Savage Fallout Player's Guide
Savage Fallout Player's Guide
Table of Contents
Races 2
Wastelander 2
Vault-Dweller 3
Ghoul 3
Robot 3
Hindrances: 4
Rad Sponge [Minor/Major] 4
Tunnel Vision [Minor] 4
Musky [Minor] 4
Falling Feral (Major) 4
Cannibal (Major) 5
Cyber Resistant (Minor) 5
Edges 5
Power Armor Training 5
Glowing One 6
Old School Ghoul 6
Pip-Boy Buddy 6
Rad Resistant 6
Mysterious Stranger 6
Nerd Rage 7
Robco Certified Tinkerer 7
Robco Certified Professional 7
ZAX Professional 8
Cannibal Feast 8
Cannibal Buffet 8
Cyborg 8
Cyberware Edge 8
Gear List 9
Armor 9
Shields 10
Melee Weapons 10
One Handed 10
Two Handed 11
Ranged Weapons 11
Primitive 11
Pistols 11
Rifles 12
Shotguns 13
1
Heavy Weapons 13
Weapon Attachments and Special Add-Ons 14
Grenades and Mines 14
Ammo 15
Gear List 16
Chems 17
Vehicles 18
Powers 19
Arcane Background (Weird Science) 19
Spell List: 19
Backlash: 19
Arcane Background (Chemistry) 19
Spell List: 19
Chemical Backlash 20
Arcane Background (Psionics) 20
Setting Rules 21
Addiction 21
Cybernetics 21
Intermission: Crafting and Settlement Building rules 21
Mutations 22
Power Armor 22
Radiation 23
Ambient Rad/Map Obscurement Table 24
Rad Level Table 24
Robotics 24
Extra Robots: 25
Wild Card Robots: 26
Robotic Modifications 26
Scavenging 37
Races
Wastelander
You’ve lived your life on the surface, surviving in the Wastes. Doesn’t matter where or how you grew up, you’re still a survivor.
Adaptable: Characters start with a Free Novice Edge if they meet the requirements
2
Vault-Dweller
Born in the relative safety of Vault-Tec’s massive underground Vaults. You were given better education and living conditions than the
rest, resulting in formidable knowledge but weakened resistance to the world above.
Educated: Characters start with a d6 in a chosen skill, and skill’s maximum is increased to d12+1
V.A.T.S.: Characters begin with a Pip-Boy. This device has an integrated radio, light, geiger-counter, map, and data suite.
Training with the Pip-Boy allows trained users to add a +2 to Called Shot attempts, reducing the negative penalty.
S.P.E.C.I.A.L.: Character gains a free Attribute raise at character creation. Maximum for trait is increased to d12+1.
Rad Weakness: You take a -2 to resist Radiation, and take +2 damage from Radiation attacks.
Vault-Born: Suffer -2 to Common Knowledge skill checks for anything related to the world post-war.
Ghoul
You have survived being exposed to a massive amount of radiation, but were changed into a being that can thrive in the harshest
radzone. However, you also look like a walking zombie. You get to live forever, but look like crap and could potentially go feral one
day.
Ghoulish Rad Resistance: Gain +4 to resist radiation and take -4 from Radiation damage. You also heal a level of Rad
Poisoning every 30 minutes, and Rad Poisoning has a different effect on you than others.
Radioactive Healing: You are immune to all diseases, essentially immortal of age, and once per day you can make a free
natural healing Vigor roll if exposed to a radioactive source.
Low-Light Vision: You ignore penalties from Dim or Dark Illumination, but not pitch darkness.
Robot
Reference the Robotics Setting Rules for PC Robots.
3
Hindrances:
Restricted Hindrance: Doubting Thomas
New Hindrances
For the Minor version you suffer a -1 to Rad resist[and take +1 damage from Rad attacks] or a -2/+2 damage for the Major version. A
character cannot have both Rad Sponge and Glowing One or Rad Resistant.
When in direct sunlight, all visual based rolls are made with a -2 and you suffer a -4 against flash based attacks. Sunglasses can
negate when worn, but functions like Bad Eyes [Minor] if Wounded.
Musky [Minor]
Ghoul only
You have a distinctive odor that smells similar to your old human form. This confuses other ghouls and they are put off by your smell.
Your ugly hindrance affects other ghouls as well and any notice [smell] rolls to detect you are made at +2.
It's not clearly understood why most ghouls eventually degrade into feral ghouls. But you know it's starting to happen to you, and soon.
4
Each game session, draw a card. On a club, you’re having a bad time, and may have to make a Smarts roll to avoid acting in a feral
manner at some point – trying to bite someone, attacking with your claws instead of a weapon, forgetting basic
skills.
If the card is a face card club, your Smarts decrease by a die type permanently.
Cannibal (Major)
You have partaken in eating Long Pig, or Human Flesh. It may have started as a necessary evil to survive,
but you continue to practice it even now. This is treated as a Secret Hindrance if not known by others, but if
discovered results in extreme negatives and ostracization by those who don’t have this Hindrance. Suffer -4
to any Social based trait rolls around Humans. May even gain Wanted (Major) Hindrance in some
settlements.
Edges
Restricted Edges:
All Non-Weird Science Power Edges, Soul Drain, Champion, Arcane Resistance, Improved Arcane Resistance.
Modified Edges:
Soldier does not provide a free Vigor reroll for Radiation checks.
Arcane Background: Only Weird Science allowed, further differences explained in Powers section.
New Edges
A character must have this Edge to use Power Armor and may spend Bennies to soak wounds when wearing Power armor.
5
Glowing One
Requirements: Seasoned, Vigor d6, Ghoul
You have been heavily infused with radiation, and have become a glowing one. Your skin and eyes glow with a greenish cast, and you
emit light and radiation wherever you go, generally requiring you to stay away from companions or cause them to suffer exposure to a
low radiation hazard every hour. You suffer a -2 penalty to Stealth rolls. You can spend a Benny to gather your radioactive power and
emit a burst of radiation (3d6 radiation damage in a Medium Burst Template, centered on you). Other ghouls in that area can benefit
from their Radioactive Healing.
You are an old ghoul, perhaps even old enough to remember the Old World, before the bombs fell.
You gain two additional skill points at character creation and a +2 bonus on all Common Knowledge
rolls as a result of your years of experience.
Pip-Boy Buddy
Requirements: Novice, Non Vault-Dweller
Maybe you were born in a Vault but spent most of your life out in the waste, or you got somebody to teach you how to fully utilize the
Pip-Boy you have to the fullest. Gain a limited use of V.A.T.S., providing a +1 bonus to Called Shots. Also gain a functioning Pip-Boy.
Rad Resistant
Requirements: Novice, Vigor d8
Be it a mutation or just gotten used to it, radiation doesn’t affect you as much as others. Gain a +2 to resist Radiation, and take -2 Rad
Damage.
