UraniumEngine

**May apply to game only**

This article contains information that may not work as well in canon but effective in the games.

**Reason:** Shouldn't even take long to realize why.**Long Page*****Even though not as long as Always Fresh Candy in FALLMON Wastelanders*** -Classic1926

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FALLMON mechanics are almost entirely different, everything you know about how Pokémon works? Just throw that out the window as almost everything is different. Although most of the mechanics is mostly focused on Fallout 1 and Fallout 2.

***UraniumEngine v3 is currently in progress!***

# Changes to Existing Mechanics

## Types

This functions nearly identical to normal Pokémon, and still pretty self-explanatory (Fire is weak to water, water is weak to grass, etc.)

Normal and Ghost types are separated by the species and Pokémon can have more than 2 types. (Although most of them still has up to 2 types)
Normal type still exists but appears hidden, making them appear "typeless" if they have no other type. Everyone (unless overhauled by the types list above) will appear as a Normal type.

A new type was added which is pretty identical to Poison type, being Irradiated. Although a useless change as it's considered as a trait.

## Life Energy (LE)

This functions completely different from Pokémon. In Pokémon their LE varies by species\*, In FALLMON everyone can have the same/similar LE. This is suppose to function as HP but instead of dying you get knocked out. HP is a separate stat however

## Levels

This functions how Fallout works with their leveling system. No you won't evolve when hitting a leveling point, Screw you.

## Main Stats

This functions how Fallout works their stats, typically their S.P.E.C.I.A.L.

Pokémon uses Attack, Defense, Special Attack, Special Defense, Speed, etc.

FALLMON is well, Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck

## Shinnies

Let's face it, they're hard to find. Especially with a 8192 chance (4096 in Gen 6+) of finding one. The chances still remain the same but it's term is different. Everyone can have a different colored skin and shinnies would make them glow, like Evan, Claude, and Sam. See new information below

Items that typically increase shiny odds no longer work (they don't exist in FM anyway lol)

## Moves

Moves functions is almost completely rewritten, for the full list see Moves.
The limit of how many moves is still 4, but with a high amount of intelligences allows you to have more than 4 moves. As well with low intelligence lowering your max moves.

 4-6
 7
 8
 9
 10
 Above 10

## PP (Power Points)

In Pokémon each move has limited amount of PP before it can't be used. In FALLMON, PP is global and functions differently.

Power Points will only be drained by using status moves (So like Growl, Tail whip, etc.) Using items like Elixirs can recover PP, it can naturally regenerate but the process is usually slow (resting is enough to recover it instantly)

## Stamina

Considered as more of an addition it's still quite similar to PP.

This is pretty self-explanatory. Running or Using certain actions can drain your stamina, recovers quite quickly and instantly resets to full if you're not in combat.

If your Stamina runs out you won't be able to run. You can still use moves but damage will be halved and there is a 5% chance to instantly faint from exhaustion *(chances increases by 5% each Stamina overuse)*

Every turn you will get 10 Stamina back. By resting you get 40 back.

## AP (Action Points)

In Pokémon you are only given 1 action for your turn. FALLMON uses the Fallout 1 and 2 AP system, aka can perform multiple attacks in one turn, everyone else can do the same.

Inventory and Actions will cost 5 AP

Passing / Turn Relay will bring all of your AP towards another teammate.

Resting will cost all AP exchange for more Stamina recovery.

# New Mechanics

FALLMON has new mechanics. Most of them are from Fallout, so not a lot of explication is required if you have played the games.

## Radiation

Most information can be explained here: Radiation

FALLMON Radiation is identical to Fallout 1 and 2. Get enough radiation and you'll get sick and die. All FALLMON radiation functions the exact same and doesn't use Fallout 3/NV (kinda) or 4/76 radiation system *(except Survivalist mode where it does decrease max LE)*.

## Traits

Traits and Abilities

Pretty much most games has this feature, so it doesn't have to be explained.

Except unlike in Fallout there is almost no limit to how many traits you can have, as long if it makes sense.

## Limb Conditions

Most information can be explained here: Limb Conditions

## Shinnies

When someone is born on NOC-4 there is a 8192 chance of someone having a birth effect where one of their limb *(mainly the tail)* to glow, They change color on emotion and it is very sensitive *(x2 damage if hit)*. However they can't remove the glowing limb as doing so will kill the person within hours if not reattached.

# Stat Calculator

## Life Energy

While HP's value never changes (always 15), LE does change depending on Endurance and Strength.

L
# E
21
S
T
R
(
E
N
D
∗
2
)

{\displaystyle LE = 21 + STR + (END\*2)}

Before Updated Leveling: *LE= (20 + (Endurance\*2) + Strength) + (((Endurance\*2) + Strength) + level-1)*

*\*A zero value is not possible without instantly dying.*

*Italic means not possible to input in character creation without effects.*

## Skill Points (Levels)

XP formula functions identical to Fallout 1 and 2.

X
# P
(
l
e
v
e
l
∗
(
l
e
v
e
l
−
1
)

/

2
)
∗
1000

{\displaystyle XP = (level\*(level-1)/2)\*1000}

# P
(
S
t
r
e
n
g
t
h
∗
2
)

{\displaystyle PP = (Strength \*2)}

## Stamina

S
t
a
m
i
n
# a
(
A
g
i
l
i
t
y
∗
10
)

{\displaystyle Stamina = (Agility \* 10)}

AP
--

A
# P
5
(
A
g
i
l
i
t
y

/

2
)

{\displaystyle AP = 5 + (Agility / 2)}

In UraniumEngine v1: *AP = Agility*

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