Fallout Wastelands RPG
Fallout Wastelands RPG
Fallout Wastelands RPG
#... Armor
#... Traps
#... Equipment
#... Ammunition
#... Chems
#... Gear
#... Vehicles
#... Appendices
#... Index
A Few Notes About Fallout: Wastelands
For years I’ve loved playing the Fallout games, starting
out with Fallout 3 and Fallout: New Vegas before moving on
(or back?) to Fallout and Fallout 2. I became enamored by the
setting and fell in love with the 1950s-era retro-futuristic
atmosphere, the pulp Science! themes, and the surprisingly
beautiful post-apocalyptic world that unfolded before me. It
was like Firefly met Mad Max and Rango and it was perfect.
Once I worked my way through the series (the games that
existed at the time), I began searching for a tabletop version of
Fallout so I could explore the wasteland with my friends at
college.
Thus Fallout: Wastelands was born. Since all of my college buddies had graduated and
moved back home or forward with their lives and careers, I established a new group of gamers,
all of them fairly new to pen and paper games. After a few hours of exploring the post-
apocalyptic ruins of their hometown, they all fell in love with it, and so did I. It was fairly easy
to pick up, they were familiar enough with the setting, and they weren’t bogged down with all
sorts of rules and numbers. As they kept exploring the ruins of Shippensburg, Pennsylvania (or
to be more accurate, Shippensburg, Eastern Commonwealth) my players expressed a desire to
have a system with a bit more crunch. They had grown as gamers, and the game had to grow
with them.
That worked well for several months, but then I moved, leaving my new-old group
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behind (though I’ve heard they’ve continued exploring the wastes without me). I continued
working on Fallout: Wastelands until I reached a point where I couldn’t continue working on it
without doing a complete overhaul.
I looked back through some of the more complex games my friends and I had tried and
found myself looking at Jason Mical’s Fallout Pen and Paper, the very first system I looked at in
college. Reading through the system I found that it could work as a basis for Fallout:
Wastelands v2. However, as I looked through the rules I also found the things that had turned
my friends and me off in the first place. The biggest thing was the Damage Threshold/Damage
Resistance calculations. It’d require a calculator to get through a single turn of combat if things
weren’t changed around a bit.
Before you dive too deeply into Fallout: Wastelands, please remember that this game
assumes you have some pre-existing knowledge of how pen and paper games are run and the
Fallout series and universe in general. I didn’t write this to be “Baby’s First RPG,” but I did try
my best to strike a balance between ease of use and accessibility for new players and crunch and
customization for more veteran role-players. I hope I succeeded.
This document only touches on the Fallout setting since I didn’t want to wind up with
hundreds and hundreds of pages (though I’m close) and because the setting and its lore are the
copyrighted materials of Bethesda Softworks. My biggest sources of information are, of course,
the Fallout video games. I also recommend checking out No Mutants Allowed, Nukapedia: the
Fallout Wiki, and the Fallout Bibles by Chris Avellone.
All in all, this is a labor of love and I hope that someone out there in the wastelands
enjoys it.
Thanks,
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Section One: Introduction
“War. War never changes.”
Life was good for the citizens of America in the Fallout universe (at least on the surface),
but that all changed one fateful day in October when the United States, China, and other nuclear-
armed nations commenced a brief, but rapid, exchange of nuclear strikes. Although the conflict
–the Great War- lasted for less than two hours, the destruction it wrought was staggering and
complete: more energy was released in earliest moments of the war than in all previous global
conflicts combined.
The world that remained was harsh and unforgiving. Each day was a battle for survival, a
war against the wasteland. For ninety years after the Great War, humanity survived, but
struggled each day to do so. Above ground small bands of humans fought over the crumbling
remains of once great cities while mutants prowled the irradiated wastes. Underground, a
fortunate few enjoyed the relative safety and comfort of Vault-Tec’s Vaults. Some fought to
keep the world out, others decided to connect with the surface world and attempt to repopulate it.
Wherever humanity survived, it did so under the constant threat of psychotic super
mutants, haywire robots, vicious raiders, and all manner of hostile mutant creatures. However,
despite all of this, civilization is starting to make a comeback in the post-War world, and is doing
whatever it can to flourish.
Now about the world itself… Remember, all of this was based on the thoughts and ideas
of how science, especially in regards to nuclear power and radiation, worked back in the 1950s.
All of those wacky myths of our timeline? They’re the hard truth in Fallout’s timeline. The
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world has remained a scorched, blasted wasteland rather than the lush, vibrant world it would
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The world you know is gone. Now, only the wasteland exists, and everyday life there is a
war.
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Section Two: Character Creation
“Ah, you’re here, good…” Overseer Jacoren of Vault 13, Fallout
Character Terminology
Race: The human race isn’t alone anymore, my friend. Robots were built before the war and
given complex AIs to emulate the thought processes of the human brain. West Tek performed
experiments and began developing the FEV, although the full extent of their research wouldn’t
be known until the super mutants entered the wasteland after the Great War. And finally there
are the ghouls- humans twisted by radiation into nearly immortal creatures. Each race has
different bonuses available to them.
SPECIAL Statistics: There are 7 SPECIAL Statistics, or SPECIAL Stats, that describe the
various attributes of a character: Strength (STR), Perception (PER), Endurance (END), Charisma
(CHA), Intelligence (INT), Agility (AGL), and Luck (LCK). These are the character’s natural
strengths and weaknesses, and are the limits by which other aspects of a character (such as Skills,
Hit Points, and certain resistances) are determined. In general, SPECIAL Statistics are not
greatly altered after the game begins. For more information on what specific Stats mean to the
game, see “Character Statistics!” below.
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Derived Statistics: This is a catchall category for many of the other parts of a character that
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don’t fall under any of the previously mentioned slots. Many of these do not change all that
often, except for those related to armor. Derived Stats include Hit Points, Armor Class, Damage
Resistance, Radiation Resistance, Healing Rate, Nerve, Melee Damage, Action Points, Carrying
Capacity, Initiative, and Critical Hit Chance. For more information on specific Derived Stats,
see “Derived Stats” in Character Creation below.
Traits: Traits are an optional part of a character, selected during character creation or with the
selection of the “Look at all these Traits!” Perk. A character can pick up to two traits. Traits are
usually double-edge swords that provide a minor bonus balanced out by a penalty, but can help
shape a character concept. For more information on what specific Traits mean, see “Traits” in
Character Creation below.
Skills: There are 18 Skills a character knows. These are the skills a character learns as he or she
travels across the wasteland, encountering strange people with stranger customs. While some are
skills that everyone is at least moderately capable in, there are some skills that require more
specialized training to becoming truly capable. Fallout Wasteland’s Skills are: Academics,
Athletics, Barter, Energy Weapons, Explosives, Gambling, Guns, Investigation, Medicine, Melee
Weapons, Pilot, Repair, Science, Security, Sneak, Speech, Survival, and Unarmed. Skill can go
up all the time, and sometimes they go down. For more information on what specific Skills
mean, see “Section 3: Skills.”
Perks: Perks are special abilities a character gains at each even-numbered level (2nd-level, 4th-
level, 6th-level, 8th-level, etc.) for humans and every third level (3rd-level, 6th-level, 9th-level, 12th-
level, etc.) for non-humans and sometimes as rewards for performing certain actions or role-
playing well. Perks sometimes modify Skills, or they will provide an additional ability or option
for a player to use to their advantage. Perks never penalize the character, they just provide
benefits. For a list of Perks and more information about what each Perk does, see “Section #:
Perks,” below.
Damage Resistance (DR): Damage Resistance (or DR for short) is a character or item’s ability
to (what else?) resist damage. DR comes from four sources: race, armor, Perks, and chems.
Whenever an attack connects, a character reduces an amount of damage equal to their Damage
Resistance to the type of damage dealt. An attack cannot be reduced below 0 damage, and if
Damage Resistance reduces damage from an attack below 0, the attack deals 0 damage instead.
For more information about DR, see “Section:
Karma: Just like in the real world, the post-nuclear wasteland has a system of morals, although
usually the guy with the bigger stick gets away with whatever he wants despite that system.
Performing certain actions can raise and lower a person’s karma. Rather than an abstract idea of
morality, punishment, and reward, karma in Fallout Wastelands is a numerical value of how
many good or bad things a character has done. Karma helps determine a character’s reputation
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Virtuous people tend not to associate with the wicked, and vice-versa. Most interactions
between these two groups lead to violence and one or both parties becoming bloodstains on the
ground. If a character is really good or really bad, or performs an action that heavily affects their
karma one way or another, they can sometimes get a karmic Perk. Most of the time, these just
describe a well-known aspect of a character, but they can sometimes give bonuses for being
especially good (or evil). A character’s Karma always starts at zero.
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Character Races
Every character belongs to a race,
one of the several intelligent
species in the post-nuclear world.
However, of all these creatures,
only four have managed to
peacefully co-exist for any real
amount of time, and it is from
these four races that a player
character can hail. The four
playable races in Fallout
Wastelands are Humans, Ghouls,
Robots, and Super Mutants.
While creatures like deathclaws
have been known to possess
degrees of intelligence, they are
the exception and not the norm, and are therefore not playable races… for now.
While humans are easily the most common species roaming the radioactive swamps and
deserts of post-apocalyptic North America, they are not alone. Ghouls and Robots from the Old
World and Super Mutant remnants of the Master’s Army and Vault 87 can also be found in
civilized parts of the wasteland. Each race brings to the table its own benefits, usually in the
form of resistances to certain hazards or access to a greater number of Traits during character
creation.
While each race has been created with the idea of not being any better or worse than any
other race (just different), the Robot race is not as beginner-friendly as the Human, Ghoul, or
Super Mutant races. If this is your first time playing an RPG, we suggest starting out as a
Human until you get a feel for how things work.
Choose wisely when you pick your race, as it cannot be reselected once your adventure
begins! Unless you die, that is.
Humans
Your basic, run-of-the-mill, nothing outstandingly special, human. He’s (probably) got two
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eyes, two arms, and two legs. He’s you, me, and everyone we know. The average human stands
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somewhere between five feet and six-and-a-half
feet in height and weighs in between 110 to 280
pounds. Most humans live to be around seventy
or eighty before they finally kick the bucket.
Humans have no bonuses or penalties to their Derived Stat. The biggest benefit of being
a human is that they get a Perk every even-numbered level (2nd, 4th, 6th, 8th, etc.), granting them
the largest number of Perks out of the four races.
Ghouls
When the bombs hit, some people were
irrevocably changed (and not just atomized at
ground zero, either). Ghouls are humans were
alive during the Great War and managed to
survive the dropping of the bombs. The
radiation altered them at a cellular level,
slowing their cellular mitosis rate and rendering
them essentially immune to the effects of old
age.