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Mysterious Stranger
Requires: Luck Edge, Seasoned Rank
For some reason a mysterious man has taken an interest in the player. Perhaps it's a guardian angel, or someone with a more
nefarious purpose. Nobody knows why, but the Stranger is always there when needed most.
When a player with this Edge draws a Red Colored Face Card during initiative, the Mysterious Stranger appears dressed in a trench
coat and wielding a revolver and will take a shot at the player's current target or the nearest enemy. The Stranger will only take one
shot then seemingly vanish within seconds afterwards.
The Mysterious Stranger cannot be targeted by enemies, damaged by any means, or interacted with.
Mysterious Strangers Stats: Shooting Skill is d10, Revolver does 3d8 damage, AP 2
Nerd Rage
Requirements: Wild Card,Seasoned, Spirit d8+
Your hero adds his wound levels to both his Fighting rolls and the damage he causes from them. A hero with 3 wounds, for instance,
adds +3 to his Fighting and Fighting damage rolls.
You are trained in the maintenance and design of robots. You gain a +2 bonus on Hacking rolls related to robots. In addition, you may
build a basic robot worth up to 10,000c (see the rules in the robotics section).
You can spend additional starting money to upgrade this robot. If your robot is destroyed, you can rebuild it at half cost and a week’s
worth of work in a workshop with a suitable supply of spare parts.
Robots gained through this Edge are considered Resiliant, meaning they can take 1 Wound before being Incapacitated.
You are a skilled roboticist, and have upgraded your own personal robot significantly. You gain another +1 bonus on Hacking rolls
related to robots. You can add 5,000c worth of modifications to your robot.. If your robot is destroyed, you can rebuild it at 30% of the
cost and 3 days’ worth of work in a workshop with a suitable supply of spare parts.
7
Robots gained from Robco Certified Tinkerer become Very Resilient.
ZAX Professional
Requirements: Veteran, Robco Certified Professional, Hacking d12, Smarts d10, Repair d10
Nobody knows more about robots than you. You gain another +1 bonus on Hacking rolls related to robots and your robot (only 1 if you
have more) is a full Wild Card. As a Wild Card, Robot’s Smarts becomes Sentient and is able to Advance like Allies. If your robot is
destroyed, it can be rebuilt at 10% of the cost and a day worth of work in a workshop with a suitable supply of spare parts.
Gain an additional 5000c to spend on Robotic Modifications.
Cannibal Feast
Requirements: Cannibal Hindrance, Seasoned Rank
As a Cannibal you have learned to take your weakness and turn it into a “strength”. A Cannibal with this Edge can spend
1d4 rounds ingesting human flesh or non-mutant animals to get a free Natural Healing Vigor Roll to recover Wounds taken
within the Golden Hour. However,if witnessed, the negatives of the Cannibal Hindrance may come into play.
Cannibal Buffet
Requirements: Cannibal Feast, Veteran Rank
Ingesting the flesh of humans isn’t the healthiest thing to do, but you’ve found a way to tolerate even worse. Can devour
Mutated creature flesh for 1d4 rounds to get a free Natural Healing Vigor Roll to recover Wounds taken within the Golden
Hour. Mutant creatures include Super Mutants, Ghouls, and creatures like Deathclaws. However for very radiated
creatures (Glowing Ones and others), users must make a Radiation Level check with a target number of 4 or suffer a level
of Radiation Poisoning.
Cyborg
Requirements: Seasoned, Vigor d6
Cybernetics are your friend, and you seem to be able to handle more than most. This Edge can be taken as
many times as desired, and each time it's taken you add +2 to Maximum Strain.
8
Cyberware Edge
Requirements: Based on Cyberware
Instead of buying Cyberware enhancements, players can attain them by getting this Edge. How they
acquired them is up to Player and GMs, but they still need to be installed before they can be used.
Cyberware gained through Edges does not cost any Strain.
Gear List
Rarity Levels:
Common (C)
Uncommon (U)
Rare (R)
Exotic (E)
Masterwork (M)
Special (S)
Armor
Item Armor Min Str. Weight Cost Rarity Notes
Armored Vault Jumpsuit 2 d4 6 300c E Covers all but hands and head, can upgrade a
Vault Suit for just 100c.
Raider Junk Armor 2 d6 15 50c C Covers all but arms and head
Metal Armor 3 d8 18 175c U Covers all but arms and head, Reduce energy
damage by 1
Security Vest 3 d6 12 200c R Covers all but hands and head, +2 Armor
against ballistic firearms
Combat Armor 4 d6 20 400c R Covers all but hands and head, +4 Armor
against ballistic firearms
9
Flak Jacket 2 d6 8 250c U +4 Armor against ballistic firearms, covers
upper body
Shields
Type Parry Cover Min Weight Cost Rarity Notes
Str.
Melee Weapons
One Handed
10
Baton Str+d4 d4 1 15c U
Shishkebab Str+d8 d8 8 800c E Can start Fires, fuel tank holds 30 Fuel ammo.
Two Handed
Ranged Weapons
Primitive
Type Range Damage Shots AP ROF Min Weight Cost Rarity Notes
Str.
Bow (Arrows) 12/24/48 2d6 1 - 1 d6 3 100c C
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Pistols
Type Range Damage Shots AP ROF Min Weight Cost Rarity Notes
Str.
9mm Pistol (9mm) 10/20/40 2d6 10 - 1 d4 2 200c U
Rifles
Type Range Damage Shots AP ROF Min Weight Cost Rarity Notes
Str.
Hunting Rifle (.308) 24/48/96 2d8 5 2 1 d6 8 350c U Snapfire
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Syringer (Darts) 12/24/48 2d4 1 - 1 d4 4 200c U Fires Poisoned
Darts
Shotguns
Type Range Damage Shots AP ROF Min Weight Cost Rarity Notes
Str.
Sawed-Off (Shells) 5/10/20 1-3d6 2 - 1 d4 6 150c U
Heavy Weapons
Type Range Damage Shots AP ROF Min Weight Cost Rarity Notes
Str.
Minigun (7.62mm) 30/60/12 2d8+1 4000 2 5 d10 85 1500c R Minimum RoF 3,
0 ammo backpack
weighing extra 85
lbs.
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Grenade Launcher 15/30/60 Based on 1 - 1 d6 6 500c E Use stats and costs
(Grenades) Grenade for various
Type Grenades, but have
to be specially made
to use in Launcher.
Bipod/Tripod 100c 2 U Takes an action to deploy. Negates Recoil and Min Str penalties.
Suppressor 150c 1 R No penalties from firing a weapon while Stealthed, and observers
take -2 penalty to Notice to hear and find the source of the
gunshot.
