Fallout RPG Guide: Character & Gameplay
Fallout RPG Guide: Character & Gameplay
Table of Contents
Chapter 1: The World of Fallout ............................................................................................................ 3
Chapter 2: Character Creation Section 1: Background and Race ................................... 5
Section 2: SPECIAL....................................................................................................................... 10
Section 3: Skills.......................................................................................................................... 18
Section 4: Traits ......................................................................................................................... 28
Chapter 3: Perks............................................................................................................................. 33
Chapter 4: Combat .......................................................................................................................... 40
Section 1: Basics ......................................................................................................................... 40
Section 2: Actions and Movement.................................................................................................... 42
Section 3: Specific Attacks........................................................................ 49
Section 4: Criticals and Death ......................................................................................................... 59
Chapter 5: Life in the Wasteland ......................................................................................................... 62
Section 1: Radiation .................................................................................................................... 62
Section 2: Mutation ..................................................................................................................... 65
Section 3: Bartering..................................................................................................................... 68
Section 4: Travelling and Survival ................................................................................................... 68
Section 5: Chems and Toxins.......................................................................................................... 79
Section 6: Traps and Explosives ...................................................................................................... 85
Chapter 6: Crafting, Modifications and Items .......................................................................................... 87
Section 1: Crafting ............................................................................. 87
Section 2: Modifications ................................................................................ 96
Section 3: Robotics ...................................................................................................................... 98
Section 4: Item Lists ...................................................................................................................101
Chapter 7: Vehicles.........................................................................................................................107
Section 1: Basics and Car Chases.....................................................................................................107
Section 2: Road Warfare ..............................................................................................................110
Section 3: Passenger Combat ........................................................................................................112
Section 4: Planes, Trains and Boats ................................................................................................114
Section 5: Vehicle Maintenance, Modification and List..........................................................................116
Chapter 8: Prospecting and Looting ....................................................................................................119
Chapter 9: Weapons and Armor .........................................................................................................122
Section 1: Armor........................................................................................................................122
Section 2: Weapons and Ammunition ..............................................................................................126
2
Chapter 1: The World of Fallout
The Romans waged war to gather slaves and wealth. Spain built an
empire from its lust for gold and territory. Hitler shaped a
battered Germany into an economic superpower.
3
In the 21st century, war was still
waged over the resources that could
be acquired. Only this time, the
spoils of war were also its weapons:
Petroleum and Uranium. For these
resources, China would invade Alaska,
the US would annex Canada, and the
European Commonwealth would dissolve
into quarrelling, bickering nation-
states, bent on controlling the last
remaining resources on Earth.
4
Chapter 2: Character Creation
Section 1: Background and Race
Think about what your character will be like. Your character is your alter
ego in the Fallout universe. Will your character be a gun-happy sniper? A
Brahmin-Cart racer? A sneaky thief? A fast talker who can squeak past the
armed guards with a good excuse? A boxing champ, strong but slow? A
beautiful seductress who takes what she wants after the moment? The
possibilities are endless.
Before going any further, the player needs to choose a race. All are human,
or were once human, but each have different advantages and disadvantages.
Non-human races are usually campaign and world specific; this means that it
won’t always work with the plot for everyone to play a Super-Mutant.
Each race gains perks at a different rate; this can combine with various
traits that effect how fast a character gains perks (see Traits, below).
The player will want to note the rate at which his or her character gains
perks on the character sheet, in the appropriate section by the experience
points box. Some races have innate Radiation and Poison Resistances
bonuses. When calculating these secondary statistics add these numbers to
the character’s base resistances.
5
Human
Your basic human. Two arms, two legs, two eyes. You and me. Humans gain no
bonuses or penalties to their basic statistics. Humans gain a perk every 3
levels.
Human ST PE EN CH IN AG LK
Minimum 1 1 1 1 1 1 1
Maximum 10 10 10 10 10 10 10
Ghoul
When the bombs hit, a small few people were irrevocably changed. Ghouls are
humans who have been exposed to massive amounts of radiation in a sudden
burst and were lucky (or unlucky) enough to remain alive, the radiation
having altered them at a cellular level. Ghouls enjoy an extremely slow
cellular mitosis rate, giving them a massively long lifespan. The radiation
also changed their outward appearance, forever marking them as outsiders.
Their skin hangs off their bones, sometimes in shreds, and sunken eyes peer
out from skulls twisted and burned by radiation, giving these unfortunate
people their name. Their skin can be anywhere from pale white to
dirt brown in colour, with green and yellow the most common. When they do
have hair remaining, it usually does not grow. Some ghouls were
inexplicably merged with plant species, and have shrubs and moss growing
out of various parts of their bodies.
6
Radiation might have twisted their bodies, but for a fortunate few, it did
not affect all of their minds, and they are forced to live as misshapen
outcasts, fully aware of the society they were once part of, but also aware
they can never rejoin it. The ones whose minds weren’t spared are known as
Feral Ghouls. Feral ghouls are mindless and will attack just about anything
that moves, except for their own non-feral counterparts who they, despite
their lack of intelligence, see as their own kin. Feral ghouls,
unfortunately so, give their intelligent counterparts even more prejudice,
as some humans see normal ghouls as ticking timebombs. For this reason,
many ghouls have formed settlements of their own, or live in settlements
with humans and mutants who do not mind their nature.
Unlike their mythic namesakes (and their feral counterparts) ghouls do not
eat human flesh. They do, however, require a certain amount of radiation to
survive (lest their corpse-like bodies begin to actually decay or they lose
their minds), and for this reason, one can often find a population of
ghouls around a leaky nuclear reactor or an impact crater from the war.
Ghouls age very slowly, and their lifespan is a whopping 300 years past
when they were exposed to the radiation. Their unnaturally long lifespan
does not mean that they can't be killed by other means, however, and ghouls
are just as vulnerable to disease, falls, and bullets as everyone else.
Ghouls cannot reproduce. Ghouls have an immunity to Radiation and a 30%
Poison Resistance. Ghouls gain a perk 1 level later than humans. Luckily,
Ghouls can wear any kind of armor that normal humans can wear.
Ghoul ST PE EN CH IN AG LK
Minimum 1 1 1 1 1 1 1
Maximum 6 10 10 8 10 7 12
7
Super-Mutant
Super Mutants (or just mutants, as they prefer to call themselves) can be
divided into two origin points, First Generation and Second Generation.
First Generation Super Mutants are not the product of "natural" after
effects from the war, but a race created by one person, an insane, inhuman
‘Master’ who wanted to create a superior race for the Wasteland. The Master
discovered ancient secrets from within an Old-World military installation,
secrets which mutated and deformed him beyond recognition. He adapted this
secret, this “Forced Evolutionary Virus (FEV)” and began performing
experiments on people. Many died before he achieved the desired results.
After "dipping" the person in a vat containing the FEV virus, they would
emerge and undergo an intense physiological change. They grew much stronger
and more intelligent, as well as growing in height and stature. Armies of
Super-Mutants were once servants to this Master (although to hear them tell
it, the Master was more of a Messiah than a tyrannical madman to them) and
his dream to "dip" every human on the planet and form his army of Unity,
but the Master was eventually killed and his mutant army scattered to the
Wastes by an itinerant hero.
First-Generation mutants are by far the less numerous of the two. Many of
them were killed in the Master’s campaign, so in times set after the
Master’s defeat First-Generation mutants should only be allowed in rare
cases.
8
Like ghouls, mutants age very slowly, but not as slowly as their cousins.
Mutants are generally huge, easily reaching 2.8 to 3 meters in height,
weigh up to 350 pounds, and come either male or female. Their skin is
usually a greenish yellow colour, and various bunions and growths cover
their bodies. They have hair in all the usual places, but it rarely grows
and if it does it usually grows slowly (a result of the slowed cellular
mitosis from the FEV virus). Super-Mutants are sterile as a result of the
FEV dipping process.
Unfortunately, like ghouls, mutants are largely outcast from human society.
Many of the First-Generation prefer it this way, looking on human society
as diseased or inferior because of the prejudice and corruption that still
exist. First-Generation Super Mutants were once part of what they see as an
attempt to finally unite humanity and overcome humankind's weaknesses, and
many still feel that the Master’s Unity was a noble cause. Unfortunately,
many societies in the Wasteland still live with the scarred memory of the
Unity’s attempts at total domination, and the countless that died as a
result. Second-Generation Super-Mutants care not for civilization or many
high ideals, preferring to live in simplistic roving bands of their fellow
mutants. Mutants enjoy an immunity to Radiation and a 20% Poison Resistance
bonus, and gain a perk every 4 levels. They gain an additional 2 hit points
per level. Mutants cannot easily use small arms; when using a weapon of
such a kind not designed specifically for Super-Mutants, they receive a -
15% chance to hit. Mutants gain a 20% bonus to their Damage Resistance for
all types of attacks, but also a -15 to their AC too. Mutants can easily
live 200 years beyond when they were "dipped." Mutants cannot wear armor
designed for humans; they just don't make it their size. Someone in that
vast wasteland might, however.
First Generation ST PE EN CH IN AG LK
Minimum 7 1 5 1 1 1 1
Maximum 12 10 10 6 10 10 10
Second Generation ST PE EN CH IN AG LK
Minimum 7 1 6 1 1 1 1
Maximum 12 10 10 4 5 8 10
9
Section 2: SPECIAL
The next thing to determine is your SPECIAL stats. These stats are a
measure of your character's natural abilities although they may
become modified to an unnatural state. They are Strength,
Perception, Endurance, Charisma, Intelligence, Agility and Luck.
Each stat and what each modify is explained below. Each stat begins
at 5, with additional modifiers depending on your race.
When you first create your character, all SPECIAL stats start at 5
and you are allotted an additional five to spend. When applying
points, you are also allowed to subtract any number of them from any
SPECIAL stat to add to another SPECIAL stat. Once your character is
complete the stats are fixed but be careful as you usually start to
experience detrimental effects once your stats drop below 5. No stat
can ever drop below 1 and although there may be effects that modify
your character's stats above 10, each of your character's base stats
can never be higher than 10 with the exception of people wearing
Power Armor and Super Mutants, both of whom have the potential for
superhuman Strength.
Stat Check: A stat check can occur whenever you attempt something
that does not automatically succeed and is also directly tied to one
of your SPECIAL stats. For example, if you were trying to walk
across a narrow chasm you might have to make an Agility check or if
you were trying to play high-stakes roulette you might have to make
a Luck checks. To make this check, the player must roll under their
relevant SPECIAL stat, rolling at or above is considered failure.
Stat checks are a large part of the Fallout game and all of your
SPECIAL stats will require checks at some point although some may be
used much more frequently than others. Some SPECIAL checks are more
easy or difficult than others and modifiers may be applied. For
example, a somewhat unusually difficult check may receive -1 or an
exceptionally difficult check may receive a -4.