However, their outward appearance has been forever altered, transforming them into
hideous creatures by most anyone’s standards. A ghoul’s skin hangs from his bones like
oversized clothes, and sunken eyes peer out from skulls twisted and burned by radiation, given
these unfortunate people their name. Their skin can be anywhere from pale white to dirt brown
in color, with green and yellow the most common. When they do have hair, it rarely grows.
While the radiation twisted the bodies of the unfortunate ghouls, it didn’t affect their
minds. Ghouls are just as intelligent (or stupid) as their human counterparts and are capable of
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doing just about anything that a normal human can do. Many ghouls live apart from human
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society in settlements among their own people and super mutants, who rarely mind the
appearance of these creatures.
Ghouls age very slowly, and their lifespan is often three hundred or more 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. They do, however, get a +10% on all Nerve Tests made to resist being
addicted to chems, as most chems have a reduced or nullified effect on a ghoul. Ghouls are
about the same size as humans, although they tend to weigh a little less since they retain far less
water.
Ghouls are completely immune to radiation, and in fact heal 1 HP every 10 seconds (one
round of combat) for every 10 rads they are exposed to (10 rads = 1 HP, 20 rads = 2 HP, etc.).
Ghouls get a Perk every third level, starting at level 3 (3rd, 6th, 9th, 12th, 15th, etc.).
Super Mutants
Super Mutants (also called “mutants” and
“meta-humans”) are not the product of
“natural” after effects of the Great War, but
are a race created by various experiments.
Whether they are the children of the Master
or the result of the experiments of Vault 87,
all super mutants trace their ancestry to the
Forced Evolutionary Virus (FEV for short).
After being dipped into the FEV vats, a
human either mutates into a super mutants
or die a horribly painful death. Like
ghouls, super mutants age very slowly, but
not as slowly as their mutated cousins.
Super mutants are huge, often reaching ten feet in height (although their stooped posture
usually makes them appear closer to seven feet tall) and weight up to 350 pounds, all of it solid
bone and muscle. Super mutants don’t have a physical sex anymore (the FEV more or less
removes them), but most identify as either male or female. Their skin is usually greenish yellow
in color and various bunions and growths cover their bodies.
Super mutants are immune to radiation and disease and increase their Hit Point maximum
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by an additional 2 Hit Points each level. They possess a great healing rate than humans and
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ghouls (increase your Endurance by 2 for the purposes of determining your Healing Rate). Super
mutants cannot wear armor made for humans or ghouls and cannot wear power armor. Super
Mutants get a Perk every third level, starting at level 3 (3rd, 6th, 9th, 12th, 15th, etc.).
Robots
Before the Great War, several companies and research
facilities manufactured robots of all types. Many of them
were given a roughly humanoid appearance and went on to
serve as security, common labor, and various other
functions. These machines were artificial intelligences per
se, but most were programmed with advanced
supercomputers that allowed them to “reason” on the same
level as many human, and in some instances even better.
Robots do not require food or water to survive, nor do they require sleep, although a
robot must spend one hour each day shutting down and rebooting. They take damage as normal,
but cannot heal Hit Points over time. Instead, robots must be repaired through the use of the
Repair Skill (which functions identically to the Medicine Skill when used on a robot).
Furthermore, a robot must be maintained at least once a month through a successful Repair and
Science Skill while being examined for at least 12 hours. If this maintenance is not performed,
the robot begins taking 1d10 points of damage for every 24 hours beyond the deadline for the
repairs (this damage is not negated by the robot’s innate Damage Resistance).
Robots are immune to the effects of radiation, poison, and chems. Robots have 15 points
of Damage Resistance against both Ballistic and Energy weapons, but are susceptible to EMP
weaponry. Robots select up to one Trait during character creation. Robots get a Perk every third
level, starting at level 3 (3rd, 6th, 9th, 12th, 15th, etc.).
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Character Statistics
After deciding on a character concept and
picking the race and Traits that best suit it,
the player has to decide on a character’s
SPECIAL Statistics. Each character has
seven SPECIAL Stats that determine
various aspects of his or her persona. The
Stats are Strength (STR), Perception (PER),
Endurance (END), Charisma (CHA),
Intelligence (INT), Agility (AGL), and Luck
(LCK). Together, these seven statistics
define your characters’ natural abilities.
SPECIAL Stats
SPECIAL Stats can range from 1 to 10 and cannot drop below 1 or exceed 10, even with
the effects of items, Perks, Traits, or conditions. Each player begins with 1 point in each
SPECIAL Stat and has 33 points to distribute amongst his or her Stats. A player buys points at a
1-for-1 rate, so increasing Strength from 1 to 6 would cost 5 points, and increasing Luck from 1
to 10 would cost 9 points. If you choose a Trait that affects a SPECIAL Stat, keep this in mind
as you are distributing your points. Remember that Traits cannot raise Stats about 10 or lower
them below 1, so there’s no use in wasting points!
While your SPECIAL Stats are used mainly to determine your Skills and Derived Stats,
there may be times when the Overseer calls for your character to make a Stat Test. In instances
such as these, you multiply the appropriate Stat by 10 before making the roll. For example, if the
Overseer calls for a Strength Test to break down a door and your character has a Strength of 8,
you would multiply 8 by 10, giving you a result of 80% (pretty good odds!). If you roll an 80%
or lower on your d100, you would succeed in your attempt to kick down the door.
Strength (STR): A measure of your character’s physical strength and muscle power. Characters
with a high Strength probably spent a lot of time at the gym or out working the fields, while
characters with low Strength were probably bookworms and nerds growing up. This Stat is used
to determine Carrying Capacity and Melee Damage. All weapons have a minimum Strength
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requirement as well, and if a character doesn’t meet it his or her accuracy with the weapon is
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decreased. Strength Tests are made to break down doors, bend the bars of a prison cell, pick up a
fallen comrade in the middle of a gunfight, and other feats that require sheer muscle power.
Endurance (END): Endurance is a character’s overall health and fitness. Characters with a high
Endurance have great immune systems, good cardiovascular fitness, and can outrun and out-
swim others. A character with a high Endurance could swim the length of the Potomac while a
character with a low Endurance would drown in a Vault bathtub. Hit Points, Healing Rate, and
Radiation Resistance are all based on Endurance. An Endurance Test would be made to
determine whether or not your character can hang on to that rope over a canyon or if he
succumbs to the radscorpion venom pulsing through his or veins. Lastly, Endurance is used to
calculate Nerve, which determines if a burst hit would knock a character down or even
unconscious.
Charisma (CHR): Charisma determines both a character’s physical attractiveness and her
knowledge of what exactly to say and when to say it. Beauty as well as grace and leadership
ability contribute to a character’s Charisma. A charismatic character will be the leader of the
pack, and everyone is more likely to follow her orders. Nerve, a character’s willpower, is
calculated in part by his or her Charisma. Lastly, Charisma helps determines the initial treatment
a character will get from an NPC that doesn’t have a preconceived notion of her. Charisma Tests
are made when a character is attempting to schmooze past some guards or trying to pick
someone up at the bar.
the patterns on the floor. Lastly, the Overseer may call upon a character
to make an Intelligence Test to make an idea if a player is unsure as to how to proceed during a
campaign.
Agility (AGL): A character’s Agility Stat measures the speed of her reactions and how quickly
an impulse travels from the brain to the proper part of the body. Characters with high Agility are
jugglers and acrobats, or sometimes thieves. Characters with low Agility suffer from having two
left feet. This Stat is the basis for a character’s Armor Class (combined with armor) and Action
Points. It also modifies a large number of Skills, particularly the combat skills. Agility Tests are
made to dodge a poison dart trap set up by a clever tribal or pull one’s arm out of a sewer hole
before it’s bitten by a radioactive rat.
Luck (LCK): Luck is perhaps the most ambiguous of the SPECIAL Stats. It governs everything
and nothing. Characters with a high amount of Luck just tend to have things go their way, while
characters with a low amount of Luck always seem to be standing under the window just as the
piano falls out of the building. Most notably Luck governs the Gambling Skill while providing a
small bonus to the rest of a character’s Skills. Luck also directly influences a character’s
likelihood of scoring a Critical Hit. Luck Tests are made at the Overseer’s discretion. They can
determine if your character, while scrambling in the dirt trying to crawl away from a Super
Mutant Behemoth manages to find that .44 Magnum half-buried in the dirt, and if said gun even
has any bullets left. Finally, anytime two creatures tie (such as if two creatures have the same
Initiative), a Luck Contest is called upon to break it.
Derived Stats
After determining your character’s SPECIAL
Stats, you need to figure out what her Derived Stats are.
Remember that many Trait bonuses and penalties are
applied to Derived Statistics. Formulas for determining
the starting levels of Derived Statistics are given with
the description of each Stat.
Stat.
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Hit Points (HP): Perhaps the most important statistic in the game, Hit Points determine whether
your character is alive and breathing or dead and buried. Dead character cannot be played or
revived, ever. Not even if their brains are placed inside of jars. Seriously. Hit Points can be
recovered with time, drugs, the correct Skills (usually Medicine, although cases can be made for
Survival as well), or an able doctor. If a character’s Hit Points drop to 0, he doesn’t
automatically die. A character whose Hit Points are between 0 and -10 is knocked unconscious
and begins recovering Hit Points as if he was resting (see Healing Rate, below). That means an
unconscious character will eventually wake up, although it may take several hours or even days.
While a character does gain Hit Points whenever he levels up, the amount is fairly low.
However, by increasing his Endurance or selecting certain Perks, a character can greatly increase
his Hit Points. A character’s starting number of Hit Points equals: 15 + [STR + (2 x END)].
Each level beyond 1st, a character gains Hit Points equal to: 2 + ½ END, rounded down. Average
Hit Points during Character Creation: 30. Average Hit Points each Level: 4.
yard) costs 1 AP. Reloading most weapons requires 2 AP. Making an attack usually requires 5
AP. See the chart below to determine your character’s AP, based on his Agility score.
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Carrying Capacity: Carrying Capacity determines how much equipment your character can
carry on his person- on his back, in his pockets, or in his rucksack. Every item in the game has
weight. A character’s Carrying Capacity is 25 lbs. + (25 x STR). Having a high Carrying
Capacity does not mean that a character automatically has places to store all of their gear (for
instance, a suit of power armor has to be worn, it can’t realistically be carried without a cart or
sled). Average Carrying Capacity: 150 lbs.
Critical Chance: A Character’s Critical Chance is their likelihood that a regular attack will
become a Critical Hit and deal extra damage. Traits, Perks, and certain chems and equipment
can modify this number, but for most creatures Critical Chance is equal to their Luck Stat. For
example, a character with Luck 3 scores a Critical Hit whenever they roll a 3 or less on their
attack rolls. Average Critical Chance: 5%.
