Alignments:

Regardless of your allegiances, your character also has an alignment which you must record. At least one allegiances is necessary (you may have up to 3), since they add more depth to your character and situate them more in the world. However, you do not have to have more than one allegiance. An allegiance means that you have helped a certain group of people and so when you are dealing with members of that group, they are more willing to assist you. Note that this means that the group likes you, it does not mean that you like them. Dr. Tran was famous and beloved by the New Texas Republic Army for surviving several suicide missions, but this makes him dislike the NTR Army, even though they love him! Whether or not you like a group is largely irrelevant to gaining an allegiance, only doing deeds that help a group will make them give you their allegiance. YOU MUST WORK YOUR ALLEGIANCES INTO YOUR BACKSTORY! THE GROUP MUST BELIEVE THAT YOU ARE HELPFUL TO THEM FOR SOME REASON! Perhaps you are a member in good standing, or maybe you did a quest to assist them. Further allegiances are rewards for assisting various places (like Waco, or Lug Nut Flats) which will be instrumental in your takeover of the the New Texas Republic!


Reputation is an important part of the system and will be tracked and accounted for at all times. All characters must, at character creation choose one of three free reputation feats (this does not count against your feat totals in any way). Normal Reputation means that your reputation advances according to the rules in the book without bonus or penalty. Renown means you are famous and gives you a +3 to your reputation bonus. UnderCover means you are less famous than you would otherwise be and gives a -3 penalty to your reputation bonus. Remember that Reputation merely makes people react to you more strongly. If your reputation is high, and they would like you, it means that they would LOVE you instead. HOWEVER, if they would dislike you, it means they would HATE you instead. Fame (or infamy) is a double-edged sword. After all, what villain wouldn’t want to be known as the cur that slew a great hero?

Trade Units and Character Wealth to make new characters:

All players receive 160 TU (Trade Units, as explained in the d20 Apocalypse Book). Wealth bonuses from any feats, professions, etc add to your total number of TU. The d20 Modern Core book assumes that you are playing a modern-ish character with Banks, Loans, Credit Cards, Mortgages, Pawn Shops, and the like being readily available. Of course, Fallout has nothing in similar with the world of today economically. It is more accurately modeled by the simple coinage and advanced bartering system of the early Medieval Period and thus Wealth bonuses will only be used in calculating your starting wealth and never again. Every point of wealth bonus you get gives you 10 more “caps” (the currency) to buy more gear.

Skill Revisions (many combined into new skills):

This means that because there are fewer skills, you have effectively more skill points. If your class has one of the skills that is bundled into the new skill then you have the new skill. If your advanced class has a requirement of an old skill, then it requires the same amount of the new skill.

Auto-Hypnosis (Con) replaces Concentration, for more information about this skill see the Psionics section of the d20 Modern Core Rule Book or MSRD

Gambling is now Profession (Gambler) (wis) and applies to any game of chance.

Perception (Wis) is a combination of Search, Spot, and Listen. It is a class skill for all classes.

Vehicle (Dex) is a combination of Pilot, Drive, and Navigation and involves opperating any kind of vehicle whatsoever

Linguistics (Int) is a combination of Decipher Script, Forgery, and Speak Language.

Repair has been eliminated entirely, it’s functions run entirely under Craft checks.

Research has been eliminated entirely as their are too few books and computers to do it.

Stealth (Dex) combines Move Silently, Hide, and Sleight of Hand

Acrobatics (Dex) combines Escape Artist, Tumble, and Balance.

Athletics (Str) combines Jump, Climb, and Swim.

Handle Animal (Cha) is also used for Ride checks, but with your dex or str modifier instead.

Feats and Revisions

Every character gets a feat at their first character level, NOT THEIR FIRST CLASS LEVEL. After wards a character gets a feat at their 3rd character level and every 3 character levels thereafter.

Power Armor Training:

Power Armor does exist in Fallout and it is amazing. In a world without laptops it combines a pda, night-vision goggles, a radiation detector, and a full radio communication suite inside of a robot that you wear. It increases your strength, has auto-medical diagnostic systems that will automatically distribute stimpacks (which need to be loaded into the machine) and grants you damage reduction. Power armor also comes with environmental sealing and jump jets meaning that it is one of the most useful and sought after artifacts of the Pre-War world. HOWEVER, because of all of it’s amazing abilities, Power Armor requires it’s own armor proficiency. The pre-requisite for Power-Armor Proficiency is Heavy Armor proficiency. Furthermore, unlike most feats, Power-Armor Training REQUIRES YOU TO BE TRAINED BY SOMEONE WHOM ALREADY HAS THE FEAT! This means the character will generally have to be trained by an Enclave Officer (who detest any non-pure humans) or a BrotherHood of Steel Knight (whom are more forgiving of mutants). Power-Armor training is a Soldier bonus class skill.


Having a language means you have a better understanding of the Cultural Group in question as well, meaning that you automatically succeed at any DC 5 knowledge checks regarding the Cultural Group that speaks the language. 200 years after the bombs fell many groups are still very isolated, if you want to know what that does to a language, go watch some Irish television and try to figure out what the hell they’re saying. Believe it or not, it’s still English!

Thus on the North American Continent alone there are DOZENS of pidgin languages that are a mix of languages such as English, French, Spanish, German, Mayan, Russian, Japanese and many others! After two centuries these languages have changed so much that they require skill points to speak fluently.

HOWEVER, do not despair, because you can always roll a linguistics check to try and decipher the general gist of what someone is saying as well as rolling a linguistics check to try to communicate a general idea. It won’t allow for complex ideas to be conveyed but allows for some small level of understanding, especially when the sense motive check is also used with it!

Recommended Langauages Include (but are not limited to): Texan (spoken in Texas and Occupied North Texas, formerly Oklahoma), Sonoran (near Arizona), Chihuan (near Texas), Tijuanan (near California), Cajun (Spoken in Lousiana and inland Mississippi), Creole (spoken in Georgia and Florida), Deltan (spoken along the Mississippi river delta), Californian (spoken in California, Oregon, and Washington State), Latinian (spoken in the four states controlled by Ceasar’s Legion as well as the Followers of the Apocalypse), Cherokee (spoken by many tribals), Comanche (spoken by many tribals), Old English (Spoken by the Enclave and Brotherhood of Steel), and New English (spoken in the area once known as “New England” including the Washington D.C. area).

Leveling Up
Leveling Up A Character

Character Creation Rules

Fallout New Texas: A Post-Apocalyptic Adventure in New Texas JeLovins77373