10
Strength
Carry Weight: The maximum amount of weight your character can carry
before they are considered over encumbered. The amount a person is
carrying can greatly affect their ability to move quickly when
needed.
11
Perception
12
Endurance
13
Charisma
14
Intelligence
15
Agility
Armor Class (AC): Your Agility dictates your natural Armor Class.
Armor Class determines how easy, or hard it is to attack you on a
percentile basis. Add this modifier to your Armor on Base. For
Armor and bonuses add them to the Total Armor Class.
Action Points (AP): The number of actions that the character can
take during one combat turn. 5+AG/2 (rounded down) e.g 5 AG = 7 AP
16
Luck
17
Section 3: Skills
Skills are learned abilities of your character. The skill level shows how
good your character is at that specific skill. There are a large variety of
different skills in the game and they can be increased by gaining skill
points from levelling up or reading educational material. Skills, when
rolled, can critically hit, if number of the dice is equal or under to the
character’s Luck statistic. A dice roll will normally critically fail if
the number is equal the character’s Critical Failure chance or up.
Tag Skills: Every character gets three tag skills to start out with. These
skills could best be described as the character’s gifted areas, or areas of
study in their youth and in life. Every character must take only three tag
skills, unless they get an extra tag skill due to a trait or a perk. Reach
tagged skill gains an increase to its base value by 20 points.
Skill Checks: Skill checks are used whenever you take an action
relating to one of your skills. To make a skill check, you must roll
a 1d100 (AKA 2d10). If your roll is at or below your level in the
relevant skill, it is a successful skill check. If it is above, it
is a failed skill check.
Hard = -25%
18
Skill List:
Small Guns
This skill covers the use of any pistols, revolvers, small shotguns,
submachine guns, rifles and assault rifles chambered with
conventional ammo, such as 9mm, .45, .308 or 5mm. Small guns are
very easy to come by in the Wastes, standing next to melee weapons
as the most common instrument of violence. This skill converges with
Repair in governing weapon modification and general gunsmithing.
The starting Small Guns skill is equal to:(5 + Perception x 3)
Big Guns
This skill covers the use of explosive weapons from the humble
grenade rifle and missile launcher all the way up to mortars,
artillery and the ‘Fatman’ Mobile Nuclear Launcher and more
conventional big guns such as LMGs and miniguns. It also covers
Flamethrowers.
The starting Big Guns skill is equal to: (Strength + Perception)
19
Energy Weapons
Melee Weapons
Knives, bats and spears are widely used by raiders and tribals
alike. Basically, any weapon used to bash, bludgeon, stab and slash
is a melee weapon. There are odd curiosities that use ammunition or
fuel, but as they’re mainly used to bash, they’re still melee, baby.
The starting Melee Weapons skill is equal to: (10 + Strength +
Agility)
20
Unarmed
This is the skill of beating people up with your fists and feet,
from boxing to brawling to the martial arts. The better you are at
this skill, the more likely you are going to hit in combat. This
skill also covers the use of weapons that enhance the unarmed
combat, such as brass knuckles, spiked knuckles and even the
legendary power fist. At higher skill levels, you will learn new
techniques of fighting.
The starting Unarmed skill is equal to: (Strength + Agility)
Throwing
21
Traps
This skill can be used to detect, set and disarm traps. The higher
your skill is the easier it is to properly lay or disarm a tripwire,
bear trap or time bomb successfully.
The starting Traps skill is equal to: (Intelligence + Agility)
Sneak
The skill of being able to move quietly or out of sight. When you
are sneaking, other people will be less likely to notice you at a
distance. If you get too close to a dangerous creature, no matter
how good your sneaking is, they will notice you. Of course, whether
someone notices you, or not, is based on what direction they’re
facing, the amount of light in the area, your cover, and a helluva
lotta luck. Such is the life of a thief. When sneaking your stance
has to be very quiet, therefore every movement action costs twice as
much.
The starting Sneak skill is equal to: (5 + Agility x 3)
22
Lockpicking
If you need to open locks without the proper key, you’re going to
need lockpicking. Use it to get what you want from locked safes and
behind locked doors. Having an actual lockpick will improve your
chances, and is often mandatory. Certain locks are, of course,
harder to pick than others and some absolutely do require the use of
a lockpick of some sort.
The starting Lockpick skill is equal to: (5 + Perception + Agility)
Survival
23
First Aid
First Aid is the skill of minor healing. You will be able to heal
minor wounds, cuts and bruises with this skill. The use of this
skill is limited to three attempts per patient, but usually requires
tools to properly perform. Without a kit of any kind, First Aid
heals 1d4 HP (at a maximum of 6 HP healed on one patient) with a
penalty of 25%. A First Aid Kit or Bandage Kit removes all penalties
for the use of the First Aid skill, but a successful use of the
skill removes one use of the kit. A use of this skill takes 1d10
minutes outside of combat and heals 1d10 hit points with a maximum
of 10 HP healed on patients for Bandage Kits.
The starting First Aid skill is equal to: (5 + Perception +
Intelligence)
Doctor
A more advanced form of healing. You can heal serious damage and
crippled limbs but not poison or radiation damage. Using this skill
takes a while to perform. Doctor skill, however, always requires the
use of a Doctor’s Bag for use, as it’s impossible to do major
healing without the proper equipment. A use of this skill takes
around 1 hour outside of combat and heals 2d10 hit points. Doctor
can also be used in the middle of battle to resuscitate an ally who
is near-death. This action takes a full round’s worth of AP to do
and brings them back with to only 1 Hit Point. Alive, but barely.
Your Doctor skill also determines the effectiveness of certain
chems.
The starting Doctor skill is equal to: (Perception + Intelligence)
24
Science
Repair
25
Prospecting
Pilot
26
Barter
Speech
27
Section 4: Traits
Fast Metabolism
Your metabolic rate is twice normal.
This means that you are much less
resistant to radiation and poison, but
your body heals faster. You get a 2
point bonus to any healing, but your
Radiation and Poison Resistance start at
0%. Only Humans can choose this trait.
Bruiser
A little slower, but a little bigger.
You may not hit as often, but they will
feel it when you do! Your total action
points are lowered, but your Strength is
increased. You get a 2-point bonus to
Strength, but lose 2 Action Points.
Cannot be taken with Small Frame.
Small Frame
You are not quite as big as everyone
else, but that never slowed you down.
You can't carry as much, but you are
more agile. You get a 1-point bonus to
Agility, but your Carry Weight is
reduced to 15lbs x STR
Cannot be taken with Bruiser.
One Hander
One of your hands is very dominant. You
excel with single-handed weapons, but
two-handed weapons cause a problem. You
have a 40% penalty to hit with twohanded
weapons, but get a 20% bonus to
hit with weapons that only require one
hand.
28
Finesse
Your attacks show a lot of finesse. You
don't do as much damage, but you cause
more critical hits. All of your attacks
lose 30% of their damage but you gain
a 10% bonus to Critical Chance.
Cannot be taken with Built to Destroy
Kamikaze
By not paying attention to any threats,
You have +5 to your sequence but
your reckless nature in combat means
that your Armor Class is reduced by 3.
Heavy Handed
You swing harder, not better. Your
attacks are very brutal, but lack
finesse. You rarely cause a good
critical hit, but you always do more
melee damage. You get a 4-point bonus
to Melee Damage, but your critical
chance is halved and you receive a
-30% penalty on the Critical Table.
Fast Shot
You don't have time for a targeted
attack, because you attack faster than
normal people. It costs you one less
action point to use a weapon. You
cannot perform targeted shots,
Note that the Fast Shot trait has
no effect on HtH or Melee attacks.
Cannot be taken with Trigger Discipline
Trigger Discipline
While using any ranged weapons you gain
a +5% chance to hit (+15% for Targeted Shots)
but taking your time to aim means all attacks with
ranged weapons use 1 more AP than normal.
This doesn’t affect throwing weapons.
Cannot be taken with Fast Shot
Bloody Mess
By some strange twist of fate, people
around you die violently. You always
see the worst way a person can die.
This does not mean you kill them any
faster or slower, but when they do die,
it will be dramatic. Just how dramatic
is up to the Gamemaster.
29
Jinxed
The good thing is that everyone around
you has more critical failures in combat.
The bad thing is: so do you!
Critical Failure chance increased by 10%
for all party members and all NPCs. Effect
does not stack on NPCs and other PCs
if multiple characters take this trait.
Good Natured
You studied less-combative skills as you
were growing up. Your combat skills
start at a lower level, but First Aid,
Doctor, Speech, and Barter are
substantially improved. Those skills
get a 15% bonus. You get a 10% penalty
to starting combat skills (Small Guns,
Big Guns, Energy Weapons, Unarmed, and
Melee Weapons). This is a one-time
bonus.
Built to Destroy
The flamethrower that burns twice as
bright also burns half as long.
You receive +5% to Critical Chance, but
also a +5% to Critical Failure. Due to
your lifestyle, you also only gain END/2
HP per level. Cannot be taken with
Finesse.
Claustrophobia
You have a fear of enclosed spaces,
probably because of the mutants that
live there. All SPECIAL statistics for
the sake of checks are increased +1
while outdoors, and penalized -1
indoors.
Chem Reliant
You are more easily addicted to chems.
Your chance to be addicted (and the effects
of your addiction) is twice normal, but you
receive double the benefit.
Cannot be taken with Chem Resistant
Chem Resistant
Chems (and their withdrawal symptoms)
only have half the effect, but your
chance to be addicted is only half the normal
amount. Cannot be taken with Chem Reliant.
30
Night Person
As a night-time person, you are more
awake when the sun goes down. Your
Intelligence and Perception are improved
at night but are dulled during the day.
You get a 1-point penalty to these
Statistics from 0601 to 1800, and a 1
point bonus to these Stats from 1801 to
0600.Note that the bonus cannot take IN and
PE above the character’s racial maximum
or below the character’s racial minimum.
Skilled
You spend more time improving your skills
than a normal person, to compensate for having
less innate potential. You gain 5 extra skill points
when you level, the trade-off is that
it takes you an extra level to gain a perk. You cannot take this
with Gifted.
Gifted
You have more innate abilities than most, so you don’t spend as much
time honing your skills. You gain an additional 5 SPECIAL points to
allocate, but you receive a -10% to all Skills at creation
And you only receive 8 + INT/2 Skill Points per level. Cannot be
taken with Skilled.
Tech Wizard
You spent your formative years hunched
over a bench learning all about the way
things work. The trouble is that you’ve
ruined your eyes! You get a +10% bonus
to Science, Repair, and Lockpick skills, but
you lose 1 Perception.
Red Scare
Communists around every corner!