Healing Rate: Life possesses the remarkable Endurance Stat Healing Rate
ability to heal itself naturally. Your 1-5 1
character’s Healing Rate is the number of Hit 6-8 2
Points they heal naturally in a day (24 hours) 9-10 3
of activity, or in six hours of resting. Use this 11-12* 4
table to determine healing rate, based upon 13+* 5
Endurance (and remember: Robots do not heal damage naturally).
*A character cannot have an Endurance higher than 10, but Super Mutants increase
their Endurance score by 2 for the purposes of determining Healing Rate, and several chems can
increase a character’s Endurance for the purposes of determining a character’s Healing Rate.
For all other purposes, a character’s Endurance cannot exceed 10.
Initiative: Initiative determines who goes first in a combat round. Of course, if you are the one
initiating the combat, you automatically get to go first (you ambush a group of merchants
traveling through a valley or hit a Legion patrol heading back to camp). After the first turn, all
combat turns get broken down by Initiative, with the highest Initiative going first, and so on
down the line (ties are broken with Luck Contests). Initiative equals PER + AGL. Average
Initiative: 10.
Melee Damage: This is how much extra Strength Stat Melee Damage
damage your character does in unarmed 1-4 +1
combat or with melee weapons. The more 5 +2
melee damage your character does, the harder 6 +3
she or he hits. Strong characters can hit very 7 +4
8 +5
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10 +7
Nerve: There are terrifying things in the wasteland: buildings filled with feral ghouls, insane
raiders that want to wear your face as a mask, and of course deathclaws. A wastelander has to be
brave (or incredibly, incredibly stupid) to face all of these terrors and more. A character’s Nerve
represents his or her overall bravery, will to continue on, and ability to shrug off hits that would
drop a lesser being. Whenever faced with a horrifying threat, overwhelming odds, or after
suffering a particularly nasty injury, the Overseer may call for a Nerve Test. Succeeding on a
Nerve Test means a character remains calm and collected and can continue acting as normal,
while failing a Nerve Test means a character’s will has broken or they were overwhelmed by
damage and has entered shock. The types of situations that call for Nerve Tests can be found in
Section 4: Adventuring in the Wastes. A character’s Nerve equals 5 x (END + CHA). Average
Nerve: 50%.
Radiation Resistance: In the post-nuclear world, radiation is always a concern. Some places are
naturally radioactive, like the blast center where a nuke went off. Some are more radioactive
than others. For example, you are guaranteed to find more rads at the center of a blast than you
are 5 miles away. A character’s base Radiation Resistance equals 2 x END. Radiation
Resistance can be increased with chems, certain types of armor, and Perks. A character with an
Endurance of 5 has 10% Radiation Resistance. This means that 10% of the rads that hit his skin
don’t enter his body. If he was standing at the rim of a blast crater and was exposed to 1,000
rads every ten minutes, only 900 of them would enter his body. Average Rad Resistance: 10%.
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Character Traits
Traits are an important part of the character creation process, as they help differentiate characters
from one another and grant them abilities at 1st-level. They can range from a description of the
character’s personality or a physical description, and can permanently affect things like Skills,
SPECIAL Statistics, and Derived Statistics. Some Traits are not available to every race, and
some Traits are only available to certain races. The following Traits are available to characters
during Character Creation (or when a character takes the “Look at all these Traits!” Perk).
Beta Software: You’ve been built and equipped with an experimental operating system and
peripherals. You gain one additional Tag Skill. However, if you fail a Tag Skill (or miss an
attack made with a Tag Skill), you immediately lose all remaining APs for that round. Only
Robots can choose this Trait.
Brotherhood of Steel Initiate: You were raised or inducted into the ranks of the Brotherhood of
Steel at a young age. As an Initiate, you’ve spent the majority of your adult life learning about
pre-War technology- how to find it, repair it, operate it, maintain it, and most importantly, keep it
out of the hands of those who would abuse it. While technologically minded, you are not what
most would consider a “people person.” You gain a +5% bonus to Academics, Energy Weapons,
Pilot, Repair, and Science, but you suffer a -20% penalty to Barter and Speech. Only Humans
can choose this Trait.
Bruiser: You’re a little slower, but a lot bigger. You may not hit as often, but when a punch
connects, that raider’s grandbabies are going to feel it! Your total Action Points are lowered by
2, but your Strength increases by 2 (to a maximum of 10).
Built to Destroy: You know the old adage: “The flamer that burns twice as bright burns half as
long.” In your hands, all weapons have a +5% bonus chance to score a Critical Hit, but
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whenever you would check off a box to determine your weapon’s condition, you check off two
boxes instead.
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Chem Reliant: You are more easily addicted to chems. Your chance to be addicted is twice as
much as usual, but you recover from the ill effects of chems in half the time. Robots cannot
choose this Trait.
Clean Living: Chems only affect you half as long as normal, but your chance to become
addicted is reduced by half. Robots cannot choose this Trait.
“Conscientious Objector”: You don’t like to fight. Like, at all. Some would call you a
coward, but you object to that statement, politely. You suffer a -15% penalty to your Nerve, but
whenever you fail a Nerve Test to prevent yourself from fleeing, you may move up to ten hexes
rather than the regular five.
Early Bird: The early yao guai gets the bighorner, or at least that’s what my papa always said.
From 6:00 a.m. to 12:00 p.m. you gain a +2 bonus on all SPECIAL Stats, but suffer a -1 to all
SPECIAL Stats from 6:00 p.m. to 5:59 a.m., when you’re not at your best. Robots cannot
choose this Trait.
EMP Shielding: You have been specifically designed to resist electro-magnetic pulses, at the
cost of being much heavier It takes you 2 AP to move 1 hex because of your heavy equipment,
but you have a +30% bonus on all Tests made to resist the effects of EMPs and pulse weapons.
Only Robots can choose this Trait.
Escaped Synth: Whether you know it or not you were made in a laboratory, not born like
everyone else. You’re an android, a facsimile of a human being. You gain 2 points of Damage
Reduction and a +50% bonus on Tests to resist addiction, disease, poisons, and radiation.
Despite what you may think, you're someone's property, and your old master has people out
scouring the wastelands to find you. Only Humans can choose this Trait.
Fast Metabolism: Your metabolic rate is twice that of a normal person. This means you are
much less resistant to radiation and poison, but your body heals
faster. You get a 2 point bonus to Healing Rate, but your Radiation
Resistance starts at 0%. Only Humans can choose this Trait.
Fast Shot: You don’t have time for a targeted attack, but you
attack faster than the eye can see! It costs you one less Action
Point (AP) to use a weapon, but you cannot perform targeted shots.
23
Finesse: Your attacks show a lot of finesse and panache, and while
you don’t do as much damage, you certainly know where to strike to maximize effectiveness.
All of your attacks have a -3 penalty to damage, but you gain a +10% bonus chance to score a
Critical Hit.
Four Eyes: Archimedes once used a pair of glasses to make a death ray. It’s totally true, look it
up sometime. You, however, need to wear a pair of glasses to even see properly. While wearing
any type of glasses, you gain a +1 bonus to Perception, but when you’re not wearing glasses you
suffer a -2 penalty to Perception. Whenever you get hit with a Critical Hit, if you’re wearing
unbroken glasses they immediately break. Note that your Perception cannot be improved past 10
or reduced below 1.
Glowing One: Where were you when the bombs fell? Directly beneath them? Because you sure
as hell look like it. Extreme radiation exposure has left you glowing in the dark like a lava lamp.
Your glow eliminates modifiers from light in combat for you, your allies, and your enemies. In
addition, increase your Radiation Resistance by 10% for the purposes of determining your ability
to heal while exposed to radiation. Everyone around you takes 10 rads per hour (see Radiation
under “Damage and Death,” below), although equipment that would give you radiation
resistance can contain these rads. Only Ghouls can choose this Trait.
Good Natured: You were a good kid growing up and studied useful things like medicine,
general academics, and how to talk about your feelings without resorting to violence. Not like
that Richie Marcus! As a result your Academics, Barter, Medicine, Repair, and Speech skills are
substantially improved, but your fighting skills are a little lacking. You gain a +10% bonus to
Academics, Barter, Medicine, Repair, and Speech, but you suffer a -15% penalty to Energy
Weapons, Explosives, Guns, Melee Weapons, and Unarmed. Robots cannot choose this Perk.
Ham Fisted: Genetic engineering – or dumb luck – has endowed you with huge hands. Just
enormous. Seriously. You immediately make Unarmed a Tag Skill, but you suffer a -10%
penalty to Guns, Medicine, Repair, and Security. Only Super Mutants can choose this Trait.
Heavy Handed: You fight harder, not smarter. Your attacks are brutal, but they lack a certain je
ne sais quoi. You rarely cause a good Critical Hit, but you consistently do more damage. You
get a +5 bonus on all Melee Weapon and Unarmed Damage rolls, but your Critical Hits only do
half as much damage.
Hoarder: You don’t ever throw things away in case they can be useful later on. Sometimes
that’s not a bad habit to have in the wasteland, but sometimes you just need to let it go. Increase
your Carrying Capacity by +25 lbs. (after you calculate it based on your Stats). If at any time
you’re carrying less than 100 lbs., you suffer a -1 penalty on all Stats. Note that your Stats
cannot be reduced below 1.
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Hot Blooded: Your enemies won’t like you when you’re angry, but considering that they’re
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shooting at you, they probably don’t like you now. When your Hit Points drops below 50%, you
gain a +5 bonus on all weapon damage rolls. However, in your rage you suffer a -2 penalty to
Agility and Perception. Note that your Agility and Perception cannot be reduced below 1.
I Ain’t Scared of No Ghost: You’re very brave, but also very stupid. You gain a +25% to your
Nerve, but have a -2 penalty to your Intelligence (remember that SPECIAL Stats can’t be
reduced below 1). Robots cannot choose this Trait.
Jinxed: I’ve got good news, and bad news. The good news?
Everyone around you suffers from more critical failures in combat.
The bad news? That includes you and your allies. If you, a party
member, or an NPC have a failure in combat there is a greater chance
that it will be upgraded (downgraded?) to a Critical Failure. Critical
failures are bad: weapons explode, the wrong people are shot in the
dick, body parts fall off. Whenever someone fails a Skill Test or
misses with a weapon attack, they have a 50% chance of turning that
failure into a critical failure.
Knight Without Armor: Where do you roam? For whatever reason, you thought it would be a
good idea to ditch things like armor in favor of light, less restrictive clothes. Whatever your
reasoning is, you’ve learned how to fight without relying on cumbersome armor. You double
your Agility bonus to your Armor Class, but whenever you wear armor you double the Action
Point cost for moving around. Robots and Super Mutants cannot choose this Trait.
Loose Cannon: You don’t like to play by the rules. In fact, you make a habit of burning any and
all rule books you find. Whenever you throw a weapon (such as an explosive or throwing spear)
you decrease the Action Point cost by 2. However, you suffer a -10% penalty to the accuracy of
your attack.