Automatic 200c 1 R
Receiver/Barrel
Ammo
Ammo Cost Weight Rarity Notes
Arrows (10 per bundle) 10c 1 C
14
.44 (20 per bundle) 30 1 U
Recharger Cells (1 per bundle) 300 1 S Recovers 1 round of ammo every 5 minutes
when installed in a Recharger weapon
15
Baseball Grenade 5/10/20 3d6 Small 1 50c U
Burst
Nuka Grenade 5/10/20 3d12 + Med 1 750c M Heavy Weapon, Rad Level
1d8 Rad Burst 2 in burst for 5 minutes
Gear List
Item Cost Weight Rarity Notes
Backpack 25c 2 C
Bedroll 15c 4 C
Blanket 5c 10 C
Canteen 5c 1 C
Mess Kit 5c 3 U
Crowbar 10c 2 C
Goggles 20c 1 U
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Handcuffs 20c 2 U
Lighter 15c 2 U
Shovel 5c 5 C
Geiger Counter 1000c 2 M 1 Energy Cell powers for one month. Detects and
identifies levels of radiation in a Large Burst
Template.
Night Vision Goggles 500c 3 R No penalty for Dim or Dark Illumination. 1 Energy
Cell powers for a week.
Chems
Chems Cost Duration Addictio Rarity Effects
n
Super Stimpak 500c 30 min - E Ignore up to 3 points of Wound Penalties and heals
a Wound after 5 minutes of application
17
Rad-X 50c 1 hour - U +2 to resist Radiation, -2 from Radiation damage
Antivenom 30c 1 hour - U Gives +2 to resist poison effects and similar toxins.
Fixer 500c 6 hours - R Suppress Addiction penalties for duration, and gain a
free Vigor roll to remove a minor Addiction, or turn a
Major into a Minor.
Med-X 150c 10 min -2 U Raise Vigor by 2 die types, which effects Toughness
Jet 150c 5 min -2 U Draw an extra card during initiative and choose the
highest. Stacks with Level Head and improved.
Mentats 150c 10 min -2 U Gains +2 to all Smart Traits (including skill) rolls.
Psycho 150c 10 min -2 U Gain temporary activated Berserk Edge for duration.
If the user already has the Edge, gain a +2 to
Fighting rolls.
Steady 200c 10 min -2 R Gains temporary Steady Hands Edge for duration,
and also gains +2 to Called Shots.
Vehicles
https://fallout.fandom.com/wiki/Fallout_76_vehicles
Also transfer weapons list as well as a few vehicle mods.
Ground Vehicles
Bicycle -1 +1 16 4 1 500c
Dirt Bike
Motorcycle
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Golf Cart
Forklift
Tractor
Zip
Fusion Flea
Station
Wagon
Pick-R-Up
Van
Jeep
Highwayman
Atomic V-8
Cherry Bomb
Blitz
Dump Truck
Bus
APC
Hover Car
Watercraft
Rowboat
Fishing Boat
Aircraft
Hot Air
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Balloon
Blimp
Vertibird
Powers
Spell List:
Barrier, Beast Friend, Blast, Blind, Bolt, Boost/Lower Trait, Burrow, Burst, Confusion, Damage Field, Dark
Sight, Deflection, Disguise, Elemental Manipulation, Entangle, Environmental Protection, Farsight, Fear,
Havoc, Healing, Illusion, Invisibility, Light/Darkness, Protection, Puppet, Relief, Sloth/Speed, Slumber, Smite,
Sound/Silence, Stun, Summon Ally, Telekinesis, Wall Walker, Warrior’s Gift
Backlash:
20
Spell List:
Blast, Blind, Bolt, Boost/Lower Trait, Confusion, Darksight, Empathy, Entangle, Environmental Protection, Farsight, Fear,
Healing, Light/Darkness, Protection, Puppet, Relief, Sloth/Speed, Slumber, Smite, Stun, Warrior’s Gift
Chemists create chems, potions, oils, elixirs, and other consumables imbued with enhanced abilities. Narratively, their
concoctions are created “off-camera” some time prior to their use. In game terms, they’re “cast” as the player needs
them—pulling various vials or containers from their bag or bandolier and activating them as needed.
Activation
When chemists “cast” a power, they must describe how it’s delivered. Powers with a Range of Self or Touch
can be contained in a consumable potion, edible, pill, salve, or oil. Backlash from Critical Failure affects the recipient if
someone other than the Chemist.
Powers with greater Range use misters or grenades, with a maximum Range of 12”. The chemist “throws” the grenade or
fires the mister with his Alchemy skill rather than Athletics (but throws and fires other projectiles normally). Critical Failure
affects the caster. Roll on the Chemical Backlash chart.
Chemical Backlash
Roll 2d6 for Effect
2. Catastrophe: Something goes terribly wrong. The GM must decide what, which could include giving a
temporary Hindrance or explosion. If an explosion, those in a Medium Blast Template take 3d6 damage.
3. Wrong Effect: Power provides a different effect than intended, chosen by GM based off of the Powers known
by the Chemists.
4-5 Rad Poisoning: Something in the crafting of the Chem imbued it with too much Radiation, canceling the
powers effect but instead emits Radiation at Level 2 (TN 4 to resist) for 1d10 Rounds. If ingested only applies to
the user. If grenade or other thrown power it breaks/activates in the user’s hands and covers a Small Burst
Template.
6-8 Stunned: The user is Stunned for 1d6 rounds or if passed the Vigor check.
12 Overcharge: The power automatically succeeds against the target with a raise and costs the Chemists zero
Power Points.
21
Arcane Background (Psionics)
Setting Rules
Addiction
After the length of a Chem with Addiction Penalties has passed, roll a Vigor check with the Addiction Penalty applied. On
success players have one level of Fatigue for 10 minutes. On Raise they don’t suffer any Fatigue or negatives.
On Failure the player receives the Habit (Major) Hindrance for used drugs until either treated by a Healing roll at double
the Addiction Penalty (-2 would require Healing at -4 roll) or successful free Fixer reroll. Only one Habit per Chem type,
but can have multiple Chem Habits.
On Critical Failure, the player permanently gains the Habit (Major) Hindrance which can only be bought off with a Player
Advancement following a successful Heal roll similar to a Failure roll.
Cybernetics
22
Mutations
Will share the Strain derived stat, but perhaps something that is more randomly gained than picked out and chosen.
Might modify the Radiation rules to have a chance of Mutation forming.
Perhaps have an Edge that allows Genetic Mutation to gain desired abilities.
Possibly modify the Darwin’s World Mutation mechanic?
Power Armor
PowerArmor can only be used if a Character has the Power Armor Training Edge. It is treated as a vehicle for Wounds [see page 117
of core], Repair and Fuel [see Vehicle Notes] and must be destroyed before damage to the Character can be done. The difference is
that when it's Wrecked, a Repair Roll [only one per character] may be made to restore basic functionality. This only allows it to move at
Pace 2. In every other way it is still Wrecked and can only be fixed until brought back to a workbench. There are several
advantages/disadvantages and Traits that all Power Armors share, listed below;
There is no Strength minimum for Power Armor. All Power Armor has a Strength of d12+2 and a Pace of 4. These replace a
Character’s Strength/Pace and Edges that affect Strength/Pace do apply when wearing Power armor. Do not count the Power Armors
Weight or the Characters natural weight when figuring Encumbrance for Power Armor.