Your extreme paranoia has left you with +2
to Perception, but your perpetual need to
check your environment and unwillingness to
turn your back means that you lose 1
Charisma and have a -5% Penalty to hit
during Combat
Loose Cannon
You throw fast, not long. Thanks to your
speedy arm, Throwing Weapons cost 1 less AP,
but their throwing range is reduced to 75%
of its total.
31
Glowing One (Ghouls Only)
Extreme radiation exposure has left you
glowing in the dark. Your glow
eliminates modifiers from light in
combat for both you and your enemies.
In addition, you gain a +50% bonus to
Radiation Resistance, but everyone
around you takes 10 rads per hour (see
Radiation table).
32
Chapter 3: Perks
Perks are gained every few levels, and represent knowledge acquired
travelling through the Wasteland or through quirk of their
character. Perks can affect stats, skills, secondary stats and
sometimes just do strange things. Some will require a little bit of
imagination to implement. Perks do have level and statistic
requirements at times. Some perks can have several ‘ranks; and
therefore, taken more than once (though no more than their rank).
Nearly all perks are included in the list below, however “special”
unique perks can be acquired through your adventures.
33
Survivalist 3 INT 6, END 1 +25% to Survival, +1 END for
6, Heat Stroke or Hypothermia
Survival checks during travel
40%
Thief 3 INT 4 1 +10% to Sneak, Traps, Lockpick
and
Toughness 3 END 6, LCK 1 +10% to Damage Resistance
6
Humans and
Ghouls
Only
Disengage! 3 AGL 7 1 You do not experience attacks of
opportunity in melee combat
Grappler 3 Unarmed 1 Grappling costs 2 AP, all
35% penalties removed for same size
opponents.
Boot-Licker 3 INT 4, CHR 1 +1 to Charisma Checks when
6 dealing with figures of
authority
Drunken 3 Unarmed 1 +20% to Unarmed when drunk on
Master 60% alcohol
Rad Child 3 END 6, 1 +5 to all healing when in an
Ghoul area that gives off radiation.
Rapid Reload 3 Agility 5, 1 Reloading costs half Action
Small Guns Points
30%
Ayyyyyyy! 3 Lockpick 1 After a failed Lockpick attempt,
50% loudly slamming the lock grants
Luck 6 an additional Lockpick Skill
Check
Local Guide 3 INT 6, 1 Advantage on any check related
Survival to Tribals
60%
Stat! 3 Doctor 75% 1 First Aid costs 2 AP and
Stabilization costs 4 AP during
First Aid combat
50%
Body Snatcher 3 PER 6, INT 1 Salvage costume fragments from
6 defeated foes to construct
disguise kits
Bonus Move 3 AGL 7 2 +2 AP that can be used for
movement only
Junk Merchant 6 LCK 8 1 Junk Items are worth triple
Prospectin
g 60%
Hunter 6 Survival 1 Critical Damage multiplied by
60% 75% against animals and mutated
animals.
34
Super
Mutant
Tribal Wisdom 6 Survival 1 +25% Poison Resistance
70% +15% Damage Resistance Against
Mutated Animals, Insects and
Humans normal Animals
Only
Tunnel Rat 6 AGL 6 1 Moving whilst prone or crouched
Sneak 60% costs normal AP
Rad 6 END 6 1 Radiation Resistance increased
Resistance INT 4 by 15%
Quick 6 AGL 5 1 Getting up from knockdown costs
Recovery 1 AP
Empathy 6 PER 7 1 You are warned whenever
INT 5 something you say will be taken
poorly, and Crit Fails in
dialogue are nullified.
Cunning 6 Sneak 80% 1 Intelligence added to damage
Bastard when performing a Sneak Attack
Snake Eater 6 END 3 1 +25% Poison Resistance
+3 AGL when climbing, if it’s a
ladder the Snake Eater theme
will play
Way of the 6 CHR 6 1 When you eat fresh fruit, you
Fruit gain +1 to AGL and PER checks
for 1 Hour
Sharpshooter 6 PER 7, 1 +10% to Targeted Shots
Small Guns
75%
Blaster 6 Small Guns 1 Shotguns deal full damage during
Master 80% Flush
STR 6
Dual Master 6 Small Guns 3 Each Rank of this Perk reduces
80% Dual Wielding penalty by 20%
Or
Melee
Weapons
80%
AGL 8
Bulk Trader 6 CHR 6 1 Pay less and sell for more (25%)
Barter 80% when bartering bulk Prospecting
Prospectin items
g 45%
Nerd Rage! 6 INT 5 1 STR increased to 10 during
Science combat when below 25% of Health
65%
Scout 6 PER 6 1 +15% to Survival
Mr./Mrs. 6 Repair 50% 1 +20% to Repair,
Fixit!
More 6 Luck 6 2 +3% to Critical Chance
Criticals
Salesman 6 CHR 5 +20% to Barter
Barter 50%
Magnetic 6 CHR 8 2 +2 NPC Followers to Party Limit
Personality
Road Warrior 6 Pilot 1 +25% to Pilot
Skill 30%
35
Any Penalty removed when dealing
with Explosives
Nuka Chemist 6 Science 1 Nuka-Cola is craftable with
90% Nevada Agave Fruit, Barrel
Cactus Fruit (Produce) and an
empty bottle
Light Step 9 AGL 5 LCK 1 50% chance that a triggered trap
5 won’t function.
Run N’ Gun 9 END 6 1 Aim Penalty halved after Full
AGL 9 Sprint for ranged weapons
Armor is for 9 END 10 1 If you aren’t wearing any armor,
Cowards! once per day you can declare
“Armor is for cowards!” and take
only half damage from a hit.
Better 9 PE 6 AG 4 1 +20% on the Critical Table
Criticals LCK 7
Ferocious 9 CHR 9 2 Rank 1: When under ½ HP due to
Loyalty enemy attacks, other party
members gain +3 DT
36
AGL 7
Plasma Spaz! 9 Energy 1 AP cost for Plasma Weapons
Weapons reduced by 1
70%
INT 6
Disintegrator 9 Energy 1 +5 Damage to Laser Weapons
Weapons
70% Laser Weapons deal 1.5x Crit
INT 6 damage on top of any other
bonuses
37
Dead Man’s 12 END 8 1 When you reach 0 HP, you receive
Hand a free opportunity to attack the
enemy that put you down with the
resulting damage doubled.
Eye for an 12 N/A 1 +10% damage for each crippled
Eye body part
Anywhere I 12 CHR 7 1 You garner a reputation for
Wander Survival being who you are. Wherever you
80% go, there’s a pretty good chance
someone has heard of you. People
may go out of their way to help
you, seek you out for jobs, or
it may have negative
consequence. You hear many
rumours upon entering a town.
Thought You 12 1 Idolized 1 All reputation reset. People
Died Reputation think you died a while back.
1 Vilified
Reputation
Vault 13’s 12 All 1 +5% Critical Chance against
Revenge SPECIAL Super Mutants and Enclave
above 5
If wearing an Armored Vault
Suit, gain an additional +8%
Critical Chance
Living 12 Doctor 75% 1 +10% to Doctor and +5 Damage to
Anatomy biological creatures
HtH Evade 12 Unarmed 1 Unused AP in a turn + 1/12th
75% Unarmed Skill added to AC at
turn end
Action Hero 12 AGL 5 3 Gain 1 AP for each Rank
In Your Face! 12 AGL 6, 1 Enemies receive -10% to hit with
Melee Ranged Weapons if you are within
Weapons 1 Hex of them, and cannot make
80% targeted shots, must be engaged
in melee combat
Authoritative 12 CHR 8 1 Make a Charisma -4 Check against
Presence Speech an NPC, if it succeeds then the
100% NPC must oblige to complete a
single request as long as it is
not suicidal, totally out of
character or the NPC is an
authority to you.
Intense 12 1 +1 to a SPECIAL Stat of your
Training choosing
Jury Rigging 12 Repair 90% 1 Crafting penalties removed,
quality parts and crafting
stations no longer required for
mechanical devices.
Lifegiver 12 Endurance 2 +5 HP
6
Tag! 12 Gain an additional Tag Skill
Twist of Fate 15 Luck 7 1 Once per session, re-roll a
check. The second roll MUST be
accepted.
Grim Reaper’s 15 Luck 8 1 After you kill something, you
Sprint receive an additional 4 AP on
that turn (Does not stack)
Apt Shot 15 STR 5 1 Targeted Shots are available
AGL 8 whilst dual wielding
Small Guns
100%
Team Player 15 CHR 10 1 Party receives +15% Skill Check
bonus when within ten hexes of
you outside of combat
38
Big Iron! 15 Small Guns 1 Allows Hip Fire for “Cowboy”
100% revolver weapons
AGL 6
PER 7 When in a duel, you always draw
Survival first.
80%
Sting Like A 15 Unarmed 1 +5% Critical Chance whilst using
Bee 100% Unarmed
AGL 6
Bonus HtH 15 AGL 6 1 HtH Attacks cost 1 AP Less
Attacks
Bonus Rate of 15 PER 6 1 Ranged Attacks cost 1 AP Less
Fire INT 6
AGL 7
Shock and Awe 15 AGL 10 1 Enemy still receives Melee
STR 10 Damage bonus on a miss
Melee
Weapons
100%
Centre of 15 Small Guns 1 +15% Damage when targeting torso
Mass 70%
Light Touch 15 Agility 6 Whilst wearing light Armor, you
Repair 45% receive a +5% to Critical Chance
Sneak 45% and your enemies receive +5% to
Critical Failure
Shotgun 15 Small Guns 1 Shotguns ignore DT
Surgeon 100%
Can make targeted shots whilst
using double-shot or burst fire
on a shotgun
Silent Death 15 AGL 10 1 A successful Melee Sneak attack
Sneak 80% deals 2x damage when hit from
Unarmed the back
80%
Piercing 15 Unarmed 1 Unarmed hits nullify 20% Damage
Strike 100% Resistance
Old World 18 Int 7 1 Difficulty penalties on any
Blues Prospectin check regarding Old World
g 100% technology removed
Sniper 18 PER 8 1 Player rolls against Luck. On
AGL 8 success hit is upgraded to a
critical.
Small Guns
100%
39
Chapter 4: Combat
Section 1: Basics
Sequence
Regardless of who begins combat, all
participants must roll a 1d20 and add
their Sequence modifier to the result.
This determines the turn order for the
duration of the combat. Each combatant
receives one turn in the sequence,
which cycles from highest to lowest
until combat ends. Combat ends when all
aggressive targets surrender, are
killed, have fled or are unconscious.
Attacking
40
Example: A Vault Dweller is attempting to fill a Desert Raider with
lead. His Small Guns skill is 80 and he rolls a 60. Since this
result is under his skill, which was 80, he scores a successful hit.