Mean as Fuck: You've seen it. You've probably been shot or stabbed by. Fuck, man, you've
probably done it! Nothing scares you anymore. You get a +10% on all Nerve Tests made to help
you keep your composure and a +20% bonus on Speech checks made to intimidate others.
However, you're a nasty fellah, and whenever you gain Bad Karma you double the amount. Only
Super Mutants can choose this Trait.
Naturally Gifted: You have more natural talent in your big toe than many people have in their
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whole bodies. You gain a +5% on all Skills, but you gain 10% less XP from encounters. Robots
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Night Person: As a night-time person involved in late-night activities of varying natures, you
are more awake when the sun goes down. Your Intelligence and Perception are improved at
night, but are dulled during the day. You suffer a -1 penalty to Intelligence and Perception
between 6:01 a.m. and 6:00 p.m., and a +1 bonus to Intelligence and Perception between 6:01
p.m. and 6:00 a.m. Note that your Intelligence and Perception cannot be increased beyond 10 or
decreased beyond 1. Robots cannot choose this Trait.
Old World Blues: Most people would say you're lucky for surviving the Great War, but you
can't help but feel like the world has moved on and left you behind. You've got a dark sense of
humor that upsets most people around you, and you often feel morose and melancholy. On the
plus side, you've picked up a trick or two during your long life. You suffer a -5% penalty on all
Skill Tests and attack rolls, but can take up to two other Traits. Only Ghouls can choose this
Trait.
One Hander: One of your hands is very dominant, almost to the point where you wonder why
God saw fit to give you two. That second hand is always getting in the way! You excel with
single-handed weapons, but two-handed weapons cause problems. You suffer a -20% penalty to
hit with all two-handed weapons, but you get a +10% bonus to hit with any and all weapons that
only require one hand.
One in a Million: You’re not particularly lucky or unfortunate, but when lightning strikes, it
strikes hard! Whenever you score a Critical Hit you deal double the usual critical damage.
Whenever you have a critical failure, the severity of the failure is doubled as well (a weapons
jam may turn into a full-on explosion). It doesn’t matter if it makes sense, it just happens that
way.
with time your gifts will grow, my young apprentice. Robots cannot
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choose this Trait unless they have selected the Robobrain Trait.
Robobrain: You were built to house a brain, which serves as your central processor. You can
be affected by chems and poisons, which are twice as effective in both the good ways and the
bad (double all bonuses, but double the addiction rate, and the duration of negative effects and
withdraw symptoms). Lastly, you can pick up an extra Trait. Only Robots can choose this Trait.
Sex Appeal: You’ve always been good with the ladies, man (or with the men, lady).
Unfortunately, those jealous twits that make up the rest of your sex tend to be annoying, spiteful
little creatures. When interacting with members of the opposite sex, you gain a +25% bonus to
your Barter and Speech Skill Tests. However, when interacting with members of the same sex,
you suffer a -40% penalty on all Barter and Speech Skill Tests. Only Humans can choose this
Trait.
Shiny and Chrome: I see you really enjoy polishing your chassis, if you know what I mean. Oh,
you don’t? Never mind then. You’ve received a silver ablative coating that reflects light and
lasers off your surface, but damn if it isn’t distracting in a firefight. You increase your Damage
Resistance against Energy damage to 20, but the bright light reduces your Perception by 2 (to a
minimum of 1). Only Robots can choose this Trait.
Small Frame: You’re not exactly a big, strong, manly man, but that’s never slowed you down.
You can’t carry much, but you are more nimble. Your Carry Weight is decreased by 15 lbs. x
Strength, but your Agility increases by 1 (to a maximum of 10). Super Mutants cannot choose
this Trait.
Tribal Wisdom: When Einstein said World War IV would be fought with sticks and stones, it’s
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probably people like you he was talking about. You know how to survive the wastelands better
than anyone else. Sure you might have to resort to eating buts and worse, but you can survive
off of practically nothing! However, you’re not so good with that fancy book-learnin’. You gain
a +20% bonus to Melee Weapon and Survival, but you suffer a -15% penalty on Academics,
Barter, and Science. Only Humans can choose this Trait.
Trigger Discipline: You know how to make each shot count. All attacks with Energy Weapons
and Guns cost 1 extra AP to perform, but you gain a +20% bonus on attack rolls made with those
weapons.
Vat Skin: Other people find you hideous to behold and disgusting to smell after your nice “bath”
in the FEV vats. The good news is that your Damage Resistance has increased by 2 thanks to
your extra tough hide. The bad news is that every animal, human, and ghoul within 5 hexes of
your location, friend and foe alike, suffers a -2 penalty to Perception (robots and other Super
Mutants are unaffected). Only Super Mutants can choose this Trait.
Vault Dweller: You're the descendant of some smart folks that went ahead and reserved
themselves bunks in a Vault-Tec Vault! You begin play with a Pip-Boy 3000. However, you
were born under a rock and know nothing about the hardships of the world. As a result, you
suffer a -5 penalty to all of your Skills and a -10% penalty to your Nerve. Only Humans can
choose this Trait.
For more information on Skills and how they work both during Character Creation and in
the rest of Fallout: Wastelands, see Section 3: Skills.
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Finishing Touches
“Are you prepared for your quest?” Arroyo Village Elder, Fallout 2
Lastly, before going out into the wasteland you’ll need to pick out your starting
equipment. From each bullet point, choose one piece of gear to add to your inventory. Consider
how your character came across these items while you do it. Gifts from an old friend?
Scavenged in the wastes? Stole ‘em? That’s up to you.
Once you have these details figured out and possibly written out you’re good to go. Get
out into the wasteland and start exploring!
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Section Three: Skills
Skills are one of the most important part of the Fallout
Wastelands system, as they determine what your character
is capable of doing. As you grow and explore more of the
wasteland, you may find that certain skills are more
beneficial to your character, and that others are necessary
to survive and thrive in your neck of the woods.
Every character begins play with three Tag Skills to start. A Tag Skill is best described as a
character’s areas of expertise. Whether through natural talent, study, or repeated application of
the skill, a character has become more proficient in the use of these three Skills. Unless
otherwise stated (perhaps through the application of a Trait), a character begins play with three
Tag Skills, no more, no less. The number of Tag Skills shall be three, and three shall be the
number of Tag Skills. Not two, unless… you get the picture. Each Tag Skill gains an immediate
15% bonus.
Lastly, add ½ of your character’s Luck (LCK) Attribute, rounded up, to each of your Skills to
represent a dose of good fortune. Characters with more Luck benefit from it, but even those who
would normally consider themselves unlucky still find themselves on the receiving end of good
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At the end of each Skill Description you’ll see red text determining the average score for each
Skill Value. To calculate the average percentage of a Skill, we assumed the creature in question
had 5 points in each of the relevant SPECIAL Stats, including Luck. You can use this as a quick
way to determine if your own character is above or below average in a particular Skill.
Academics: A character’s Academics Skill covers the various fields of knowledge not covered
by other skills. This includes, but is not limited to: random bits of trivia about towns or factions,
general lore of a region, history of the wasteland and the Old World, philosophy, literature. A
character trying to research a particular subject would make an Academics Test, as would a
character trying to win the local dive bar’s trivia night. A character’s starting Academics Skill
equals: 10% + (2 x INT). Average Skill: 23%
Athletics: A character’s Athletics Skill covers his or her general athletic nature. In general, the
higher your Athletics Skill, the more physically gifted you are. While simple acts such as
walking or running across an open field or the decaying ruins of a pre-War parking lot wouldn’t
require an Athletics Test, attempting to dodge an explosion, climb the rusty steel girder of a
building, swimming across the Colorado River, or attempting to outrun a deathclaw would all
require Athletics Tests. A character’s starting Athletics Skill equals: 0% + [2 x (STR + END)].
Average Skill: 23%
groups, most notably the Brotherhood of Steel and the Van Graffs, search for Energy Weapons
to use for themselves, keeping the best out of the hands of the average wastelander. A
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character’s Energy Weapons Skill is used primarily to determine their ability to use an Energy
Weapon in combat, but it also determines a character’s general knowledge of Energy Weapons,
such as ammunition types and how to properly modify such a weapon. Energy Weapons include
laser pistols, plasma pistols, holorifles, pulse rifles, and flamers. A character’s starting Energy
Weapons Skill equals: 0% + (2 x PER). Average Skill: 13%
Explosives: Explosives are a dangerous weapon that in the wrong hands can cause as much
damage for the user as the target. A character’s Explosives Skill determines his or her
proficiency in the use of Explosives as a weapon and his or her general knowledge of explosive
tools. Devices ranging from dynamite to fragmentation grenades to bottle caps mines are all
governed by the Explosives Skill. A character skilled in Explosives can also attempt to disarm
an Explosive device. A character’s starting Explosives Skill equals: 5% + (PER + STR).
Average Skill: 18%
Gambling: A character’s Gambling Skill is used primarily to determine his or her knowledge of
how certain games of chance work. While one cannot (legally) affect how the dice roll in a
game of Craps, a person can use their knowledge of the game and attempt to calculate the odds
before placing a bet. A character with a high Gambling Skill can also figure out ways to rig a
game in their favor, or determine if someone else is cheating. While Lady Luck may be a fickle
mistress, a clever wastelander know when to hold ‘em, and when to fold ‘em. A character’s
starting Gambling Skill equals: 0% + (5 x LCK). Average Skill: 28%
Investigation: A character’s Investigation Skill determines his ability to spot clues, notice
patterns, find items of importance that others would miss, and perhaps most importantly, locate
traps on the battlefield and determining if someone is lying, withholding information, or trying to
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distract someone. A character with a high Investigation Skill would be able to spot a working
sniper rifle in a pile of junk or be able to determine if the raider sweating it out during
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interrogation is nervous about his own fate, or about having his lies discovered. A character’s
starting Investigation Skill equals: 0% + [2 x (INT + PER)]. Average Skill: 23%
Medicine: A character’s Medicine Skill determines not only her ability to patch up minor cuts
and scrapes, but also her knowledge of more advanced medical procedures. It also encompasses
a character's general medical knowledge in subjects such as pharmaceuticals, anatomy, and
biology. Patching up another wastelander in the middle of a gunfight is a dangerous, but
completely acceptable, use of the Medicine Skill. Performing surgery on a dying friend is
another use of the Medicine Skill. A less scrupulous character can also use her medical
knowledge to harm another creature by deliberating botching a surgery or slicing particular
arteries or muscles. Bear in mind that the Medicine Skill takes time to use, as one cannot expect
to perform open heart surgery in a matter of seconds. A character’s starting Medicine Skill
equals: 5% + (PER + INT). Average Skill: 18%
Melee Weapons: A character’s Melee Weapons skill governs his skill with weapons ranging
from a simple lead pipe to the high-tech super sledge, and everything in between. It also
encompasses a character’s ability to use throwing weapons, such as a knife or spear. Since using
simple tools to beat things into a bloody pulp is something fairly innate to human nature, this is
usually a pretty high skill. A character’s starting Melee Weapons Skill equals: 20% + [2 x
(AGL + STR)]. Average Skill: 43%
Repair: The Repair Skill is the practical application of the Science Skill. As things are
constantly breaking down in the wastes, having a handyman around is a must. Repair covers
fixing all manner of mechanical things ranging from guns to vehicles, and can also be used to
intentionally sabotage or disable a mechanical device. The Repair Skill can also be used to get a
robot back into operating shape, much like the Medicine Skill being used on a human or ghoul.