All Power Armor are Size 2 and have the Rad/Gas/Smoke/Heat/Flash 4 and Sealed traits. They all have a headlamp, a one hour O2
tank [30 minute recharge] and negates fall damage up to 50 feet. Only Clothes or Light Armor may be worn while operating Power
Armor and do not provide any Resistances.
Power Armor can not swim and will sink to the bottom of any body of water. Depths below 200 feet are fatal. Being so big and heavy, it
will not fit in most Vehicles, fit through some doors/hallways, can not ride any known mounts or use Unarmed Weapons. All Stealth
rolls are made at -4 and any roll requiring fine motor control [excluding Athletics (Throwing), Fighting and Shooting], Notice
[Sight,Smell] and Persuasion [most cases] is made at -2.
All Power Armor Helmets may be removed but they lose the Resistance and Sealed Traits, headlamp ,o2 tank and the
Notice/Persuasion penalty.
Power Armor was generally made for size 0/-1 characters but it may be fitted for larger [Size +1 max] Characters. All power armor
must be 2 sizes larger than Character piloting it. To Modify or Repair Power Armor, it requires a Project (See Intermission PDF) that
generally costs 10% of the Power Armor total cost.
Scrap Power Armor 1100 R 15k d4 16[6] Energy 2, Run die is a d4.
23
T-60 1100 L 35k d4 24[14] Energy 4
Radiation
Copied from Fallout: Rough Riders document.
In the world of Fallout, Radiation is everywhere and it stings. Most Abilities, Edges, and Items at most give +2 to resist Radiation[as opposed to the
normal +4]. Characters must roll against Radiation when entering a new area of Radiation or a higher level of radiation [going from level 2 to 3], every
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10 minutes they stay in an area of radiation, when taking radiation damage and/or when consuming irradiated food/drink. To roll against radiation, the
player must roll their Vigor against the TN of the level of ambient radiation or the attack[attacks will state mod]. Failure on the roll gives you a level of
Radiation [Rad for short] that can only be healed by going to a clinic [100 caps] or using Radaway and a Healing roll. Mark Rads with a separate
counter.
Rad Level/Map TN
Obscurement
1. Light 2
2. Moderate 4
3. Heavy 6
4. Insane 8
Taking levels of Radiation have unique effects and are tracked separately from Wounds/Fatigue. It also affects Humans and Ghouls differently. The
effects of
Rad poisoning affects Traits and all related skills and stack with all other negative mods. Ghouls automatically heal a Rad level once every 30
minutes. If a Wastelander gets to Rad level 5, roll a d10. A 1-9 causes death but a 10 changes their race to Ghoul after a 1d10+1 day coma. Replace
any racial Edges or Hindrances
1 Nothing Nothing
2 -1 Agility Nothing
5 Character Death or Ghoulification Become Feral. Gm takes control and attacks all
living creatures.
Robotics
Modified from the Savage Robots PDF
SWAG Robots.pdf
25
All Robots in the Fallout Universe have the same base Racial stat.
Construct (8): Add +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe,
immune to disease and poison, and immune to Radiation effects (but not damage).
Wounds must be mended via the Repair skill. Each attempt takes one hour per current Wound level and
ignores the “Golden Hour” rule.
Environmental Weakness Electricity (-1): Take +4 damage from Electricity and suffers a -4 penalty to resist
electrical effects.
Outsider Major Hindrance (-2): Suffer -2 Persuasion rolls to influence non-Robots. Robots are considered
property and not sentient, so have very few rights.
Dependency Recharging (-2): Must charge for one hour a day. Failure means character becomes Fatigued
each day until Incapacitated. Each hour of charging recovers a level of Fatigue.
Can’t Swim Minor Hindrance (-1): Suffer -2 to Athletic skill when swimming, and each inch moved in water
costs 3” of Pace.
While Robots can’t drown due to not requiring air, being submerged for a period of time can cause the robot to
shut down due to their inner workings getting damaged by water and detritus. The Hazard Drowning applies to
robots, but does not cause Death only incapacitation until Repaired. Waterproof Negates this
Chassis: All robots start with a chassis that is Size 0, have two arms, two legs, basic sensors (visual, audio,
and tactile), the ability to speak, and a power supply. These can be modified by Robot Modifications.
Extra Robots:
Extra Robots do not Advance like Allies, instead only developing through Robotic Modifications. That means
Skills and Attributes are only raised by spending money or crafting the modifications and then installing..
Extra Robots are not sentient, so their Smarts Attribute has the (A) modifier like animals. While they are able
to talk and understand orders, their lack of sentience means they have limitations in their problem solving
based on their programming. They cannot benefit from Core Skills or Advancements.
All standard robots in the Fallout setting have a default personality based on robot type. These can be
modified and changed by either gaining Smarts (S), Adaptaptable Programming Modification, or by a Hacking
roll based Project.
26
Smarts Attribute for robots with the (A) modifier cost 1000c to raise a die type like other attributes. To gain
Smarts (S) for the robot will cost 2000c to put it at a d4, but every Smarts (A) above that can subtract 500c
from the purchase, but only applies once. That means a robot with Smarts (A) of d12 can transfer to Smarts
(S) d6 at no cost except for a Hacking/Repair based Project to make the changes.
Skills cost 500c to raise a die type, 1000c if above linked Attribute.
Wild Card Robots can take Hindrances and Edges through character creation like normal, but they use the
associated Robot Modification instead (Bold Text). They must meet the requirements of the Edge version of
Robotic Modifications. Modifications taken through Advancements do not count against Hardware limits.
Wild Card robots start with the Adaptable Programing Robotic Modification, giving them sentient level Smarts and are able
to Advance.
Robotic Modifications
Some Mods have Requirements to use, such as those based off of Edges.
Any Mod taken not through Advancement has a Hardware cost, which is the number on a robot’s Vigor die (so 6 if they
have a d6). This limits the amount of Mods a robot can have. Edges can be taken that increase Hardware limit.
Some Modifications have a Rank Requirement (Italic Text), but this only applies for Mods gained through Advancements.
Purchasing and installing the Mod ignores the Rank requirement.
Divide the cost of the systems being added or removed by $500 to determine the number of hours required for the work.
Name Cost Hardware Notes
Cost
Chassis Modifications
Heavy Duty Chassis 1000c 0.5 Increases size by 1 (including Toughness) and Strength die is
(Brawny) treated as one die higher for Encumbrance and min-Strength
requirements.