Example: A Vault Dweller with 50% Small Guns attacks a Desert Raider
wearing armor with 20 AC, this means the Vault Dweller’s chance to
hit is now 30%
Damage Resistance (DR) is also a core part of combat. All armor has
DR. When a successful hit is landed, the damage rolled must face the
DR of the armor. The DR percentage must be subtracted from the
overall damage taken by the target.
Example: A Vault Dweller is hit for 20 damage, but is wearing
Leather Armor with 20% DR. 80% of 20 is 16, (The DR value of damage
is subtracted) so the Vault Dweller takes 16 damage of the 20 that
was rolled by the attacker.
41
Section 2: Actions and Movement
Movement
Movement includes moving closer to a target, moving behind a tree or
other cover, or bravely fleeing. Moving one hex in combat costs 1
Action Point. Characters cannot occupy the same hex as another
living character, or large inanimate objects. Any object larger than
a medium-sized shrub gets a hex all to itself. Dead bodies usually
do not get their own personal space, as they are dead. The dead do
not care if you walk all over them. Terrain can have an effect on
movement and acts as a modifier.
Inventory Management
Item management you need to do for the turn involves opening up the
inventory, or basically rummaging through your pouch, which takes 4
AP. You can use two sets of equipment as you please, drop items or
utilize fast disposables like Stimpaks or Jet. Inventory management
does not just apply to your own, personal, inventory. While it does
take 4 action points to open your inventory, you may use more than
two items by spending an additional 2 action points per item.
Pickpocketing, planting grenades, looting bodies, opening lockers,
and pretty much any form of item swapping, costs 4 AP. Picking up
dropped items from the floor, however, only costs 1 AP.
42
Taking Actions
Every possible action during combat uses a set amount of AP,
determined by the weapon or item used and the complexity of the
action, such as making a targeted shot instead of a regular shot or
burst fire. Some perks reduce the cost of specific actions and allow
free actions as well. Back and forth banter during combat is
considered a free action, but only for about 8,7 seconds of speech.
This does not include trying to influence allies or enemies with
speech actions, which do cost Action Points.
Changing Position
Crouching and going prone are great ways
to improve your accuracy, but the
downside is that it reduces your Armor
Class and increases movement costs.
Changing positions in battle costs 2 AP,
unless the character is going to or from
prone, or getting up after being knocked
down. Switching positions also makes you
a smaller target, which makes you harder
to hit from a large distance and
improves the effectiveness of any cover
you have.
Standing → Crouched / 2 AP
Standing → Prone / 4 AP
Crouched → Standing / 2 AP
Crouched → Prone / 2 AP
Prone → Crouched / 2 AP
Prone → Standing / 4 AP
Knockdown → Crouched / 2 AP
Knockdown → Standing / 4 AP
Knockdown → Prone / 1 AP
When you’re standing you have average rolls. When you’re crouching
you gain +10% to Small Guns, Big Guns, and Energy Weapons for
purposes of To Hit. AC, however, is reduced to 3. When prone you
gain +20% to Small Guns, Big Guns, and Energy Weapons for purposes
of To Hit. AC is reduced to 1. You cannot make unarmed or melee
attacks.
The stances do not affect on To-Hit rolls for MOUNTED Big Guns.
When knocked down, you cannot perform any actions and the
character’s AC is reduced to zero, no matter what it normally was.
To recover, the character must spend Action Points to recover to
another position instead.
43
Attacking
Types of Description
Attacks
Single One attack made with a weapon. The costs depend on the
Attack weapon.
Taking Cover
Generally, the cover deduction is based on how much of the character
is concealed behind cover. Partial Cover could mean something like
taking cover behind a burnt-out car, or dodging behind the doorway
of a wooden building. It’s either only concealing a portion of you
or it’s not going to withstand bullets that well. If you wish to
stabilize your aim utilizing crouching whilst in Partial Cover, your
AC is still reduced to 3 (and you still receive the +10% Aim Bonus)
but you also receive the 20% Cover Bonus, representing your
character exposing a portion of themselves to returning fire in
order to stop and aim, but still accounting for the provided cover.
If you take the action of Duck and Cover by spending a full turn of
AP, you can choose not to participate in the fight and hide for a
full round, resulting in your cover bonus doubling and immunity to
Critical Hits or the Flush ability. Characters in Power Armor due to
their size and role in combat, can only take Partial or Total Cover.
44
AP Costs Cheat Sheet
The table below are the other options you have in combat. Use your
Action Points wisely.
Actions Description
Setting Traps All AP for the turn and a Successful Traps Roll
45
Diving Diving allows a character to move 4 hexes for 2
AP, regardless of terrain penalties. When they
reach the 4th hex, they are Prone. They must make
a roll against their AGL -1 if the roll is
failed, the character stumbles and lands 2 hexes
short, being put into knockdown. While diving,
the character gains +5% Critical Chance, due to
the rule of cool. This is applied to any shots
you make during and after performing the Diving
action, with a -30% hit chance penalty. Shooting
while Diving takes 1 additional AP, you cannot
shoot while diving with a Big Gun. You can only
dive once per turn.
46
Supressing Fire Burst Fire Weapons Only. Requires 45% Skill for
Small Guns and Big Guns
47
Flank Advantage Flanking is highly situational but may offer
additional help in combat. Flanking is taken
into effect if your opponent hasn’t noticed you,
you have height advantage (Varies on positioning
and GMs approval), or when your melee attacking
a prone or knocked down enemy. When you have
Flank Advantage, you can roll twice for one
attack and take the lowest Hit Chance attack,
but only roll damage once. Advantage does not
stack.
48
Section 3: Specific Attacks
Burst Fire
Burst Fire refers to firing automatic weapons in a
fashion where the user is attempting to make a
controlled burst against a singular target. Burst Fire
typically costs 1 AP extra compared to Singe Shot,
unless the weapon is an SMG or certain type of Big Gun.
The greater the number of bullets fired in the burst,
the greater the penalty to hit chance is, as
demonstrated here:
Burst Penalty
1 0%
2 -5
3 -10%
4 -15%
5 -20%
6 -25%
7 -30%
8 -35%
9 -40%
10 -45%
49
Suppressing Fire
Big Guns deal full damage during Suppressing Fire, rather than half.
50
Dual Wielding Ranged
You have two hands, and on both hands, you have one gun. If the guns
you are wielding are similar enough, and carry the exact same Action
Point cost to shoot, you can fire both of the weapons at once, much
like taking a double shot. Accuracy takes a great penalty because of
this and taking Targeted Shots is impossible. When firing both
weapons at once you only deduct Action Points as if you were taking
a single shot. Damage is calculated separately. Both of the shots
when wielding guns Akimbo can critically hit and fail. The penalty
for firing whilst dual wielding is -80%. To successfully akimbo
fire, you must have high skill and good luck or dedicated perk
investment.
51
Hip Firing
Taking Aim
A character may spend Action Points to take aim with
ranged weapons before they fire. Aiming is only
possible with standard weapon loadouts, and not when
one is going to dual wield guns. For every Action
Point a character spends aiming, they increase their
chance to hit by 3%. This bonus to hit is capped at
35% and is lost if the character takes any other
action, or their concentration is broken. They will
likely lose concentration if they are hit by an attack, even if they
don’t take damage, or they are sufficiently distracted.
Unlike most other effects, this Aim Bonus can be saved from a
previous round, but not any longer than that. The character may only
take a shot with the Aim Bonus at something on their line of sight
and it is lost if they would need to turn to fire at their target.
The aim bonus is also lost if the character switches stances.
52
Flush
Explosives and Shotgun users have the unique ability to act against
enemy targets in Partial or Greater Cover. When they are within 5
Hexes of an enemy in cover, they are granted a 20% aim bonus but any
damage dealt is halved. Whether or not the attack hits or misses,
the enemy is forced out of their cover and must move one hex in any
direction.
With 45% Throwing or Big Guns Skill, Explosive Weapons can do this
at their normal range.
Overwatch
53
Overloading
Targeted Shot
Instead of simply pointing your gun and shooting, you can also do a
Targeted Shot. Targeting different parts of the body increases the
critical hit chance and usually costs more AP, since you’re trying
to line up your shot better. If a targeted shot becomes a Critical
Hit, you roll on the Hit Location Critical Table. Note that the
Attack, even as a Critical Hit, must do Damage in order to have an
effect. If a shot that is not a Targeted Shot becomes a Critical
Hit, you roll on the Generic Critical Hit Table instead, which has a
wide variety of effects.
54
The Head
The head is the most sensitive of all the body parts, and trashing
someone’s head usually makes sure that they’re dead.
Hit Effect Crippling Penalty
Penalty
The Eyes
The basis of most actions, vision is very important in seeing,
aiming and hitting a target.
Hit Effect Crippling Penalty
Penalty
The Torso
The torso is the largest of the body parts, and as such it is the
easiest to hit. There’s generally no positive side to targeting just
the torso, unless you are using a Pip-Boy or a Laser Sight.
Hit Effect Crippling Penalty
Penalty
The Groin
We’re not going to discuss this one. Let’s just say that it’s very
painful to get hit here.
Hit Effect Crippling Penalty
Penalty
55
The Leg
Most humanoid targets have two of these, but some legs are different
than others, such as cyber-legs. For the sake of simplicity, the leg
described here is considered a normal humanoid ambulatory limb.
Hit Effect Crippling Penalty
Penalty
The Arm
The arms are used to perform most actions, and while having one arm
can be a lifestyle a player can adjust to with some practice, having
two crippled arms can make things very difficult.
Hit Effect Crippling Penalty
Penalty
56
Melee Actions
Grapple: 4 AP Cost
Against a similar-sized opponent an Unarmed roll is made with
a 40% penalty, with every point of Strength the opponent has
increasing this penalty by 10%. If your Strength is higher
than the Strength of the target, you reduce this penalty by
10% for each Strength point. This means that if your Strength
is at least twice as high as your target’s, you suffer no
Strength-based penalty for grappling them. When grappled, it’s
impossible to execute any other actions but struggle and try
and break free with a successful Strength roll, or attack with
one-handed attacks with a 40% penalty. It’s nearly impossible
to grapple larger-sized opponents. Grappled enemies, or player
characters, cannot execute special unarmed attacks.
57
Push/Toss: 3 AP
To relocate an opponent, such as down a conveniently placed
hole or over the ledge, a successful Unarmed or Melee Weapons
roll at a penalty of 25% including their AC. An opponent can
resist this displacement with a successful “Knockdown
Resistance” (END roll) The number of hexes an opponent can be
pushed is equal to STR/4, with a minimum of 1.
Trip: 3 AP
A specific attack, such as a well-placed leg sweep, or a
sweeping attack with a Sledgehammer, can easily knock a n
opponent over. An Unarmed / Melee Weapons roll with a 35%
penalty must succeed in order to trip an opponent, thus
forcing them into a Knockdown state. A successful Knockdown
Resistance roll by the opponent negates this move.