A character’s starting Repair Skill equals: 0% + (3 x INT). Average Skill: 18%
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Science: The Science Skill represents a character’s combined scientific knowledge in a variety
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of fields. Biology, chemistry, and physics are three common scientific fields, as is computer
engineering. One of the most popular uses of the Science Skill is the hacking into of pre-War
electronic devices to access the information held within. While Academics covers general
knowledge, the Science Skill covers more specialized and in-depth knowledge of different fields.
A character’s starting Science Skill equals: 0% + (4 x INT). Average Skill: 23%
Sneak: A character’s Sneak Skill determines her ability to move quietly and unseen, as well as
her ability to plant items on other people and pick pockets. Lighting, distance, and the number of
creatures a character is trying to sneak past all factor into whether or not an attempt at stealth is
successful. A character’s starting Sneak Skill equals: 5% + (3 x AGL). Average Skill: 23%
Speech: A character’s eloquence and ability to bring others around to his type of thinking is
determined by his Speech Skill. The better a character’s Speech Skill, the most likely he is to
sway others and get them to follow his orders and suggestions. When a character needs to
convince another creature to do something, a Speech Test is attempted. While the Investigation
Skill is more commonly used to detect lies, a character can attempt to make a Speech check to
figure out if someone is trying to sway them, although it won’t allow them to determine the other
creature’s motives. A character’s starting Speech Skill equals: 0% + (5 x CHA). Average Skill:
28%
Survival: A character’s Survival Skill determines her ability to stay alive and even flourish in
the wilderness that is the post-War wasteland. It encompasses all sorts of knowledge pertaining
to wild flora and fauna, a person's ability to live off of the land, and his or her ability to
successfully navigate in the wilderness using landmarks or the stars. A character with a high
Survival Skill is also more capable of finding sources of food and water and making edible meals
out of gathered plants and hunted animals and certain medicines, such as healing powder and
anti-venoms. A character’s starting Survival Skill equals: 0% + [2 x (END + INT)]. Average
Skill: 23%
Unarmed: A character’s Unarmed Skill determines her ability to kickass without having to rely
on heavy, cumbersome weapons. The Unarmed Skill encompasses a variety of martial arts,
boxing, pugilism, and other hand-to-hand combat styles that emphasize using one's body as a
35
weapon. The higher a character's Unarmed Skill, the most likely he or she is to strike foes while
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in combat. It also governs a character's knowledge of various martial arts styles and how to
defend against them. A character skilled in Unarmed combat is never at a loss for weapons, and
can make for a dangerous opponent. A character’s starting Unarmed Skill equals: 25% + [2 x
(AGL + STR)]. Average Skill: 48%
Whenever you want to use a Skill, you will roll a d100 (d%) against a particular Skill’s
value. This is called a Skill Test. The goal is to roll a number less than or equal to your Skill’s
value. So if you’re attempting to recall information about a pre-War author, you would want to
attempt an Academics Test. Your character is rather well-versed in the academics arts, and so
you have an Academics value of 63%. Assuming the Overseer doesn’t add any difficulty
modifiers (see below for more details), you would need to roll a 63 or lower on your d100.
Should you roll a 64 or higher, you would fail your roll. Remember that a roll of 1 is always a
success, and a roll of 100 (000) is always a failure.
Skill Test Difficulties: Sometimes you will find Difficulty Skill Modifier
yourself in a particularly difficult spot where using Trivial +20%
your Skills isn’t going to be easy. You might be Easy +10%
trying to fix a jam in your Bozar while super Average +0%
mutants are taking pot shots at you and your tool kit Hard -10%
is seven feet away, depriving you of the proper Expert -20%
items to fix your gun. In such an instance, the Overseer might decide that the Skill Test should
be more difficult than it normally would be. See the table to the right for the different difficulty
rating and the penalties or bonuses to Skill Tests they provide.
Once the Overseer determines the difficulty of the Skill Test, you add or subtract the
associated modifier to your Skill value. So if the Overseer decides that it’s going to take a Hard
Guns Skill Test to clear the jam in your Bozar while those super mutants are shooting at you,
you’d subtract 10% from your Guns Skill value (44% would be reduced to 34% for example),
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thus requiring you to roll at or below 34 on your d100 to get your gun ready to return fire.
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In some cases you might get lucky and have additional resources available to you. For
example, if your character is in surgery trying to fix up a friend whose leg was heavily damaged
by a fragmentation mine, you might get some bonuses by having additional medical staff around
or having access to more than just a stimpak and a partially destroyed copy of a Journal of
Internal Medicine. In such a case, the Overseer might rule that patching up the leg would be an
easy Medicine Skill Test, bumping your Medicine Skill of 55 to a Medicine Skill of 65 for the
duration of the treatment.
Skill Competencies and Automatic Successes: When a character has a Skill Value of at least
25%, he is considered competent in the Skill. Being competent means that a character is
comfortable enough performing certain actions that the Skill encompasses that he doesn’t have to
attempt a Skill Test to perform as long as he is not in a dangerous situation. For example, a
character with a Guns Skill of 25% can perform routine maintenance on his firearm without
having to attempt a Guns Skill Test. A character with a Guns Skill of 18% would have to
attempt a Skill Test to perform the same action.
A character can never automatically succeed thanks to competency in combat, nor can a
character use Skill competency to automatically succeed on an attack roll (with the exception of
something like target practice in a controlled environment). Complex tasks, such as hacking into
a Securitron’s programming or repairing a tank, cannot automatically succeed using the Skill
Competency rules.
Degrees of Success and Failure: The primary use of any % Away From Degrees of
Skill Test is to determine whether or not a character Skill Value Success/Failure
succeeds or fails in an attempted action. However, life is 0-9% None
hardly ever as simple as “succeed, fail,” and Fallout: 10-19% 1
Wastelands strives to emulate that through the use of 20-29% 2
degrees of success and failure. For every 10% a character 30-39% 3
40-49% 4
rolls under his Skill value, he is considered to have
50-59% 5
achieved a degree of success. Likewise, for every 10% a 60-69% 6
character rolls over his Skill value, he is considered to 70-79% 7
have achieved a degree of failure. 90-89% 8
90-99% 9
For example, a wastelander with an Investigation
Skill value of 60% is looking for a weapon in a pile of junk. The player expresses interest in
finding a firearm and rolls a 27% on his Investigation Skill Test. He has achieved three degrees
37
of success, and so the Overseer awards him with a hunting rifle as opposed to a homemade pipe
pistol. The more degrees of success the character achieves, the better the result of the Skill Test.
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Exactly how degrees of success and failure are incorporated is up to each Overseer.
Some Skills lend themselves to degrees of success and failure more readily than others. For the
application of degrees of success and failure in combat, see Section 6: Combat.
This allows a character with a higher Skill Value the greater chance of succeeding on a
Skill Contest, but doesn’t rule out the underdog entirely. If one creature involved in a Skill
Contest rolls a 1%, she automatically succeeds on the Skill Test. The opposite is true for any
creature that rolls a 100% on a Skill Contest- that creature loses the Contest.
In the case of a tie, the tied parties engage in a Luck Contest to determine a victor.
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Section Four: Character Advancement
After laying waste to enough enemies and Level XP Human Non-Human
completing enough quests, characters will gain Required Perks Perks
enough Experience Points (XP) to level up. 1 0 - -
The table to the right shows you how much 2 1,000 1st -
experience you need to reach each level as well 3 3,000 - 1st
as when your character would be receiving 4 6,000 2nd -
5 10,000 - -
Perks based on his or her race. Humans
6 15,000 3rd 2nd
receive a Perk every even-numbered level, 7 21,000 - -
while non-Humans receive Perks every three 8 28,000 4th -
levels starting at Level 3. Leveling up 9 36,000 - 3rd
provides several other benefits such as Skill 10 45,000 5th -
Points and increased Health. 11 55,000 - -
12 66,000 6th 4th
13 78,000 - -
14 91,000 7th -
5th
Bigger and Stronger 15 105,000 -
16 120,000 8th -
17 136,000 - -
Whenever a character levels up they gain a 18 153,000 9th 6th
small number of Hit Points- proof that what 19 171,000 - -
doesn’t kill someone only makes them 20 190,000 10th -
stronger. Certain Perks (as well as the Super 21 210,000 - 7th
Mutant race) gain additional Hit Points each 22 250,000 11th -
time they level up. Note that temporary 23 290,000 - -
24 330,000 12th 8th
increases and decreases to Endurance (chems,
25 370,000 - -
certain items, etc.) 26 410,000 13th -
27 450,000 - 9th
A character increases his or her Hit Point 490,000 14th -
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maximum by the following amount each level: 29 530,000 - -
2 + (1/2 x END, rounded up). 30 570,000 15th 10th
Barter, she may do so. A Skill maxes out at 100%, after which it cannot be further improved
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upon. Certain Perks can increase the number of Skills a character gains when she gains a level.
Note that temporary increases and decreases to Intelligence (chems, certain items, etc.) do not
increase the number of Skill Points a character gains when she levels up.
Skills are purchased on a one-for-one basis. Increasing a Skill from 15% to 16% only costs 1
Skill Point, as does increasing a Skill from 89% to 90%. Being more proficient in a Skill does
not increase the cost of improving the Skill.
A character gains the following number of Skill Points each level: 5 + (2 x INT).
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Here Are The Perks
As a character gains levels, he or she gains
Perks, which represent the knowledge of a
character has acquired traveling through the
wasteland. Not just knowledge of Skills, but
of various techniques that they’ve learned
through their wasteland journeys. Perks can
affects SPECIAL Stats, Skills, Derived
Stats, and sometimes they just offer
something new for a character to do.
most.
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And Stay Back! One Rank
Requirements: Strength 7, Level 12
You put some oomph in your swings when you attack. By spending an additional Action Point
when you make an attack, you can try to knock your opponents on their asses. If you do, your
opponent must succeed on a Hard Athletics Skill Test or be knocked on their asses.
twice on the Critical Hit table and take both results. In addition,
your chance to cause damage to a limb is increased by 50%.
