J.E. Sawyer's Fallout RPG derived statistics

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This page lists all derived statistics in J.E. Sawyer's Fallout RPG.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For derived statistics in other Fallout games, please see "Derived statistic".
  • For an overview of J.E. Sawyer's Fallout RPG content, please refer to "J.E. Sawyer's Fallout RPG".



Derived statistic Description Derived from Initial value
Carry Weight The higher your carry weight, the more equipment you can carry. Strength (ST + 6) * 25
Combat Sequence Determines when the character takes his or her turn in combat. Higher is better, resulting in the character acting earlier. Agility
Evasion The amount added to an enemy's difficulty to hit after all other modifiers are applied. - 5
Healing Rate How much Hit Points you heal at the end of each day. Endurance EN + 6
Hit Points How much damage your character can take before dying. Endurance
30 + EN + ST (first level)
EN + 6 (subsequent levels)
Melee Damage The amount of damage added to a melee weapon's damage result. Strength ST
Perk Rate How many levels must pass before you gain another perk. - 3
Skill Rate How many skill points you gain per level. Intelligence IN + 6
Throwing Range Distance in hexes that any thrown weapon can be hurled by the player. Strength ST + 6

See also