Steal: 4 AP
Not pickpocketing, but openly grabbing the weapon your opponent is
holding in an attempt to disarm them. A Steal melee action requires
both hands free and an Unarmed roll with a penalty of 50%. If
successful, you have stolen your opponent’s weapon. This can be
attempted with one free hand, but in this case the penalty to the
roll is 100%. Every point of Strength the opponent has above the
thief increases this penalty by 5%, and conversely every point of
Strength the thief has above the target reduces this penalty by 5%.
58
Section 4: Criticals and Death
59
Critical Failure Table
Number Result
1 Weapon jam - The gun does not fire, and the magazine must
be discarded. If melee attacking the attack misses.
3 Hit Something Else - You didn't hit what you were aiming
for, but you nailed your nearest ally. If Unarmed re-roll
60
Death Saves
61
Chapter 5: Life in the Wasteland
Section 1: Radiation
Centuries may have passed but the scars left by the War have not yet
healed, and the Earth has not forgotten. Across the Wasteland,
blasted craters, charred ruins and stretches of poisoned soil still
linger with radiation, and pose a constant threat to your character
as much as any bullet, knife or grenade. All characters barring
Ghouls (who start with 100) start with 0 Rads. Super Mutants and
Ghouls are immune to Radiation Poisoning (until it becomes lethal).
Your radiation resistance is subtracted from RADS taken on.
62
Critical 650 -5 STR, -5 END, -3 CHR -4 AGL -70% to all
skills, poison and toxin effect doubled, all
resistances halved, -20 HP Maximum
Character vomits mostly blood, as well as
experiences bloody diarrhoea. Hair is gone at
this point. The skin begins to get soft, and
hangs off in places. Death will occur in 72
hours after experiencing this amount of
radiation poisoning, unless treated. Post-
treatment, symptoms de-escalate 1 severity level
every three days.
63
Radioactive Areas
Some areas of the Wasteland are still highly radioactive. There are
five basic levels of Radiation Intensity. Low, Medium, High,
Critical and Lethal. Whilst in zones of these intensities, character
take on Rads every 30 seconds they stay in the location.
64
Section 2: Mutation
65
7 Lumps You gain tumour-like lumps across your
body. Roll against Luck to see if
there’s any on your face. If so, you
lose -1 CHR
8 Bad Blood You become sickly and pale, receiving
a further -3 Maximum HP.
+5 Melee Damage
+1 AP cost on all Ranged Weapons
16 Adrenal- Your body pumps with fight-or-flight
Metabolic hormones, you have a very reddened and
Overreaction flush appearance, and your eyes are
often bloodshot. Your movements are
frantic.
66
17 Rubber Skin Your skin becomes thicker (literally).
67
Section 3: Bartering
When the bombs fell, it didn’t just end the Old World, it created a
new one. A map of post-nuclear America would reveal a much different
landscape from the world that came before it: far reaching deserts
where once stood forests, great tall sand dunes where once stood
grassy plains and stretches of charred, twisted metal where once
stood communities. Settlements in the new world are often dozens, if
not hundreds, of miles apart. Your character and your party will
have to traverse the Wasteland as part of their adventure, wandering
between towns and exploring the depths of Old-World ruins.
Transport is sparse in the world of Fallout, only the most powerful
nations of the Wasteland have any forms of mechanized vehicles and
even then, they are rare and difficult to maintain. Walking (usually
accompanied by Pack Brahmin) is the primary mode of transport in the
Wastes. The Average Rate of Travel in the Wasteland is 13 Miles Per
Day. Mountainous or otherwise “difficult” terrain (e.g canyonlands)
increases what would usually take one day of travel, up to three. In
particularly confusing or excessively difficult terrain, the
“leader” of the party must make successful Survival checks or risk
getting the party lost and extending travel by a further day.
68
Heat & Cold
The human body can withstand some pretty extreme conditions, and
human innovation makes up for lack of natural fur. Humans do have a
cooling system in the form of sweating, but sometimes that isn’t
enough, as the wastes can be a cruel and unforgiving place. When
temperatures climb, characters must find a way to keep cool or
suffer the effects of heatstroke. When temperatures climb above 40
Celsius, about 104 American, characters must make Survival checks.
Upon failure, they must begin making Endurance checks. This check is
done at a Penalty of 2 if they’re doing anything other than resting.
Characters wearing Power Armor do not have to make these checks. If
a character is wearing leather armor, they add another -1 penalty to
their rolls. If they’re wearing metal armor, add a Penalty of 2.
Cold works much in the same way: When temperatures fall below 5
Centigrade, about 36 American, characters must begin making
Endurance checks every ten minutes. Again, Power Armor and other
isolated environmental suits negate the need for this check, as well
as the proper kind of winter garb. If a character is engaged in some
kind of activity, the check gets a Bonus of 1. If the character is
wearing leather armor, they get an additional Bonus of 1. Metal
armor, because it retains cold as well as heat, means a Penalty of 1
to the Endurance check.
Failure of this roll means the character suffers 1d4 points of
damage from frostbite or hypothermia. If the character takes more
than 7 points of damage this way without first getting warm, then
that character suffers frostbite and loses a finger or a toe. For
every 3 damage beyond the initial digit loss, the character loses
another finger or toe. These digits must be amputated. Doing so
without medical knowledge can result in more HP loss, and allowing
dead digits to remain will result in diseases like gangrene. It’s
not a good idea to go tromping around in the cold for very long
without protection.
69
Random Encounters
Much of the world has fallen into a state of complete disrepair in
the years since the War. Safe travel is never guaranteed in the
wastes. When travelling between locations, there is a chance for
random encounters. Random encounters can break up the monotony of
long travel, provide combat and experience points, loot, introduce
factions, friends or merchants and even serve as comic relief. In
general, random encounters are usually terrain-specific.
70
Food, Water & Rest
Human conflict and struggle have always centred around resources. In
the Old World, it was petroleum and uranium. In the Wasteland, it’s
food and water. Your character will require food, water and adequate
rest to be able to survive. You must find some food, any food, and
eat. Find a drink, any drink, and drink. It sounds simple, but in
the Wastes such simple necessities can be hard to come by. You may
encounter entire settlements and armies built by the fact that they
are the only ones with clean water or a stable source of food.
Hunger
Each character needs to consume food to survive, even Ghouls.
If you do not eat for a day, you’re only slightly famished, and on
the second day you’re really hungry. On the third day without food
your Strength and Endurance are penalized by 1 each. If your
Strength or Endurance drops below your Racial Minimum because of
this, you are paralyzed by hunger, and someone else must feed you.
If you are three days without food again, you die of hunger.
Sometimes you may need a bit more than one meal to replenish lost
energy, such as if you’re exerting yourself too much
71
Thirst
The average Wastelander can only go for about 3 days without water
before they die. On the first day without water your Maximum Hit
Points drop by 5. On the second day your Maximum Hit Points drop by
an additional 10, bringing the total to 15. On the third day without
water you die of thirst. Sometimes you might need more water to
survive the day, such as if you’re travelling through the desert.
Rest
Every single being in the Wasteland, except for Robots, require some
sleep. The average Wastelander can exert themselves for 12 hours
before they need some sort of downtime. This downtime is usually
about 2-6 hours, which can be used for menial work, crafting skills,
survival, cooking and so forth. At least 6 hours must be spent for
rest, or otherwise you’ll incur Fatigue. Fatigue penalizes all of
your Skills by 10%. Fatigue can stack up to two, and on the third
day you simply collapse from exhaustion and must sleep for at least
6 hours. You can be woken up during this time, but you’ll three
stages of Fatigue and you easily doze off if there is no-one to keep
you awake for longer. If you have four stages of Fatigue, you die of
exhaustion.
72
Well-Rested
If you sleep in a luxury manner, you gain 10% more Experience from
the next encounter. If it’s a big battle, you might be looking at a
big bounty of Experience.
The term Organic in the fallout world does not carry the same
meaning as it does in real life. When a food item is Organic, it
means that it has been raised free of radiation and thus carries no
RADs when consumed. As decades, and then centuries, have passed the
average person can rely on local farming to produce relatively clean
meat and produce, but availability of water is always a problem. For
travellers and explorers of the Wasteland however, purchasing clean
and quality meals on the go can be somewhat pricey.
Hunting
73
Meat
The are many different critters that can be eaten in fallout, but
not all beasts are created equal. some are better for eating then
others. There are six general varieties of meat that can be hunted
in the fallout world. Each listed here represents roughly 1lb of
cooked meat, equivalent to a good-sized burger patty, table steak or
dinner helping.
NOTE: Eating meat raw incurs a -1 STR penalty for the next 12 hours.
Domesticated
Game
Alternate Game
74
Mutated Animal
Cannibalism
Produce
This represents either one apple sized fruit, or one fist sized
helping of berries or veggies. Any type of edible plant can apply.
Produce
Dry Produce
75
Man Made
This simply covers items such as bread, cooked meals, and preserved
goods. 1 serving.
Hearty Meal
Average Meal
Meager Meal
• Fancy Lad Snack Cakes, Sugar Bombs, Potato crisps, Dandy Boy
Apples, Gumdrops, Etc.
• Though these don't fill you up very much, they are EXTREMELY
delicious and highly sought after by many Old-World snack
cravers.
• RADS 2
• 40 Caps
76
Cram!
• Rads 20
• Essentially an odd assortment of pre-war animal cuts packed
into a tin, this meat-stuff is so infused with preservatives
that it tastes almost the same as the day it was sealed. It is
salty, fatty and delicious- but most of all, highly sought
after.
• 75 Caps
Trail Rations
77
Drink
A water bottle, a beer bottle or a Nuka-Cola are all pints. All
containers should be multiples of pints. Each pint of water restores
5 H2O to hydration.
Container Pints
Types of water
Since the bombs have fallen, all but the most remote water supplies
have been contaminated by fallout. Drink at your own risk, for
chances are your beverage is irradiated. The following is the
typical price for water at most given merchants. However, local
supply and demand can alter this.
Unfiltered 2 16 80 caps 10
Dirty 6 48 40 caps 5
78
Section 5: Chems and Toxins
Chems:
The Wasteland is a rough place, why not lighten things up a little?
Chems are an integral part of life in the Wastes Whether you’re
using, selling or facing a fellow user running at you, teeth
chattering, spear in hand.
Stats cannot exceed past the racial max even with buffs. Upon each
use of an addictive chem, you roll 1d100. Your Endurance helps you
protect against addiction. Your Endurance is multiplied by 2 then
subtracted from the addiction percentage. In this case, you need to
roll outside of the addiction range.
If you’re addicted, you take the withdrawal effects till you break
your habit on your own or a doctor fixes you up. Addiction debuffs
are cumulative so don’t overdo it.