Large Chassis (Large) 500c/1500c/ 0.5/level Each level adds 1 to robots size, raising their Toughness and
3000c/5000c Maximum Strength by 1. Can only be done 4 times to a max of
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Size 4. Larger robots can exist, but not applicable to these
rules.
Small Chassis (Small) -500c/Size (3) - Each level lowers the robot size by 1, including its Toughness.
This can be done 3 times at max. Smaller robots can exist but
are not applicable to these rules.
Mobility Options
Hover 1500c - Can hover up to 2 yards/meters above the ground with a Pace
of 6, does not have any penalty on rough terrain and can float
above water. Does not trigger explosives or traps requiring
pressure on them to activate. -1000c if it replaces legs.
Serpent-Form 1000c 1 Legs are replaced by a snake-like tail. Reduces Pace and
Running die by 1, but have no penalty on rough and uneven
surfaces and can more-easily navigate small spaces where a
human would be crouching uncomfortably or even crawling.
Flight (Seasoned, must 500c/1000c/ 1 The robot can fly at a speed of 6 (“Running” for 1d6 inches
start with 1st level) 3000c extra). Each level doubles that, limited to a speed of 24
Running for 2d6 inches extra). Does not replace legs and can
be added on to any Leg modifications (Including Hover)
Leap 1000c 0.5 Can leap twice its standard Pace. Requires Legs of some sort
(Hover not allowed)
Wall-Walker (Seasoned) 500c 0.5 The robot can move on vertical surfaces at its normal Pace or
inverted surfaces at half its normal Pace. Requires legs of
some sort (Hover not allowed)
Mobility Enhancement 1000c 0.5 The robot is built for speed, with a Pace of 8 and d8 Running
(Fleet-Footed) die. Can be applied to all forms of Legs except
Wheeled/Tracked.
Attributes (1 per Rank by 1000c - Raises a single Attribute by one die type.
Advancement)
Sentient Smarts (1 per 2000c - Raises the Smarts Attribute by one die type for Sentient robots.
Rank by Advancement)
Skills (See Advancement 500c/1000c - Raises a single skill by one die type. Costs double if above the
rules) skill’s linked Attribute.
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Edge 1000c/Rank - Gains an approved Edge if Robot meets Requirements. Costs
1000c per Rank of Edge.
Hindrance (Only -500c/-1000c - Apply approved Hindrance to robots, getting money back while
available at Character creating the robot only. Also can use the Used Robot
Creation) Hindrances (see below).
Weapons
Melee Attack d4 500c - Gains an installed melee attack in a variety of forms. Can be
Claws, Horns, Blunt Weapon, Blades, or more. Generally must
be installed in an Arm.
Does not stack with the Martial Artist or or Brawler Edges, but
can serve as a replacement Requirement for other Edges
requiring them with GM approval.
Melee Attack d6 1000c - Same as Melee Attack d4 but raised damage dice. If replacing
previous Melee attack, subtract previous cost from this (so from
d4 to d6 only costs 500c)
Melee Attack d8 2000c - Same as Melee Attack d4 but raised damage dice. If replacing
(Seasoned) a previous Melee attack, subtract previous cost from this (so
from d6 to d8 only costs 1000c).
Melee Attack d10 4000c - Same as Melee Attack d4 but raised damage dice. If replacing
(Veteran) a previous Melee attack, subtract previous cost from this (so
from d8 to d10 only costs 2000c).
Melee Attack d12 7000c - Same as Melee Attack d4 but raised damage dice. If replacing
(Heroic) a previous Melee attack, subtract previous cost from this (so
from d10 to d12 only costs 3000c).
Melee Attack d12+ +5000c per 1 per Same as Melee Attack d12, but spend 5000c to raise it to
(Legendary) d12+1 and additional 5000c to increase the amount by 1. Does
not get discounts from swapping to the higher amount, just a
flat +5000c add on cost each time.
Burning Add-On +500c - Adds a Fire trapping to weapon, providing no added damage
(Seasoned) except for those with Environmental Weakness (Fire). On a
Raise can set flammable surfaces on Fire (See SWADE
Hazards).
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Does not stack with other Add-Ons except AP and Heavy
Weapon.
Cryo Add-On (Seasoned) +500c - Adds a Cryo trapping to weapon, providing no added damage
except for those with Environmental Weakness (Cold). On a
Raise can apply a modified Sloth Powers Effect if the target
fails a Vigor -2 roll. Causes Pace to be reduced by half on a
failure. Movement becomes an Action with a Crit Failure. At the
end of their turn each round, those under Cryo effect must
make a Spirit roll (at -2 if under a crit fail effect) or remain under
the Cryo effect.
Does not stack with other Add-Ons except AP and Heavy
Weapon.
Environmental Damage +1500c per 0.5 Applies to one Elemental Add-On (Electricity, Fire, Cryo,
Boost (Veteran) Radiation), can be taken unlimited amounts of times.
AP Add-On +1000 per - Add Armor Piercing to a Weapon. Can be taken as many times
as desired. +2 AP per Rank
Heavy Weapon Add-On +5000c 2 Applies the Heavy Weapon bonus if not already applied.
(Veteran)
Basic Laser 500c - Adds a Ranged Laser Pistol attack as per Weapon stats
installed on the Robot.
Ammo and rules still apply, but reload is flavored as a “cool
down” period, with a number of Energy Cells attached to
weapons that need to be replaced after combat ends if spent.
Auto Laser 1000c - A Ranged Laser Pistol weapon is installed with a RoF of 3 and
a magazine of 20.
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Small Flamethrower 500c -
Weapon Mount (Arm) -500c - Replaces an arm or hand of Robot, inflicting the One-Armed
Hindrance if the Robot only has the base two arms. Multiple
Arms negates this penalty if 2 or more limbs are free of this
modifier.
Weapon Mount (Chassis) - - Weapon is mounted on the chassis of the Robot and is able to
be aimed and fired by them. GM discretion on how many can
be added to a robot.
Weapon Mount +500c - When installing a weapon into a robots arm, more money can
(Retractable) be spent on making it so the weapon can be retracted into the
robots body and negating any One-Armed Hindrance issues.
However, the weapon is still visible so it does not provide a
Stealth bonus, but doesn’t interfere with fine motor
manipulation. Retracting and drawing weapons is a free action.
Weapon Mount (Hidden) +1000c 1 Hides a weapon inside the robot limb that can be drawn or
retracted as a free action. This weapon is concealed, providing
a -4 to Notice rolls to find the weapon if searched.
Additional Features
Adaptable Programming - - Requires Smarts (S) to gain for free. Allows robots to benefit
from Advancement (see Wild Card Robots).