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Death Sense
Requirements: Perception 5, Super Mutant, Nightkin Trait, Level 3
As a result of living a life of danger you’ve developed excellent senses. You decrease all
penalties to Skills and attack rolls from light levels by half. You also gain a +25% bonus on all
Perception and Investigation Tests made to locate enemies attempting to sneak past you.
the most qualified medical personnel in the wasteland. Whenever you use a stimpak (whether on
yourself or another person) you heal one die per Degree of Success immediately rather than one
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die per round. Furthermore, for each rank of this perk that you take, you automatically earn one
Degree of Success for your Medicine Skill Tests involving stimpaks (a Degree of Success earned
this way cancels out a Degree of Failure if you fail the Skill Test).
good, and as a result you’ve grown accustomed to moving about in pitch darkness. While
sneaking about at night or in areas of darkness you gain a +20% on all Security and Sneak Skill
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Tests.
Grim Reaper’s Spring One Rank
Requirements: Luck 8, Level 14
You know, I heard you shot a man in New Reno just to watch him die. Killing one man just isn’t
good enough for you, not when you can kill ‘em all and let God sort ‘em out. Whenever you kill
an opponent, you immediately regain 5 AP to use during your turn. If you kill more than one
creature in a turn? Well that’s just more of ol’ Grim’s work you’re doing. Now put those
suckers in the bag!
Enlightenment? Something along those lines? Anyway, you’ve picked up a few tricks along the
way. Anytime you find food, you can attempt a Luck Test. If you succeed, double the amount
of food you found.
SPECIAL Stats, provided it does not increase the Stat above 10 points. You may take this perk
as many times as you’d like (or at least until all of your Stats are 10).
hoarding problem, but that’s not why we’re here. For the purposes of determining your Carrying
Capacity, treat all items in your inventory as if they weighed half as much as they normally do.
They still retain their actual weight for all other purposes.
Whether from deliberate or accidental practice, you’ve learned how to bounce when you hit the
ground. You take half damage from falling and from vehicle wrecks. In addition, you
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immediately gain a +10% bonus to your Pilot Skill. Alas, there are no stunt dogs in the Fallout
universe.
certain weapons.
Section Five: Adventuring in the Wastes
Once characters are created, it is up to the
Overseer to provide the adventure and
flesh out the wasteland and the people
and critters that inhabit it. Adventures
and campaigns (series of adventures
leading into one another) are limited only
by the imaginations of the Overseer and
the players. Remember, while the
Overseer provides the world and writes
or runs the adventures, there is no game
without contribution and participation from the players.
Section Five will cover some of the more important aspects of the game, such as questing
and exploring the wastelands. Combat –an important part of most adventures- will be covered in
Section Six.
Exploring is fairly straightforward and handled primarily through the use of the Survival
Skill, which can be used to navigate, find shelter, and acquire food and water. Traveling from
one town to another town along a well-known caravan road and with a map wouldn’t require a
Survival check. Throw in a sandstorm or radiation storm –two very dangerous events- and you
may have to roll a few Survival Skill Tests to keep from losing your way.
Traveling from a civilized town out into the wilderness in search of the ruins of a pre-
War city, however, would be significantly more difficult. While it’s up to the Overseer to
determine when it’s appropriate for a creature to make a Survival Skill Test to prevent from
being lost, we recommend every four hours or whenever an event occurs that would call for one.
Natural phenomena, dust ups and gun fights, or a few hours’ rest are all things that would disrupt
a creature’s focus and require them to make another Survival Skill Test to get back on track.
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Eat, Pray, Live
Just about every creature needs food, water, and rest to survive long
enough to get killed by deathclaws or radiation sickness. In order to
remain full of piss and vinegar, a creature needs to consume roughly
two pounds of food and a gallon of water every twelve hours.
Furthermore, she needs eight hours of rest for every twelve hours of
heavy activity –which of course adventuring is considered. So long
as a creature meets these requirements they remain at the peak of
fitness and function at their best.
However, if a creature goes too long without food, water, or rest, they start to suffer the
consequences of starvation, dehydration, and sleep deprivation. At first they might simply feel
like extra hardships, but before too long they’ll become killers.
Eating food, drinking water, or getting some rest will reverse the corresponding condition
by one stage. For example, if a ghoul’s gone twenty-four hours without food and finds a can of
pork ‘n’ beans, which he of course gobbles down, his hunger levels drop from Second Stage to
First. If that same ghoul goes thirty-six hours without food and eats the can of pork ‘n’ beans,
his hunger level drops from Third Stage to Second Stage.
Maintaining Gear
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Every character has gear, which in Fallout: Wastelands refers to weapons and armor. Gear
needs to properly maintained in order to work, as a jammed gun is more likely to get you killed
than it is to kill your enemies and worn out armor won’t protect you very well.
Armor takes a little more time, although the parts for most of your standard types of
armor aren’t too difficult to find. Repairing a suit of armor requires the proper materials (leather
for leather-based armors, metal for metal-based armors, ballistic polymers for combat armors,
etc.), a successful Repair Test, and four hours of time. Most of the parts for armor are fairly easy
to find, whether its scrap metal or animal hides.
Power armor is a whole different ballgame. Repairing the physical shell and the internal
wiring for the servomotors requires the proper parts (usually metal and ceramics), a successful
Repair Skill Test, and eight hours. Making sure the computer systems within the armor are still
functioning requires military-grade circuitry, a successful Science Skill Test, and four hours.
The metal used for power armor isn’t too difficult to acquire in most parts of the wasteland,
although the circuitry for the computers is significantly harder to find.
Whenever you successfully repair a weapon or suit of armor you clear two condition
boxes (up to the maximum of ten). You are not required to wait until a weapon breaks to repair
it, but can perform daily maintenance on your gear to keep it in pristine condition. All the scum
of the earth with be jealous of your shiny guns and armor!
There are no banks in the wasteland, for better or for worse. Most of the economy is based on
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bartering, although more civilized areas have come to use pre-War bottle caps as a form of
currency. Some places, like the New California Republic and the lands controlled by Caesar’s
Legion have created their own currencies based on those from the Old World, and others use
casino chips. Nine times out of ten, however, you’ll just as likely trade a can of pork ‘n’ beans
for a fistful of bullets as you are to fork over some God honest Caps.
While it varies from Overseer to Overseer, typically a Barter Skill Contest is called
between the buyer and the seller. The winner is determined by degrees of success, and for each
degree of success the winner has over the loser, he or she raises or lowers the price of the good
being bought or sold by 10% in their favor.
For example, if a wastelander is trying to buy a flashlight valued at 10 Caps, she would
engage the merchant in a Barter Skill Contest. The merchant, having spent the better part of his
life doing this, has three degrees of success while the wastelander actually fails her Skill Test and
suffers a degree of failure. The merchant, having four degrees of success over his buyer, sells
the flashlight for 14 Caps.
Now of course an Overseer can disregard these rules and have the player characters role-
play these interactions for a more realistic game experience, although said Overseer should make
sure to either inform the players beforehand or make another use of the Barter Skill for player
characters that have a higher Barter Skill Value.
[Placeholder Text]
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Poison, Radiation,
Microfusion cells are larger and typically power much larger items that require a larger
supply of electricity. The famous pre-War toy Giddyup Buttercup was powered by microfusion
cells, as are the slightly more prominent Gatling laser and plasma rifle. Vehicles, such as a
Chryslus Highwayman, are powered by microfusion cells.
military establishment), it takes an average of one hour to fully charge a microfusion cell or a
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Karma
[Placeholder Text]
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Section Six: Combat, A.K.A. “How to Waste
Fools in the Wasteland”
Sometimes talks break down and bribes don’t work.
Those raiders pointing submachine guns at you and
your caravan guards have decided that it’ll be easier
for them to get the chems and booze off your corpses
rather than listen to you beg for your life and try to
come to some sort of agreement. In instances like this,
you may find yourself in the middle of a fight with
bullets whizzing past your skull, lasers leaving the
acrid smell of ozone in the air, and tire irons striking
armor.
Combat Begins
Combat officially begins when one creature or character decides to attack someone or something
else (sometimes, attacks can be made on inanimate objects such as doors, and in this case the
entire combat procedure is not necessary, unless combat is going on around the character
attempting to break the door down). The creature or character that initiated combat gets the
opportunity to use all of their Action Points (AP) before Initiative is determined.
Determining Initiative
Because a character’s Initiative doesn’t change, this step only needs to be performed at the
beginning of a particular combat, and only once unless there is a major shift in the tide of battle
(an additional party enters the combat zone, for example).
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Whichever creature or creatures have the highest Initiative values get to take their actions
first, with the next highest Initiative moving second, and so on until the round is over. Ties in
Initiative should be determined by the tied creatures engaging in a Luck Contest.
Actions
Any action in combat requires the use of Combat Actions
Action Points (AP). The higher a Action Action Point Cost
creature’s Agility, the more Action Attack Varies, See Text
Points she has to spend each round. A Movement 1 AP per hex
creature’s turn is over when all AP have Use an Item 3 AP
been spent, or they declare that they are Equipping an Item 4 AP
Taking Items 4 AP
going to defend and forfeit the rest of
Reloading Weapons 2 AP
their AP (although not entirely, see Using Skills Varies, typically 2 AP per
Defending, below). The possibilities for second
Actions are: Healing a Comrade 10 AP
Getting Up 4 AP
Attacking: Attacking is probably the Setting Traps 6 AP
most common action taken during Changing Positions 2 AP
combat and is easily the most complex. Suppressive Fire All APs
See the “Attacking and Damage” section Defending Defending uses up the
remainder of the creature’s
below for more information on how to
AP
beat your opponents to hell. Ready an Action See Text
Movement: This includes moving closer to a target, moving behind a tree or other cover, or
bravely running away. It costs 1 AP to move 1 hex, which is roughly one yard across (this
becomes much more important later when determining weapon ranges). Creatures cannot
occupy the same hex as another living creature or large, inanimate objects. Any object larger
than a medium-sized shrubbery gets a hex all to itself. Dead bodies (no matter how large or
small) do not get their own personal space. They are dead and cannot object to you walking all
over them.
Using an Item: If your character is holding an item in her hand she can use it in combat,
provided that its use takes less than 10 seconds (Overseer’s discretion). Stimpaks, chems, Geiger
counters, and a police whistle are all examples of items a creature can use in combat. Note that
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Taking Items: You can take an item on the ground, in a container, or off the bodies of your
enemies. As with Equipping Items, this costs 4 AP per item, and your character must be
standing in the same hex as the item (or on an adjacent hex if the item is in an immobile
container). If you want to grab that Bozar and the ammo for it, it will cost 8 AP.
Using Skills: Sometimes, it becomes necessary to use certain skills in combat (besides the
obvious combat-oriented skills). Although the battlefield isn’t always the best place to try and
pick locks or repair a broken computer, there are times when using your talents are necessary,
especially if it means you can escape those crazy Super Mutant commandos. Some skills, like
Medicine, take too long to use in combat (outside of the most basic applications).