Upon use of any drug that has an addiction chance, you need at least
an hour to get back to your senses.
Drug benefits from the same drug don’t stack, but Debuff Effects do
stack and go as low as your minimum.
In order to kick the habit, you need to roll against Endurance every
day for 16 Days minus your Endurance score. Successful usage of the
Doctor skill in conjunction with his can allow for an additional +1
to the Endurance roll.
Using the same chem during this period puts you back at the start.
79
Poison, Venom and Toxins:
Poison, when crafted, can be applied to bladed weapons. Outside of
combat, for a poison to not be immediately detectable by its target
it also must be crafted in the same fashion. When a target is
poisoned, they make a roll against their Poison Resistance. If they
succeed, the poison is ineffective and they take no damage. When
poison is applied outside of combat (and the target has failed their
Poison Resistance roll), if it is a poison ( Bleak Venom, Annoyance
Itch, Silver Sting) the target has hours equal to their END until they
are rendered comatose, if they do not receive treatment using the
Doctor skill or cure from Anti-Venom, they must make an Instant
Death Save.
If it is applied out of combat and it is a toxin (Old World Kiss,
Mother Darkness, Cazadore Venom) the target has END/2 hours until
comatose state and then death, but can only be cured by the
application of Anti-Toxin or Serum, both of which require usage of
the Doctor skill.
Chem List:
Does not
stack.
Fixer 50 0.5 1 Day Alleviates N/A
Addiction
for Duration
80
(+ Doctor/50
Days)
Healing 80 3 1+1d6 Rounds Restores 2 N/A
Powder HP per round -1 Perception
Pouch for 1 Hour
Expired or 100 0.25 Instant Restores N/A
Homemade 1d6+6 Hit
Stimpak Points
Anti-Toxin 100 0.5 Instant Cures N/A
Poisons up
to Cazadore
Venom
Requires
Doctor to
use.
Stimpak 175 0.25 Instant Restores N/A
1d8+11 Hit
Points
First-Aid Kit 150 3 Instant Requires N/A
First Aid
Restores
1d10+10 Hit
Points
5 Uses
Super Stimpak 225 1 Instant Restores N/A
3d6+8 Hit
Points Strength -1
Endurance – 1
For 1 Hour
After usage
Doctor’s Bag 300 5 Instant Requires N/A
Doctor
Restores
2d10+10 Hit
Points and
heals
Crippled
Limbs
Ultra-Stimpak 400 1 Instant Restores N/A
3d6+12 Hit
Points Strength -1
Endurance -1
Intelligence
-1
For 1 Hour
after usage
Serum 400 1 Instant Cures all N/A
Poison and
Toxins
Requires
usage of
Doctor skill
Rad-Away 425 1 Instant Reduces N/A
Radiation
level by 150
81
(+Doctor
Skill) Rads
+1Perception Strength -1
+1 Strength Agility -1
Action Points
General -1
euphoria,
passage of Can’t be
time seems cured by
slowed. Doctors
outside of
Burst of NCR.
physical
energy. Can be bucked
“cold turkey”
Ghouls
unaffected
After Burner 50 0.25 10 Minutes +1 Strength 40% Addiction
Gum +1 Rate
Perception
Strength -1
Hyper- Perception -2
Alertness,
feeling of
total
infallibilit
y
Ghouls
Unaffected
Mentats 280 1 1 Day Perception 60% Addiction
+2 Rate
Charisma +1
Intelligence Perception -2
+2 Intelligence
-1
Feeling of Charisma -1
hyper-
awareness
and
necessity to
work/focus
on something
Psycho 50 1 4 Hours +25% Damage 45% Addiction
Rate
+25% Damage
Resistance -10% Damage
Resistance
Intelligence
-3 -5 HP
82
Feeling of
extreme Intelligence
anger/rage -2
Ghouls
Unaffected
Buffout 200 1 6 Hours Strength +3 35% Addiction
Rate
Endurance +2
Strength -2
Intelligence Endurance -2
-1 Agility -2
Feeling of
strength/vig
or
Ant Nectar 75 1 1 Hour +4 Melee 40% Addiction
(Tribal) Damage Rate
Strength -2
Agility -2
Similar to Charisma -2
Psycho
Hydra 125 1 4 Hours Ignores 25% Addiction
Crippled rate
Limbs
Endurance -2
Total Strength -2
numbness
Blood Shield 50 1 1 Hour +50% Poison N/A
(Tribal) Resistance
Acidic
burning/itch
Underneath
skin
83
Old World 350 0.25 1+1d4 Rounds +5 Damage N/A
Kiss Per Round
Mother 365 0.25 1+1d4 Rounds +6 Damage N/A
Darkness Per Round
Cazadore 420 0.25 1+1d6 Rounds +8 Damage N/A
Venom Per Round
(Potent)
84
Section 6: Traps and Explosives
85
Setting and Disarming Explosives
Explosives are a lot like traps, except that the use a timer and are
usually much more destructive. Setting explosives can be very
useful: you can open doors, destroy or heavily damage vehicles, and
even plant them on unsuspecting people.
Setting an explosive device takes 1 round (10 seconds). It requires
a roll against the Traps skill. Before the roll is made, the
character should declare how he or she is going to set the timer –
in other words, when they want the bomb to go off. Should the roll
fail, the explosives are still set, but will not detonate when the
character thinks they will detonate. It is up to the GM to
determine if the explosives are going to go off early, late, or not
at all. If the roll against Traps critically fails then the
explosives go off in the character’s face. Oops.
Disarming explosives works the same way that disarming a trap does.
It takes 10 seconds, but if the character fails, the explosive
doesn’t necessarily go off right away. Like setting an explosive,
only a critical failure will make the bomb explode. A disarmed
explosive device can still be used, if the character finds another
timer for it. Characters who are hit by an explosive device are
going to take damage; there is no roll against Agility to try to
move out of the way.
86
Chapter 6: Crafting, Modifications and Items
Section 1: Crafting
Basics of Crafting
In Pre-War America, most goods and products were produced en-masse
by large companies or the government, and often the process was
automated. All for the convenience of the average citizen. In the
Wasteland, things are a little different and many things produced
before the War can no longer be replicated and those that can must
be repaired or made from scratch.
To construct, or “craft”, an item, you must have:
• Resources
• Relevant Skill and/or Expert Training
• Tools or a Workstation
• Recipe or Blueprint
Expertise
In the Wasteland, education is rare and those skilled in practical
trades and professions are of high value. Gunsmiths, Weaponsmiths,
Armorers, Chemists, Roboticists and Demolitions Experts are
oftentimes high-ranking or valued members of their respective
communities or groups. Expertise, when learnt, allows a character to
craft using Advanced workstations in their respective field, as well
as halving existing crafting penalties (Barring Roboticists).
Advanced Workstations remove all crafting penalties. To learn an
Expertise, a character must either take the relevant Perk or find a
willing and trained Expert. To study under an Expert, they must be
paid to teach and typically learning takes anywhere from 1-4 weeks.
87
Instructions
Recipes or Blueprints are the instructions for how to construct
various goods, and are a prerequisite for crafting items in the
fields of Gunsmithing (barring ammunition), Armory, Weaponsmithing
and Chemistry. They can be bought, taught by somebody else or learnt
independently. To learn instructions independently, you must have an
already existing quantity of an item. For weapons and armor you must
then deconstruct using a relevant workstation and Skills, for
Gunsmithing this is Small Guns, for Weaponsmithing and Armor this is
Repair. If this roll fails, you have successfully deconstructed the
item however upon reconstruction it is non-functional.
After this is complete, you must study the item. For Chems this is
Science and for Armor and Weapons this is Repair. If this is
successful, you have learnt how to construct the item without being
taught or purchasing instructions of any type.
88
Campfire
The most common form of workstation, found basically everywhere in
the Wasteland. If you’re travelling the desert, you’ve most likely
got a campfire.
89
Basic Lab
A workstation with some chemistry equipment and a few materials.
Somewhat uncommon in the Wasteland. Typically used by town Doctors
or Chem cooks.
90
Advanced Lab
A highly advanced scientific workstation equipped with the best
technology of the 21st Century, usually takes up an entire room.
Extremely rare. Found only within well-preserved advanced Old-World
ruins or amongst technologically advanced groups such as the
Brotherhood of Steel, the Enclave or the New California Republic.
91
Basic Workshop
A workstation with basic worker’s tools and some raw materials.
Somewhat uncommon, typically found in well-equipped general stores.
92
Advanced Workshop
An advanced workstation that holds functional industrial machinery
and tools. Typically takes up a whole room, if not building. Only
found with technologically advanced groups or those who lucked out
enough to get an old-world facility of similar calibre, such as the
Brotherhood of Steel, the Enclave or the Gun Runners.
93
Overdrive 1 Repair Armorer 3 x Electronic N/A 2500
Leg Servos Parts + 3 x
Good Quality
Metal Parts
Motion 1 Repair Armorer 3 x Electronic N/A 2200
Assist Parts + 3 Good
Servos Quality Metal
Parts + 5 Metal
Parts
Targeting 1 Repair Armorer 4 x Electronic N/A 2500
HUD Parts
Sensor 1 Repair Armorer 2 x Electronics N/A 2000
Array Parts
Tesla 1 Repair Armorer 5 x Electronic N/A 5000
Coils Parts, 3 x Good
Quality Metal
Parts
Reloading Bench:
A workstation used for recycling and chambering ammunition.
Typically found in most decent quality gun stores or armed camps. In
constructing ammunition, you need to be a trained Gunsmith and you
must have the correct Casing, Lead, Powder and Primer. In order to
breakdown or construct Ammunition, you must make either a Repair
roll or a Small Guns roll.
94
10mm 10mm Primer, Large 15 Pistol, 7
Pistol
12.7mm 12.7mm Primer, Large 28 Pistol, 10
Pistol
12 Gauge 12 Gauge Primer, 37 Pistol, 26
Shotshell
20 Gauge 20 Gauge Primer, 26 Pistol, 18
Shotshell
95
Section 2: Modifications
Weapon Modification:
With access to a workbench, a character must have a weapon and a
compatible mod.
96
Advanced 550 1 Overwatch Aim is x Sniper Rifles
Sniper Scope 1 rather than 0.7
and +10% to
Targeted Shots
Prone only.