Accessories varies - Installs standard Gear built into the body. Cost is based on
Gear prices. Examples include flashlights and Geiger Counter
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Additional Limbs - Arms 1000c per set 1 The robot possesses two additional arms/manipulators, and
(Extra Action) gets an extra action each turn, or an increase in the speed with
which it may perform a task, such as repair work; in the latter
case, add +2 to the roll for the purposes of determining how
quickly the task is completed ONLY.
Additional Limbs - Legs 500c per set 1 The robot possesses one or two additional legs and gets +2 to
Athletics/Agility checks to maintain stability.
Additional Limbs - 1000c per set 1 The robot possesses an additional set – three or four - of
Micro-Manipulation arms/manipulators. These have a Strength of d4-1 and either
(Extra Action or Added allow the robot an additional action (within the limits of the
Precision) limbs) or increase the speed and precision with which a robot
may perform delicate tasks, such as repairs or medical work; in
the latter case add +2 to rolls. A set of Micro-manipulators can
be substituted for the two arms that are standard on all basic
robot types; in that case, the robot does not receive an Extra
Action, but does receive a +1 bonus for delicate tasks.
Ambidextrous 1000c 0.5 Can ignore -2 penalty when making trait rolls off-hand or any of
their limbs.
Aquatic Suite 1000c 1 Negates the robots Racial Hindrance of Can’t Swim, as well as
providing a Swim Pace of 6 and making the machine
Waterproof.
Armor 500c per level 0.5 per Gains +2 Armor against all damage except Electrical. Heavy
Armor costs double the amount of all Armor cost.
Built-in Tool Varies 0.5 The robot has an arm with one or more tools installed in it
instead of having a manipulator. There are many possibilities,
including multiple small, simple hand tools: (screw drivers,
adjustable wrenches, scalpels, etc.) or something larger and
specialized (air hammer, plasma cutter, welder).
If the robot only has two limbs, subtract $500 from its cost for a
limb containing a set of simple tools or $500 minus the cost of
the tool.
For added limbs, the cost is $250 for a limb with a set of simple
tools, or $250 plus the cost of the tool for a limb with a single,
larger tool. If one or more of a robot's extra arms has tools
instead of manipulators, the GM must determine the effects on
the robot's Extra Action or additional speed in performing tasks.
Note that if the tool can be used to cause damage but
is purchased purely for its primary purpose, it is treated as an
improvised weapon.
Combat Upgrade (Hardy) 1000c 0.5 The robot has been built for upgraded durability and does not
(Seasoned) suffer a Wound if they suffer a second Shaken result.
Defensive Upgrade 500c/+1 (3) 0.5 per The robot has enhanced reflexes or some kind of basic
(Parry) deflection screen, adding +1 to its Parry score.
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Distributed Systems (No 500c 1 Rather than having discrete major systems, the robot has
Vital Organs) smaller, redundant vital systems and does not suffer additional
Wounds from a called shot; however, specific equipment - such
as limbs - can still be targeted, obviously.
Electrical Redundancy 1000c 0.5 The robot is able to ignore the penalties from an additional
(Improved Nerves of Wound level (including Construct bonus).
Steel)
Environmental Hardening 500c per 0.5 per The robot is protected from a specific environmental hazard:
(Environmental Hazard heat, cold, pressure, etc. - and receives +4 on Vigor saves
Resistance) against the hazard, with damage from the hazard being
reduced by 4 points.
As robots have a Vulnerability (-4 saves/+4 damage) from
electricity, they may be equipped with two levels of
Environmental Hardening versus electricity, the first of which
eliminates the penalty to saves and additional damage, and the
second provides the +4 saves/-4 damage protection.
Extended Limbs (Reach) 500c/level (3) 0.5 per The robot has additional reach, one extra inch (6 feet) per
level. Halve the cost if this only applies to a single limb, double
it if it applies to more than two limbs
Gyro Stabilization 1000c 0.5 The robot is designed to operate in dynamic conditions, ignores
(Steady Hands) the Unstable Platform penalty, and takes only a -1 to actions
performed when Running instead of -2.
Hacking Interface 1000c 0.5 Provides an interface that allows the robot to gaina +4 to
Hacking rolls involving computers and robots.
Hardware Boost 1000c - Can be taken multiple times, each time adding 2 points to the
Hardware Limit.
Hardwired 2000c - The robot's brain has its personality built into it, and records its
Personality/Memory memories in a permanent fashion in a special data bank.
Changing the personality and removing the memories will take
a major rebuild of the brain. This is a very discrete feature and
is not readily apparent from a scan of the brain, Electronics or
Repair at -4 to notice. It is often found on robots built for
espionage or other less-than-strictly-legal purposes.
Heavy Duty Limbs - 1 One set of the robot's arms/hands is built for strength over fine
dexterity, such as cargo moving, digging, etc. and has a
Strength die two types greater than the robot's base Strength;
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this includes reinforcement of the robot's frame. On the
down-side, these limbs have an Agility die two types lower than
the robot's base Agility for fine manual tasks; a level lower
than d4 means the task is not possible, or is treated as d4-1 or
-2, GM call. No change to cost; the boost to Strength and
specialized manipulators is offset by the lack of fine
manipulative ability
Languages Module 1000c 0.5 One of the robot's purposes is to serve as a translator and
(Linguist) communications bridge, whether between ethnic groups,
species, or sentients and machines. The robot speaks a
number of additional languages equal to half of its Smarts die
and may make unskilled rolls for any language it has had some
time to analyze (GM's call).
For an additional $5000, the robot can be purchased with a
Language Pack consisting of six (quantity discount) languages
at d6, twelve languages at d4, or any combination thereof,
chosen by the buyer.
Modular Design 1000c 0.5 The robot is extremely easy to repair and upgrade, and parts
are readily available, granting +2 to Repair rolls.
Power Upgrade 500c/day 1 per day Each level of upgrade adds one day to the time the robot may
operate without recharging.
Radar/Sonar (Seasoned) 1000c 1 The robot can detect and react to objects in complete
darkness. Although color and other small details cannot be
determined, the shape and movements of objects can.
Radar/Sonar does not penetrate solid objects, so walls and
other obstacles block it. Range is 30/60/120.
Recoil Compensation 1000c 0.5 The robot has special equipment installed to eliminate up to 2
(Rock and Roll!) points of penalties for firing automatic weapons or weapons
that would require a higher Strength.
Resilient / Very Resilient 5000c per 1 per This Mod allows a robot to be naturally tougher and able to
/ Wild Card keep up with standard Wild Cards. It also serves as a path to
make an Extra robot into a Wild Card.
For each 5000c spent on this mod a robot can gain the
Resilient monster ability, giving them a Wound that they can
take before being Incampacitated. When raised to Wild Card
their Smarts (A) becomes (S) and they can take the Adaptable
Programming Modification.
Secret Compartment(s) 1000c or 750c 1 The robot has concealed spaces within it for discrete transport
with of small items. Searches or scans have -2 to Notice to find
Distributed the compartment(s). Alternately, the compartment(s) are only
Systems for storage and not intended to actually conceal anything from
a search; double their capacity.