The Overseer should determine if the task that a character wants to perform can be done
in combat (cracking a safe, for example, might be a little too time consuming). Once a character
decides on a Skill Test to attempt, the Overseer should calculate how many AP and how many
rounds (if necessary), the action will take. Typically the use of a Skill should cost 2 AP per
second required to complete the Skill.
Characters using skills gain no Armor Class bonuses from Agility or unused AP during
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the round(s) they are using to perform the Skill Test, so their Armor Class is limited to what they
are wearing when they are using their skills.
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Healing a Comrade: A character can use his Medicine Skill in combat to heal a fallen comrade
(or foe, if they are so inclined), but only if the target has been knocked unconscious (see Combat:
Damage and Death, below). This action requires that the character be in an adjacent hex to the
target, and takes 10 AP. If the action cannot be performed in one round, they can give up all of
their Armor Class benefits except for the armor they are wearing and complete it in the next
round.
When the action is complete, the healer makes a Medicine Skill Test. If the Test is a
success, the injured person restores 1 HP for each degree of success. The target does not get any
AP until the round after he/she/it was healed.
If the fallen comrade or enemy is a robot, a creature can use the Repair Skill to achieve
the same results.
Getting Up: If you have been knocked down during the previous combat round, or for some
reason are starting combat on the ground, it takes 4 AP to clamber to your feet. Characters who
are on the ground receive no Armor Class bonus either from unused AP or their Agility, making
their AC without armor equal to zero. Note that Getting Up is not the same as Changing
Positions, below.
Setting Traps: Devious parties can use mines and traps to their
advantage, having one or more members circle behind the enemy
while the rest of the party engages them in combat. The trap setters
then set up their cowardly weapons and clear out while the others
drive the enemy into the traps. It takes 6 AP and a successful roll
against Explosives or Survival to lay a trap, based on the type of trap
being set.
When Crouching, a creature gains a +10% bonus to their Energy Weapons, Explosives,
and Guns Skills when making an attack. Movement requires 2 AP per hex while crouching, and
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a creature’s Armor Class from Agility (Base AC) is reduced to 3 (characters with an Agility of
three or lower are not affected).
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Prone creatures gain a +25% bonus to their Energy
Weapons, Explosives, and Guns Skills when making an attack.
Movement requires 4 AP per hex while prone, and the
creature’s Armor Class from Agility (Base AC) is reduced to 1.
Prone creatures cannot make unarmed or melee attacks unless
they are part of a grapple.
Suppressive Fire: There are times when it’s not in your best interest to actually hit your target,
but instead to unleash an unholy torrent of pipin’ hot lead and lasers to keep your enemies’ heads
down. This is better known as “covering fire” or “suppressive fire,” and has saved the lives of
many a wastelander. In order to use suppressing fire, a creature needs to possess a gun or energy
weapon.
First the creature denotes a particular area that he wants to lay down covering fire,
selecting a number of adjacent hexes equal to his Perception Attribute. The shape of the area
must also make sense and is ultimately up to the Overseer’s discretion. Then the creature then
determines how many rounds he wants to fire at that area and makes a Guns or Energy Weapon’s
Skill Test (rather than an attack roll). If the Test is a success, all creatures in the designated area
must succeed on a Nerve Test, reducing their Nerve Value by 1% for each round of ammunition
fired at the area.
A creature that succeeds on their Nerve Test may continue acting as normal, although any
ranged attacks they make for the remainder of the round suffer a -10% per degree of success the
shooter had on their Guns or Energy Weapons Skill Test. A creature that fails can only spend
their APs to Move or Defend for the remainder of the round.
Ready an Action: Sometimes it’s best to let your enemies make the
first move and react to that rather than go in full-cocked and guns
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When the creature’s trigger is met (for example, a raider waiting for a caravan guard to
come within thirty feet -10 hexes- of him), the creature immediately performs the action he or
she had readied. A creature’s place in the combat’s initiative order is not changed by readying
an action.
Attacks cost varying amounts of Action Points depending on what kind of attack it is, and
having varying ranges and targets. Unarmed and melee attacks, for example, can only target in
an adjacent hex (in some rare cases, a melee attack might have a 2-hex range). Ranged attacks,
such as those from a laser rifle or a throwing knife, may be made so long as the target is in range
and there is a clear or semi-clear line of sight. You cannot attack someone behind a wall or other
form of total cover. The Overseer (and common sense) ultimately determine what counts as
“total cover.” Attacks may only be announced if the character has enough AP to spend on the
action. Those AP are deducted immediately.
Action Point Cost: Unlike most actions, which simply have an AP cost attached to them,
attacking has a variable AP cost based on the weapon a creature is using and the type of attack it
is (Normal, Targeted, Burst). All of these values can be found in the entry for the weapon itself
in Section 7: The Armory. Typically a Normal Attack will cost the least, followed by a Targeted
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Some weapons, like miniguns, can burn through a lot more ammunition than assault
rifles. As a result, they can fire more shots in a round. Note that creatures with more Action
Points might be able to squeeze off just a little bit more (in other words, a second “burst”) than
characters lacking in that attribute. For information about rolling attacks in Burst mode, see
Burst mode and Cone of Fire below.
Determining and Rolling Attacks: Actually hitting your mark takes a bit of math (good thing it
was your favorite subject in school!). A formula for calculating your attacks will be presented at
the end to help simplify the process.
First, the target of an attack must be open and within range, and the attacker has to be
able to see them or at least know with a degree of certainty where the target is located. If the
target is out of an attack’s range, penalties will be deducted from the attacker’s Skill Value.
Thrown weapons, such as throwing knives, spears, and grenades, are based on Strength as well
as Perception- meaning they can potentially suffer penalties from both stats!
Base Chance: A creature’s base chance to hit with any sort of weapon or attack is equal to their
Skill Value in the appropriate weapon skill, as noted below:
Energy Weapons: Laser rifles, plasma pistol, holorifles, flamethrowers, and the like.
Explosives: Grenades, grenade launchers, missile and rocket launchers, and the like.
Guns: Pistols, rifles, submachine guns, miniguns, and the like.
Melee Weapons: Knives, sledgehammers, machetes, bumper swords, and the like.
Unarmed: Fists, feet, brass knuckles, power fists, deathclaw gauntlets and the like.
For throwing weapons, your additional range is determined by the lower of a creature’s
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Strength or Perception Stat. A creature with a Strength of 4 and a Perception of 6 would have a
throwing weapon range of 8. She can make out enemies beyond 8 hexes, but her arms can’t
generate enough force to propel weapons further than those 8 hexes.
If a ranged weapon attack is within point-blank range (a number of hexes equal to the
creature’s Perception), add 10% to the creature’s Skill Value to determine his chance to hit.
Also, when attempting a double shot with a shotgun or similar weapon, the weapon’s effective
range is reduced by 5 hexes. For more information, see Double Shot Weapons, below.
Miscellaneous Modifiers: The fifth modifier is open for any bonuses or penalties the character
might receive for having a particularly well-made or poorly-crafted weapon, attachments and
modifications, Perks, chems, or any other bonuses or penalties the Overseer might deem
necessary and appropriate.
If a creature’s Strength and/or Skill Value are below the minimum required to properly
handle his weapon, said creature will have a harder time properly using the weapon in battle.
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For each point of Strength below the required Strength Stat, deduct 10% from their attack’s base
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chance to hit. For example, a creature with a Strength of 4 trying to wield a weapon that requires
a Strength of 6 to properly handle would deduct 20% from their attack’s base chance to hit.
For Skill Values, treat it as though the creature failed a Skill Test and deduct 10% from
their attack’s base chance to hit for each degree of failure. For example, a character with an
Unarmed Skill Value of 16% trying to hit an opponent with a weapon with a minimum Unarmed
Skill Value requirement of 50 would have three degrees of failure and therefore deduct 30%
from their attack’s base chance to hit.
Lastly, deduct 10% from the chance to hit for every 8 condition boxes checked off from
the weapon.
Targeted Shots: The sixth and final modifier is only for Targeted Shot Penalties
target shots, so these may not even apply in most Melee Attacks
instances. Shots may be targeted in one of four different Torso -0%
locations: torso (main body), head, arms, and legs. Legs -10%
Arms -20%
Targeted shots have an increased chance of Head -30%
dealing a Critical Hit to the area targeted, either crippling
in the case of limbs, causing blindness in the case of the
head, or causing extra damage. See Rolling for Criticals Targeted Shot Penalties
Ranged Attacks
below for more information on Critical Hits.
Torso -00%
Certain creatures lack humanoid anatomy, at Legs -20%
Arms -40%
which case the Overseer determines the various areas one
Head -60%
can target, such as a robot’s hover apparatus or a
radscorpion’s tail.
The Formula: Once all the modifiers are determined, follow the formula:
Base Chance % +/– Range Modifiers – Vision Modifiers – AC Modifiers – Cover Modifiers +/–
Targeted Shot Modifier
Cancelling or Rolling the Shot: At this time, if the chance to hit is less than 0%, the attacker has
the option of canceling the shot. The shot is just beyond the attacker’s skill and they have a one-
in-a-million chance (well, technically a one-in-one-hundred chance) of hitting their target
(remember, a roll of 1% is always a success). Should the attacker decide to cancel the shot, he
does not recover any of the AP they have spent lining up the attack, but neither does he lose
ammunition from firing random shots in the dark.
If the attacker decides to follow through with the shot (whether or not they think they can
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Firing Burst Weapons: Rolling an attack in Burst mode is a little different than rolling normal
attacks. Instead of rolling for every bullet, the Critical Failure Table
creature rounds off their Skill Value to the d10 Effect
nearest 10, rounding down before applying 1 Ammo Problems: The magazine was
further modifiers. The creature then rolls one damaged or the ammo was bad. The gun
doesn’t fire, and the rest of the magazine
attack per 3-round burst, rounding up (so must be discarded.
thirteen rounds would round up to five bursts 2 Weapon Jammed: Should have cleaned your
with the last bullet’s attack being rolled on its gun this morning! The weapon will take 1
own). Some weapons, like the minigun, can turn to unjam, costing the owner all of his
AP and the ammunition must be discarded.
only fire in burst mode and will therefore 3 Loss of AP: D’oh! The attacker loses all
always follow these rules. remaining Action Points for that round.