Duckbill 800 1 +5 Damage Shotguns
Laser Sights 1000 1 +10% Aim Bonus Small Guns
+10% to Targeted Energy Weapons
Shots
+3% Critical
Chance
97
Section 3: Robotics
Robotics
The Old World before the Great War was flush with scientific
wonders, alongside nuclear fusion and next-generation weaponry,
robotics flourished. Robots had been constructed by Pre-War society
to fill all niches and occupations. From general-purpose utility
droids to full-fledged military battle machines, robots could be
found in almost any environment and function. In the Wasteland,
these robots can be found as either non-functional relics or
purposeless remnants performing their old tasks. A scarce few in the
Wasteland have learnt to utilize and salvage this mostly lost
technology, reverse engineering and repairing it for their own
purposes, and even creating their own robots. This task is arduous,
requiring heavy amounts of knowledge and technology, it is not
possible to create robots from rudimentary parts such as dinner
plates and scrap metal. To build a Robot, you must be a trained
Roboticist.
• Science Skill
• Repair Skill
• Robot Frame
• Robot Innards
• Robotic Workshop
• A Computer
98
Constructing the Robot
A roll against Repair, with varying difficulty, is required when
assembling the frame, taking up to 6 hours.
If you fail one roll during the construction of the robot, you must
roll a 1d4 for consequence.
If you fail a second roll, you are unable to construct the Robot.
The components can still be disassembled for scrap.
99
Skills
The creator of the Robot can decide the three Tag Skills that the
Robot has, giving it 20% in those allotted skills. In order to
allocate extra Skill Points, the creator of the Robot can apply
Penalties to their Roll for better results.
100
Section 4: Item Lists
101
Black Isle Stem 25 3 Tribal Herb, used for crafting 1
Golden Gecko 175 5 Hide taken from Golden Gecko, 1
Hide used for sale or tanning.
Tanned Golden 250 5 Used for sale or crafting.
Gecko hide
Turpentine 20 5 Used for poison 1
Syringe 3 N/A Used for medical treatments, 1
chems and crafting
Deathclaw Hide 400 12 Used for sale
Pack of 30 1 Pack of 10 Syringes 1
Syringes
102
Remote 120 2 Can be used in conjunction with ∞
Trigger the Remote Detonator and
Plastic Explosives
Scalpel 140 1 +10% Doctor, can be used as a ∞
melee weapon
Radio 350 1 Requires 2 Small Energy Cells 72
Can be used to tune to the Hours
radio
Proximity 300 3 Turns regular explosives into 1
Trigger proximity mines
Tragic the 50 3 A card game played in the ∞
Gathering Wasteland, though not often.
Card Set
Poker Set 50 3 Gambling game often played in ∞
the Wasteland
Bedroll 25 3 Basic bedroll for sleeping in ∞
the Wasteland
Camping Kit 300 22 Full tent and camping set used ∞
for camping in the Wasteland
Big Book of 400 5 Increases Science Skill (100 - 1
Science Skill, divided by 10)
Guns and 425 2 Increases Small Guns Skill 1
Bullets (100 – Skill, divided by 10)
First Aid 175 2 Increases First Aid Skill 1
Book (100 – Skill, divided by 10)
Dean’s 130 2 Increases Repair Skill 1
Electronics (100 – Skill, divided by 10)
Scout 200 3 Increase Survival Skill 1
Handbook (100 – Skill, divided by 10)
Skill 20 1 Increases relevant skill by 10 1
Magazine for one check. Expires after an
hour.
Preserved 2000 7 Perfectly preserved pre-war ∞
Pre-War instrument. Typically used by
Instrument collectors and esoteric
musicians.
103
Geiger 650 5 Detects Radiation on 1 Hour
Counter activation. Requires 1 Small
Energy Cell
Pip-Boy 800 7 When installed on a functional ∞
Motion Sensor Pip-Boy, allows detection of
nearby moving lifeforms.
+20% Sneak
Stealth-Boy 1800 1 +40% Sneak 1
Usage/
Powered by Small Energy Cells Cell
104
Explosives Cost Weight Damage (Used by remote Radius
or timed trigger)
Blasting 300 3 3d6 2
Powder
Can also be lit with Lighter
Shaped Charge 400 3 2d6 1
More effective for breaking
down obstacles and architecture
Plastic 1200 4 5d12 3
Explosives
Requires remote detonation
Gas-Explosive 2400 8 N/A, produces Sleep or Poison 10
Gas
Gasoline Bomb 2800 6 4d10, bonus 3d6 damage from 3
Fire
Jury Rigged 20k 15 IMMEDIATE IMPACT: +650 Rads Death
Mini-Nuke 40 + 4d20 Damage Save
Radius:
Outer Impact +250 Rads, 40+d20 3 Hexes
Damage
Immediat
e
Impact:
10 Hexes
Outer
Impact:
30 Hexes
Jury-Rigged N/A 250 Instant Death Too big
Nuclear Bomb
Traps:
Traps can be crafted, set and disarmed all using the Traps skill.
Traps are almost universally used outside of active combat
scenarios. Some Traps are more difficult to handle than others, and
as such have Difficulty Penalties that are applied for each stage of
the process regarding the device. If you are Demolitions Expert,
these penalties are halved. To craft explosives, you need a Basic
Workshop.
105
Pressure 75 3 A pressure plate that can SET: 0%
Plate be used for Pressure- DISARM: 0%
activated traps
Gas Trap 2000 10 Can be filled with any type SET: 50%
of gas. DISARM: 55%
1 Hour to create
Box Bomb N/A N/A Combination of a Radio or CRAFT: 70%
Lunchbox, a trigger SET: 30%
mechanism and any set DISARM: 40%
explosive. Explodes when
interacted with.
1 Hour to create
Time Bomb N/A N/A Combination of a Timed CRAFT: 60%
Trigger and any set SET: 35%
Explosive DISARM: 40%
1 Hour to create
106
Chapter 7: Vehicles
Section 1: Basics and Car Chases
Basics of Vehicles:
In the Old World, vehicles were once very common. Though some
difficult advances were made in powering them through fusion
technology, the vast majority ran on petroleum. After all, fuel was
cheap and plentiful, so why worry?
Terrain Penalties:
• Open Terrain: 0% Pilot Skill Penalty
• Rough Terrain: -20% Pilot Skill Penalty
• Extreme Terrain: -30% Pilot Skill Penalty
107
Vehicle Anatomy:
There are in effect two Primary Statistics for vehicles relevant to
their driving that are ranked on an escalating basis of 1-5:
• Speed: Max Speed (1:50MPH 2:70MPH 3:90 MPH 4:110MPH 5:130 MPH)
• Bulk: Size and raw power
Car Chases:
The backbone of road warfare is the chase. In this scenario, the
Target always acts before the Pursuer. If there are multiple in
either group, initiative within the groups is decided by 1d10+Speed.
It is important for the distance during a chase to be continually
monitored in some fashion, the easiest method is to use a hex-grid
and minis, however paper will also work. If there are multiple
pursuers or targets, there will be multiple distances.
There are five simplified Ranges that cars can be at during a
pursuit in relation to the target vehicle (who remains stationary on
a hex-grid):
• Close (0 Distance)
• Short (-5 Distance)
• Long (-10 Distance)
• Extreme (-15 Distance, beyond -15 the Car Chase ends)
The distance between each Range is marked by a number of negative
increments of 5 Distance (AKA hexes) with relation to the target
vehicle, which is at zero. As an example, a pursuing car at long
range would be marked as -10 in terms of its distance away from its
target. It is the objective of the pursuer to bring the Distance
Score to zero, and the objective of the target to bring the score as
far as possible away from zero, which would result in Road Warfare.
108
At the beginning of each round, the target must roll against Pilot
in order to escape their pursuer. Upon success, the target vehicle’s
Speed is subtracted from the Pursuer’s distance. Upon critical
success, this number doubles. Upon failure, the target vehicle fails
to gain any ground. Upon critical failure, they add their own speed
to the Distance Points.
At the beginning of each round, after the target, the pursuer must
also roll against Pilot in order to catch-up to their target. Upon
success, the pursuer adds their vehicle’s Speed to the Distance
Score. Upon critical success, they double this number. Upon failure,
they do not gain any ground. Upon critical failure, they subtract
their own speed from the Distance Score.
Example: A Vault Dweller in a sluggish Big-Rig (Speed 1, Pilot 60%)
is being pursued by a Motorcycle Raider (Speed 3, Pilot 60%) and a
Dune-Buggy Raider (Speed 2, Pilot 60%) at Short Range (Distance: -5)
First, the Vault Dweller rolls Pilot and succeeds, subtracting their
Speed (1) from the total Distance, turning it from -5 to -6 for both
Raiders. As such, they have gained ground in the chase
Next, the Motorcycle Raider rolls Pilot and succeeds, adding their
Speed (3) to their Distance, bringing their distance to -3 from -6
After that, the Dune-Buggy Raider rolls Pilot and succeeds, adding
their Speed (2) to their Distance, bringing theirs to -4 from -6 and
ending the round.
Generally speaking, in cases where there is a large disparity in
vehicle speed on open terrain, the fastest vehicles will inevitably
catch-up with the slower. As such it’s left to Overseer (and player)
discretion whether to roll for the entire pursuit prior to Road War
in these cases.
Intense Chases:
In certain scenarios such as racing through narrow canyons or
crumbling city streets with many obstacles, chases might have
countless context-dependant variables that could change the outcome
of a race. To represent this potential, when in particularly intense
and chaotic car chases, an additional Distance point should be added
for every 20% a Pilot roll lands beneath its success margin.
109
Section 2: Road Warfare
The Driver:
Road Warfare begins when two or more opposing vehicles exist in
Close Range, and is waged by the drivers of the vehicles. In Road
Warfare (and Highway Combat in general) there are no action points,
only single actions for each individual per turn. The Driver must
continue to make Chase rolls at the beginning of each round;
however, they do not count towards their action. The Driver has a
number of manoeuvres they can choose from to make once per turn.
To perform a manoeuvre, the Driver must make a Pilot roll. If the
move is an attack, they must subtract the opponent vehicle’s AC from
their roll. Upon failure, there was some complication, such as
opponent evasion.
Target Bulk +
Speed x 20
110
Losing Control:
If two vehicles collide in any fashion, the vehicle with smaller
Bulk must roll 1d4 for how their car loses control. If they are
equal, both roll. Each difference of Bulk adds to the roll. The
penalty only effects the next action.
1. Minor Skid: –5% on any rolls made by passenger or driver
2. Minor Fishtail: -10% on any rolls made by passenger or driver
3. Major Skid: -15% on any rolls made by passenger or driver
4. Major Fishtail: -20% on any rolls made by passenger or driver
5. Spin-Out: Roll Pilot. Target car stops, Pursuer moves to
Extreme distance. Fail means Roll.
6. Roll: Full Crash
Crashing:
Crashing is the most destructive way a vehicle can stop, either from
a head-on collision, a roll or some other calamity. A crash result
is 1d10 for each 10 MPH the car was travelling for both the
passengers and the vehicle. Similarly, for each 40 MPH the car was
travelling the players receive 1 Crippled Limb. To determine which,
they must Roll 1d8:
1. Head
2. Eyes
3. Chest
4. Right Leg
5. Left Leg
6. Right Arm
7. Left Arm
8. Groin
111
Section 3: Passenger Combat
Cover:
• Exposed: 0 AC
• Partial: 20 AC
• Greater: 60 AC
Gunners:
By default, due to the frantic nature of vehicular combat, all
combat rolls receive a -10% penalty unless using a mounted weapon.