Capacity of the storage is limited by the size of the robot: 10 lbs
for Size 0, halving that for each size below 0 and doubling that
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for each size above 0
Sensory Upgrade 1000c 0.5 The robot's senses have been upgraded for greater acuity, and
Package (Alertness) it gains +2 to Notice rolls.
Situational Evaluation 1000c 0.5 The robot's software and reflexes are enhanced to enable it to
Upgrade (Quick) react most effectively; the robot may discard any initiative card
lower than a “5” and redraw until it receives at least a “5”.
Solarskin (Seasoned) 500c/size 1 The robot's skin has been covered or impregnated with solar
cells, or it has a solar panel, allowing it to make a Vigor check
every day it goes without recharging to avoid becoming
Fatigued. The GM may give bonuses and penalties depending
on light conditions and whether the robot has been shutting
down when not active.
Stealth Modulator 1000c 1 Utilizing Stealth-Boy technology, the robot has been upgraded
(Seasoned) with an advanced stealth system that renders it nearly invisible.
This provides a -4 Modifier to Notice rolls trying to see and hear
the robot.
For an extra 1000c the Stealth Modulator can be enhanced into
a small field around the robot, providing anyone adjacent to the
robot with the bonus. However the expanded field requires an
extra Energy Cell (ammo) to power for 5 minutes before
requiring an action to replace with another.
Turtle 1000c + 500c 1 The robot is designed to be able pull it's limbs and head into a
per size protective pose, restricting the ability of attackers to target
specific parts of the robot, reducing its effective size by 1 and
somewhat sealing itself against hazards, though to a lesser
degree than Environmental Hardening. While turtled, the robot
has +2 to Toughness and +1/-1 to Environmental resistance
but cannot perform any physical action. This is rarely found on
unarmored units. Many robots with this feature will activate it
automatically during a normal shutdown.
Vision Upgrade 500c per 1 per The robot has Telescopic Vision, allowing it to halve distance
(Telescopic Vision, Low Upgrade penalties, Low-Light vision, allowing it to ignore the vision
Light Vision, Infravision) penalties for Dim or Dark conditions (not Pitch Darkness) or
Infrared Vision, allowing it to see heat signatures and halving
the lighting penalties for attacking or Noticing targets that emit
heat.
Robot Hindrances
Bad Sensors (Bad Eyes, -500c/-1000c - The robot’s visual or auditory sensors are damaged or worn,
Blind, Hard of Hearing, giving them a -1 to visual or audio Notice rolls for 500c back in
One Eye) Robot creation.
For 1000c back can take a -2 to hearing or vision based rolls,
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-4/automatic failure to Notice for sounds, or -2 to any visual
based roll at a distance of 5 inches (10 yards) or more.
Can be repaired later, but costs either 500c or 1000c to repair.
Damaged Vocoder -1000c - The robot’s speech synthesizer does not work properly. It can
(Tongue-Tied) communicate, but does so haltingly. Robot suffers -1 to
Intimidation, Performance, Persuasion, and Taunt rolls that
involve speech.
No Vocoder (Cannot -1500c - The robot does not have a voice synthesizer for communicating
Speak/Mute) with sentients, though it may be able to speak in some sort of
machine language understood by other robots; it's owners will
probably learn to understand what it means after a while, but
must make a Smarts roll do so under stress.
Damaged Brain -500c/-1000c - The robot’s brain is glitchy, causing a -1 or -2 to Smarts rolls,
but not its programmed skills. This causes difficulties in the
robot communicating and performing any sort of action outside
its specific mission and programing.
Delicate Systems -500c - Because of worn seals and insulation, the robot is susceptible
(Anemic) to environmental problems such as dust, heat, cold, etc, and
suffers a -2 penalty on any Vigor saves to resist becoming
Fatigued from such minor hazards.
Environmental -1000c - Worn parts and seals have left the robot vulnerable to specific
Vulnerability environmental hazards, taking +4 damage from them and
suffers a -4 penalty to resist them.
Exotic or Obsolete -2000c - Although the robot may not have any problems today, parts are
hard to find and/or expensive (Roll 1d4+1, for 2-4 multiply the
cost of the parts by that number and/or consider the number of
days it takes to obtain the part. On a 5, the part isn’t available
at the moment without some serious effort), and its systems are
designed differently from most standard types,making working
on it difficult (-2 penalty to Electronics and Repair).
There is no way to eliminate this, other than selling the robot.
However a diligent owner can make a point of keeping an eye
out for parts and, eventually, a mechanic will learn the quirks of
the robot’s systems, eliminating the penalties to Electronics and
Repair rolls.
If an exotic or obsolete robot’s owner cannot find the necessary
parts, but needs to use non-standard parts to keep the robot
functional, this risks the robo becoming Patchwork.
Frail -1000c per - The robot’s structure is badly fatigued and worn, reducing its
level Toughness by 1 (or more). This is not readily repaired and it
requires replacement of major portions of the robot’s structure.
Cannot have Armor if Frail.
Non-Functional or -1000c - The robot lacks function - or lacks entirely - one of its
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missing Arm or manipulator limbs or manipulator, and suffers -4 to any rolls
Manipulator (One Arm requiring two arms/hands.
or Hand)
Patchwork -1000c - The robot may be in good functional condition, but has been
kept so by what can be charitably characterized as creative
maintenance/repairs; its systems are a hodge-podge of parts
from many sources, possibly including Exotic or Obsolete
robots, or even from things other than robots. Also, it may
not be very pretty to look at, which might cause problems
“socially” with sentient robots and the more sophisticated
non-sentient robots. -2 to Repair rolls until the mechanic has
time to learn the quirks of the robot's systems.
This is not readily repaired as it involves replacing a large
portion of the robot.
Personality Problem -500c - Sentient Robots may have actual personality problems
which a good memory-wipe will not readily fix; perhaps there is
some kind of short-circuit deep inside their brain or a bug in
their personality coding. Repair is possible, but may be
expensive and time consuming. Non-sentient robots
with more-advanced personality simulations can also have
mental problems, but these are usually minor, though the
problems may still be hard to fix.
Quirk -500c - The robot's body or brain has some kind of malfunction or glitch
that is difficult to pin down and fix. These problems can be
categorized by how much trouble the quirk can cause the
owner. Maybe it plays an annoying pop-song from the past
when some common event occurs (annoying). Maybe it
addresses members of certain races or sexes by some colorful
or insulting name (socially embarrassing). Maybe once in a
while it stops, and all of its major body panels pop open,
requiring closing and a reset (problematic). This can be
repaired, but may be expensive and time consuming.
Reduced Mobility (Slow - -500c - The robot's mobility train does not work as well as it once did,
Minor) reducing Pace and Running by one point/step each. This
can be repaired, but may be expensive and time consuming.
Severely-Reduced -1000c - The robot's mobility systems are in a severely weakened state
Mobility (Slow - Major) indeed, reducing not only Pace and Running by two
points/steps each, but also imposing a -2 penalty to Athletics
and Agility rolls. This can be repaired but may be expensive
and time-consuming.
Secret -500c/-1000c - Maybe there's nothing wrong with the robot, but something is
wrong in its history. Maybe it is stolen, and either the owner
wants it back or a check of its identification number by law
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enforcement can find this. Maybe there's some kind of
contraband hidden inside it's body or it's brain. Maybe it was
involved in some notorious event, which might attract unwanted
notice. Whether this can be fixed depends entirely on the
specifics of the Secret.
Slow Reaction Time -500c - The robot's systems hesitate or glitch under stress to the point
(Hesitant) where it must draw two action cards during combat and take
the lower of the two (unless a Joker is drawn; sometimes it still
works properly. Sometimes). This is repairable, but is
expensive and time-consuming.
Weak Power Supply -1000c - The robot's power supply no longer holds a charge as
well as it did originally. The robot will be subject to Fatigue
every twelve, or even every six hours, instead of every
twenty-four.
Worn Gyros/Servos -1000c - The robot's movements are unsteady and/or jerky and it suffers
(Agility) a -1 or -2 to Agility rolls. This is repairable, but is expensive
and time-consuming.
Worn Hydraulics/Servos -1000c - The robot's power-train is weakened and glitchy, causing it to
(Strength) suffer a -1 or -2 to Strength rolls. This is repairable, but is
expensive and time-consuming.
Worn Power-train (Vigor) -1000c - The robot's power-train is weakened and glitchy, causing it to
suffer a -1 or -2 to Vigor rolls. This is repairable, but is
expensive and time-consuming.
Worn Out (Elderly) -2000c - The robot's body and all major systems are severely worn,
giving it a -1 to Strength, Vigor, Agility, and Pace/Running! A
kind GM may allow the robot to have some interesting and
potentially useful additional skills or hidden features from all
those years of service.
Scavenging
While exploring the wasteland players will have many opportunities to gather items from wrecks and ruins that dot the
wilds. From exploring abandoned (probably by force) camps or Old World structures that haven’t been stripped bare, there
are plenty of opportunities to get some goodies without stripping it off something’s body.
To streamline the process, scavenging an area will be treated as a Modified Dramatic Task. Each round will generally take
10 minutes of in game time. Locations of Scavenging will determine the maximum number of Turns available, as well in
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some cases the individual player’s maximum amount of Loot Points (explained below). This represents the fact that some
locations a player may choose to loot is either small or has already been looted before.
Players/GM will draw cards for every turn, like a Chase sequence or combat encounter. On a Club card, a Complication
will occur (explained below). Players will choose an appropriate Skill to roll. Success and each Raise nets you a Loot
point. Failure results in no Loot point gained this turn, Crit Failures adds a Minor Complication that must be dealt with
before turn ends.
Complications
When a player draws a Club card during their turn, or Crit Fails a Scavenge check, a Complication occurs. Complications
can range from a locked door, computer terminal that needs to be hacked, a hard to reach area, or other dangers and
hazards. GM determines the needed skill to pass the Complication challenge, which can be done untrained.
However, failure results in both the loss of Scavenging turn as well as possibly providing a level of Fatigue or Wounds,
depending on the challenge of the Complication.
There are three levels of Complications based on the face of the Club Card drawn.
A failure on a Mundane Complication results in a lost turn.
Minor Complication failure will result in a level of Fatigue from either a Hazard or Bumps and Bruises.
Major Complications can result in a player taking a Wound if failure on skill roll.
2 to 7 is a Mundane Complication: Generally a locked door, computer terminal, or a hard to see area.
8 to 10 is a Minor Complication: An unstable platform, crumbling area, barrel of radiation blocking path, or other hazards.
Ace to King is a Major Complication: Booby traps, building collapse on you, lurking creature, or some other danger.
Loot Points
For every Successful Trait Roll and Raise a player makes during a turn, they gain a Loot Point. At the end of the
Scavenging encounter players may spend their Loot Points individually or pooled together in certain cases.
The amount items will cost in Loot Points will be determined by the item’s Rarity.
● Common Items are worth 1 Loot Point, and you receive double the amount of dice to determine the
amount.
● Uncommon items are worth 1 Loot Point.
● Rare Items are worth 2 Loot Points.
● Exotic Items are worth 3 Loot Points.
● Masterwork Items are worth 4 Loot Points.
● Special Items are worth 5 Loot Points, but may not always be available per Scavenging Encounter.
When choosing what to spend Loot Points on, besides rarity, there are a few things to note. Players can choose the
category they want items from, but not the individual item unless GM approves.
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For gear items such as Chems or other tools, roll 1d4 to determine the amount found. Can spend Loot Points to increase
the Die Amount.
For Weapons or Armor, players receive 1 item per amount of Loot Points spent based on Rarity. Players pick the type of
weapon (1-handed Melee to Rifle) and GM picks what is found. Extra Loot Points can be spent to gain specific types.
Ammo gathered by Loot Points are generally 1d6 X 10, with each extra Loot Point spent over Rarity Cost to add extra d6’s
to roll.
If you have Loot Points left over, or don’t need any items, players can turn Points into Caps. This represents either finding a
cache of caps or found equipment you will sell when you return to a vendor. Caps are worth 100 times the amount of Loot
Points spent.
You can also turn Loot Points into parts and materials that can be used to create Robotic Mods, Cybernetics, and other
Projects. This serves as an alternate material cost for Projects and requires time and resources to turn into the finished
product. Loot Points can be spent for 250c of materials that weigh 10 pounds each. However, it is sold for 100c at most,
depending on location and vendors sold to.
In rare circumstances there may be a cap on how many Loot Points a player can receive in total. This represents the fact
an area has been picked clean already, or just doesn't have much in it. When this happens the GM will inform the players
before the first turn, and will state what the cap is.
Special Rewards
At times the GM may have a unique item they might reward players, but don’t know how to fit it in the story. Scavenging
opens up the opportunity to have players stumble upon the item. These rewards are one of a kind items that will not be
available elsewhere.
However, the chance to gain these Special Rewards will be a secret to all but the GM. When a Special item is on the table,
the GM will determine the total amount of needed Successes from all players to add it to the Loot Points rewards. The
amount will generally range from 10 or higher, depending on the GM's opinion.
When the secret Milestone is achieved, the GM will announce the item with a brief summary of it when the Scavenging
Encounter ends and the Loot purchasing begins. This opens up the 5 Loot Point Special Item category for Players to get it.
However, only 1 will be available and players need to agree on who can purchase the item. Pooling of Loot Points is
allowed for this purchase.
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