The effective range of weapons is largely up to Overseer discretion
– if the narrative context allows it you might have a melee duel
across motorcycles. As a rule of thumb, the penalty doubles with
each Range tier.
Ranged Gunners or Melee Hijackers can make Targeted Shots against
vehicles:
112
Grease Monkey:
The mechanic. Using a Tool or higher quality equipment, the Grease
Monkey on Bulk 3 or higher vehicles can spend 1d4 turns making
emergency repairs. If they pass a Repair check at the end of the
rounds, the vehicle is restored 3d6 HP. However, due to the fact
that the Grease Monkey is likely clambering over the vehicle, Grease
Monkeys have 0 AC whilst they are doing their work.
The Hijacker:
The Hijacker is the daring passenger who jumps from vehicle to
vehicle in order to bring the fight to the enemy. Hijackers can only
leap to vehicles larger than Bulk 1. Hijackers must roll against
Agility to make the leap. However, some vehicles are harder to leap
onto than others.
Bulk 2: -3 AGL
Bulk 3: -2 AGL
Bulk 4: -1 AGL
Bulk 5: N/A Penalty
Hijackers must take a full turn to make any movements clambering on
the vehicle, and experience no AC penalty when attacking opponents
on the same vehicle. For Hijackers, the Aim Penalties on Targeted
Shots against Vehicles are halved.
Hijackers can throw drivers out of their vehicle by making a
successful Grapple roll.
If a Hijacker fails a leap, they must roll the same as if they were
in a crash.
The Driver:
The Driver can also attack whilst driving, taking their action,
however they can only utilize one-handed weapons and must take an
additional Pilot roll. If this roll fails, they must roll on losing
control.
113
Section 4: Planes, Trains and Boats
Chases:
Chases across all vehicle types operate in fundamentally the same
fashion as that of cars, however context and the nature of the
vehicles will affect the mechanics of the chase.
Trains:
With the nature of trains, train-combat is rather simple. If the
combat is entirely contained on the train, it should play out as
normal, non-vehicular combat, however if the train is being pursued
by other vehicles, it plays out like car-combat with the train as a
very large fixed-speed vehicle. Speed and approach up to Overseer
discretion. `
Aircraft:
Due to the esoteric nature of aircraft in the Fallout setting, it is
more likely you’ll be receiving fire from the ground than engaging
in dogfights. When exactly during your flight you’re capable of
being shot down, or how, is up to the contextual discretion of the
Overseer.
When an aircraft loses half of its health, a Pilot roll must be
made. If this fails, the pilot begins to lose control of the
aircraft and will crash. A further pilot roll with a -50% penalty
will determine if this crash is controlled (Same rules as car crash)
or completely out of control (All passengers make Instant Death
Saves).
The same roll must be repeated when a further quarter of the
aircraft’s health is lost.
114
Boats:
Boats operate on the same fundamental chase rules as cars, however
the scale of time in the chase is a lot slower.
When ships are in immediate range of each other, the attacking ship
may need to make a Pilot roll to bring the ship within boarding
range, failure results in the target ship getting the slip. Some
ships will require boarding equipment to successfully board, namely
a climbing kit. The party must then each make Throwing rolls, a
majority success means the ship has been grappled and boarding
begins. Combat on a boarded boat plays out much like normal non-
vehicular combat.
When a boat reaches 0 HP, it begins to sink. The number of rounds
before sinkage is equivalent to that of its Bulk level.
115
Section 5: Vehicle Maintenance, Modification and List
Making Repairs:
When attempting to repair a vehicle, a character must have a Repair
tool and then make a Repair roll to determine if repair is viable.
If so, and then roll 3d10 for how many HP is restored on the
vehicle. For each 10 HP restored, x1 Good Quality Metal Parts is
required. If the Repair roll fails, then the vehicle must be
repaired by a garage or with the usage of a Super Tool Kit. The
check is bypassed if the character is already in possession of one.
A repair takes 8 hours
If the vehicle reached Shutdown Threshold during combat, then a
vital component has failed and must be replaced entirely with the
assistance of a Super Tool Kit. The vehicle will remain inoperable
until then.
116
Resource requirements are multiplied by the Bulk of the vehicle.
Land Vehicles:
Name Bulk Speed Health AC DT Shutdown Total
Threshold Charge
Per MFC
Motorcycle 1 2 60 35 0 15 100%
Chopper 1 2 75 25 2 18 100%
117
Sea Vessels:
Name Bulk Speed Health AC DT Shutdown Total
Threshold Charge
Per MFC
Aircraft:
Name Bulk Speed Health AC DT Crash Total
Threshold Charge
Per MFC
118
Chapter 8: Prospecting and Looting
The Great War destroyed human civilization, but it didn’t wipe away
all traces. The Wasteland exists upon the carcass of the Old World,
and many in it live as vultures picking away at whatever is left. To
some they are salvagers or scroungers. They, however, prefer to call
themselves Prospectors.
When in an area that you believe may have items you can loot, ask
your Overseer if you can take a look around. Provided your hunch was
somewhat correct, you’ll be able to roll your Prospecting Skill.
In the case of a failure, turns out you were wrong and the area is
derelict. In the case of Prospecting Skill success, you have found
something to loot. Depending on the area, this could be a 1d4 or
1d20 roll for the amount of Junk Items you have discovered. Your
Luck modifier is subtracted or added to your Junk roll. Some items
from the Junk List might be of actual value, but the majority is
useless Junk universally worth 3 Caps.
119
Salvage Prospecting
120
Salvage Bulk Weight Salvage
Value Difficulty
Remains 250 Light 0%
Junk refuse 500 Light 5%
Wood 650 Light 10%
Quality Scrap 800 Medium 20%
Light 1000 Medium 25%
Mechanical
Medium 1300 Medium 35%
Mechanical
Heavy 1900 Heavy 40%
Mechanical
Medium 2200 Medium 50%
Electronic
Scrap
Heavy 3000 Heavy 60%
Electronic
Scrap
Robotic Parts 3500 Medium 75%
Military 4500 Medium 85%
Scrap
Medical 6000 Medium 90%
Supplies
Enclave Scrap 9000 Medium 95%
121
Chapter 9: Weapons and Armor
Section 1: Armor
Value 10 90 15 100
Armor Class 5 5 5 5
Weight 3 5 3 3
Armor 5 5 10 10
Class
Weight 10 20 7 5
122
Name Legionary Prime Decanus Centurion
Recruit Armor Legionary Legionary Legionary Armor
Armor Armor
Armor 15 20 20 25
Class
Weight 7 10 12 20
Armor 15 20 15
Class
Weight 8 10 7
123
Name Plated Leather Metal Metal Armor, Metal Armor,
Armor Armor Reinforced Heavy
Armor 18 10 15 10
Class
Weight 15 30 35 40
+5% EDR
Armor Class 20 35 35
Weight 15 40 23
124
Name Combat Armor Advanced Combat Armor Desert Ranger Armor
Armor Class 20 25 35
Weight 20 25 20
Armor 15 35 40 45
Class
Weight 80 50 42 40
RR 30%
125
Section 2: Weapons and Ammunition
Unarmed Weapons
Unarmed 55% - +3 MD
Unarmed 75%, Level 3 - +5 MD
Unarmed 100%, Level 6 - +7 MD
126
Melee Weapons
127
target,
+25%
Critical
Hit
Chance.
Normal
Damage.
128
Critical
Chance
+15%.
Normal
Damage.
Normal
Damage.
129
Katana 5 500 3 4d6+6+M 1 4 4 N/ Type:
D A Sword
(10-30) Normal
Damage.
Two
handed
130
Bumper Sword 14 650 10 4d6+10+ 2 5 6 N/ Type:
MD A Sword
A massive
(14-34) two ended
blade
from a
bumper,
flattened
and
sharpened
with a
bumper
stick on
the side.
Perfect
for your
battle
ready
Super
Mutant.
Two
Handed.
Normal
Damage.
131
Throwing Weapons
If they fail,
they are put
into a
knockdown
state and
must roll STR
to break free
and destroy
the Bola.
132
Tin Grenade 1 25 3 1d10+10 ST+12 4 N/A N/A Normal
(11-20) Damage.
Everyone
within 1 Hex
takes half
damage.
Everyone
within 4
Hexes takes
1d6
concussive
damage
133
Fragmentation 3 400 1 1d10+26 ST+15 4 N/A N/A Anything
Grenade within 2
(27-36) Hexes of the
explosion
suffers half
damage.
Anything
within 4
Hexes takes
1d6
fragmentation
damage
Any non-
biological
critters
within 5
hexes of the
explosion are
affected by
the blast.
Power Armor
is shut down
for 1 turn by
this.
134
Small Guns
Pistols
135
Rifles
136
Anti- 20 2500 7 4d8+16 120 6 7 N/A Magazine Size: 5
Materiel (20-48) Ammo: .50 MG
Rifle IGNORES DT
Requires 30% Big
Guns or Bipod and
prone stance to use
137
Shotguns
Double Blast
Double Blast
138
Submachine Guns
139
Big Guns
Anti-Tank Rifles
IGNORES DT
-10% DR
Costs 2 AP to set
up.
IGNORES DT
-20% DR
140
Light Machine Gun
141
Flame Weapons
Suppressing
Fire
142
Grenade Launchers
143
Miniguns (Two Handed)
144
Mortars (Two Handed)
145
Rocket Launcher (Two Handed)
6 Shot Burst
146
Energy Weapons
Laser
147
Spread
Two Handed.
Plasma
148
Ammunition Value Weight
.223 4 0.05
.308 4 0.05
.32 1 0.05
.357 2 0.05
.44 3 0.05
.22lr 1 0.05
.45 3 0.05
.45-70 Gov’t 5 0.05
.50 7 0.05
5mm 1 0.05
5.56 2 0.05
7.62 4 0.05
9mm 1 0.05
10mm 2 0.05
12.7mm 5 0.05
HN Needler 10 0.5
Fuel Cannister 250 10
Small Energy Cell 150 0.5
Electron Charge 600 1
Pack
Microfusion Cell 220 1
2mm Electromagnetic 400 0.5
Cartridge
40mm Grenade 12 3
Rocket 400 5
60mm Shell 400 3
81mm Shell 400 3
107mm Shell 500 3
Mini Nuke 50000 10
12 Gauge 2 0.05
20 Gauge 1 0.05
BB 1 0.05
Bolt 3 0.1
Railway Spike 2 0.5
149
150