4 Dropped Weapon: Something slipped and
Lastly, a burst weapon cannot pick and the weapon flew out of your hands and hit
choose targets as freely as a standard single the ground. You immediately drop the
shot weapon. When firing in bursts, you can weapon and must spend AP to pick it back
up.
only move one hex to the left or right from 5 Weapon Explodes: Something nasty
your last target between bursts. For example, happened, causing the bullet, missile, or
if there are two super mutants charging side fusion cell to explode (or your machete,
by side and a third mutant six hexes away, the somehow). The creature wielding the
weapon and all creatures within 2 hexes
wastelander firing his minigun can only hit take 3d10 ballistic damage.
the mutants adjacent to one another with a 6 Hit Something Else: You didn’t hit what
single burst attack and will have to spend APs you were aiming at (so much for gun
on a second attack to hit the super mutant six control), but you hit the next closest
creature. If two creatures are equidistant to
hexes away, or waste ammunition filling the your target, the Overseer randomly selects
empty air between the super mutants with one as the new target.
lead. 7 Damage Self: You cut yourself your knife
or shot yourself in the foot. Half of the
Double-Shot Weapons: This particular type weapon’s normal damage is dealt to you
immediately. You klutz.
of weapon is usually found in the shotgun
8 Have an Accident: You slip and fall. All
family, although some crafty denizens of the remaining AP are gone and on the
wasteland have made other weapons that creature’s next round, it must stand back up.
involve firing ordinance out of one or more While down, a creature loses all AC from
AGL.
barrels at once. These weapons have two
9 Weapon Breaks: The weapon breaks
barrels, loaded (typically) with two shells, and beyond repair. Time for a new one, I guess.
two triggers that can be fired either 10 Anvil: A miniature anvil (or piano for you
simultaneously or independently. If a weapon artsy types) falls out the sky -seemingly at
random- and strikes the creature on the head
is discharged in a double-shot, only one attack for 1d10 points of ballistic damage that
roll needs to be made, as both shots are going ignores DR. It seems God has a sense of
to the same place. However, two damage rolls humor after all.
should be made. See Damage below.
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When attempting to unload both barrels of a double-shot weapon, the sheer force exerted
by the blast will cause the weapon to become much more unwieldy. Making a double-shot
reduces the range of the weapon by 5 hexes.
After the Roll: Once the chance to hit is determined (see, that wasn’t so bad), the creature makes
an attack roll. Rolling the d100 is akin to pulling the trigger- if the creature snuck up on an
unsuspecting person, they had up until that point to stop and suffer no consequences. Once the
roll is made, however, there is no turning back.
If a creature makes an attack with a weapon and misses, that weapon loses one box on its
condition bar (or two, if the creature wielding it has the “Built to Destroy” Trait or possesses a
weapon that deteriorates faster than usual). If the box is the last box, then the weapon has either
jammed, busted, or fallen apart. For more information on how this affects combat, see “Weapon
Status Modifier” above.
The Overseer can, of course, make up his or her own list of Critical Failures. These are
simply options for an Overseer to choose from.
If a creature fails on their Nerve Test, they fall prone and must spend the usual 4 AP to
get up (see Getting Up, above). In addition, the creature does not receive any Armor Class from
their Agility – their AC drops to the value of their armor and nothing more.
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Missing: Sometimes you hit what you’re shooting at, and sometimes you miss. Normally a miss
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is just a miss, but sometimes in the heat of combat a missed bullet or swing of a sledgehammer
can hit someone or something besides your initial target- be it friend or foe. Whenever you miss
with an attack, the attack goes wide by a number of hexes equal to your degrees of failure. The
direction can be randomly determined by the roll of a die or by the Overseer. Please note that a
missed melee weapon or unarmed attack can only hit a creature in a square adjacent to both the
attacker and the target.
If the new hex is occupied by an object or creature, the attacker rolls their damage against
that object or creature as though they had been the initial target. Sometimes accidents happen,
friend.
Next, all creatures (friends, foes, and neutral parties all) caught within the blast radius
must attempt Athletics Skill Tests to avoid the brunt of the blast. Those who achieve more
Degrees of Success than the attacker only take half damage from the attack, while those who
achieve fewer or no Degrees of Success take full damage from the attack (see “Damage” below
for more information).
But what if the wielder of the Explosive weapon completely botches their Skill Test?
You might ask. Well, in such a case, the attack is still considered a success as far as throwing or
launching the ordinance goes, however, the center of the blast is moved one hex closer to the
attacker for each Degree of Failure. For example, if a wastelander fires a grenade launcher and
targets a square 6 hexes away from her, but has three Degrees of Failure, the Overseer places the
center of the blast 3 hexes away from the attacker.
All creatures within the new blast radius attempt their Athletics Skill Tests normally, and
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only those with more Degrees of Failure than the attacker take full damage. If the attacker is
caught within her own blast, she immediately fails her Athletics Test and takes full damage from
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the attack. For more information on Explosive weapons, see the Explosives entries in “Section
7: The Armory.”
However, just because something got hit doesn’t mean that it will take the maximum
amount of damage. Armor, assuming the target is wearing it, will (what else?) reduce some of
the damage. Damage from an attack cannot be reduced below 0, and if Damage Resistance
would reduce an attack’s damage below 0, the attack deals 0 damage instead.
The attacker rolls the damage necessary (and in the case of burst weapons, rolls damage
once and multiplies the damage on the dice by the number of rounds fired from the weapon), and
then reduces from that total the target’s Damage Resistance. For example, if a super mutant
opens fire on a raider with a minigun, pouring fifty rounds of hot lead into his enemy’s body, he
rolls the weapon’s damage dice once, then multiplies by 50.
If a creature wielding a burst weapon targets multiple creatures during one burst, he rolls
the damage dice once per target, multiplying each damage roll by the number of rounds he’s
firing at that target. So if that same super mutant fires 50 rounds at a gang of five raiders and
puts 10 bullets into each raider, he would roll for weapon damage five times, multiplying each
roll by 10.
Damage Types: There are several types of weapons in Fallout: Wastelands and not all of them
deal the same type of damage. In an effort to keep things fairly simplified, we’ve categorized all
weapon damage into one of four types of damage.
Ballistic: Ballistic damage is the most common type of damage encountered in the
wasteland. Bullets, melee weapons, explosives, unarmed attacks, most wild animal
attacks, and even many natural hazards (such as rockslides) all deal ballistic damage.
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Chance for Critical Hits: Every successful Critical Hit Bonuses Based on Body Parts
attack means that the attacker has a chance to Target Critical Chance Bonus
score a Critical Hit. If the roll on the d100 is Arms +10%
less than or equal to the attacker’s Luck Stat, Legs +20%
the attack becomes a Critical Hit. Note that if Head +30%
a gun firing in burst mode hits a target more than once, only one of those bullets per three-round
burst is allowed a Critical Hit. Since each burst is rolled separately, a creature can score multiple
Critical Hits in a burst attack.
A Critical Hit deals double damage (triple for headshots) and cripples whichever part of
the body it targeted (if the attack targeted a specific part of the body). For a burst weapon attack,
a creature only doubles one of the bullets rather than the entire burst, effectively increasing the
overall multiplier by 1 per burst. For example, a 9-round burst of ammunition would multiply the
weapon damage by 10 instead of 9.
The effects of a crippled body part vary from part to part. The table to the right details
the effects of Critical Hits against certain body parts. If an attack doesn’t target a particular body
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part, the Critical Hit simply deals double damage and the target must succeed on a Nerve Test to
remain standing up.
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Applying Damage: Fallout: Wastelands is a turn-
based role-playing game, but all actions occurring
during combat happen nearly simultaneously, with
creatures possessing higher initiatives acting slightly
faster than those with lower initiatives. In order to
simulate this, we’ve taken an approach often used in
tactical war games- damage isn’t applied to a creature
until the end of the round.
For example, if a mercenary crew is in a shootout with a gang of raiders and one of the
mercenaries suffers enough damage to reduce her Hit Points to 0 and knock her unconscious, she
doesn’t fall unconscious (or die) until the end of the round. If a creature would be reduced to
zero Hit Points before it is there turn during a round, they continue taking their turn as normal.
In many cases this allows a creature to get a parting shot off before either falling over or
outright kicking the bucket. At the same time, however, it does force the creatures involved in
the fight to consider their actions carefully. Do you put that last bullet in the raider’s brain to
make sure? Or do you save yourself the ammunition and put it into his friend?
Continuing and Ending Combat: As stated previously, combat ends when all opponents are
either incapacitated, dead, or have run away with their tails tucked between their legs. The
process of a combat round is repeated until only one side remains fighting. Afterwards,
experience points are awarded to the victorious party (usually the players) and the living
creatures may take whatever they want from the bodies of their opponents. To the victor go the
spoils and all that.
Vehicle Combat
Vehicle combat (while rare) occurs much in the same way that regular combat occurs. Each
individual character determines their Initiative as usual. Keep in mind that working vehicles are
rare in the Fallout universe, and as such vehicle combat is not likely to happen all that often
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unless the Overseer has designed a campaign revolving around vehicles- be they motorcycles,
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tanks, or vertibirds.
[To be expanded upon at a later date.]
After Combat
[To be expanded upon at a later date.]
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Section Seven: The Armory (Tools of the Trade)
Alright, so you’ve read (or skimmed, or skipped) all
of the rules, you’ve picked your Perks, your Tag
Skills, and have a general idea as to what you want
to do with your character. So, what’s next?
Weapons and armor of course! Without those
you’d have a hell of a time trying to grind your
enemies into a red paste (although if you’re good
enough with your fists you might not need
weapons).
Weapons
The weapons are divided and organized based on the Skill they use, starting with Energy
Weapons and moving on alphabetically from there. Each category of weapon will have a short
description of what that particular “school” of weapon does, its history, and the primary types of
ammunition and damage one should expect from those weapons.
At the end of each weapon entry will be a table with the weapon’s stats and information
including its minimum Strength and Skill Value requirements (Min. STR, Min Skill), the
weapon’s Weight (Wgt), its damage when using standard and specialized ammunitions (Dmg),
the weapon’s Range (Rng), and the Action Point costs for Normal, Targeted, and Burst attacks.
Note that not all weapons will have all of these pieces of information in their stat blocks.
For as many weapons and suits of armor as possible we’ve provided images to help both
the players and the Overseers get a sense for what they’re handling.
Weapon Condition
Weapons are not indestructible and require regular maintenance and repair in order to continue
functioning properly. Each weapon has 10 condition boxes, and a box is checked off for every
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five attacks a creature makes with the weapon, or each time the weapon’s owner does something
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incredibly stupid, like using a rifle as a crowbar or dropping a super sledge off a cliff.
When boxes are checked off it represents normal wear and tear on a weapon, but when
the last box is checked off the weapon is broken or jammed and must be repaired or thrown
away. If 6 or more boxes are checked off, the user suffers a -10% penalty to any attack rolls
made with the weapon.
Energy Weapons
Ahh! Who doesn’t love the smell of ozone in the morning? I know I do!
Energy weapons were developed in the early 21st century and were deployed by almost
every major governmental body during the years leading up to the Great War. Pistols do not
require two hands to use, although all other energy weapons do. There are two main types of
energy weapons: laser and plasma, although other weapons (such as the Flamer) fall under this
category as well. Energy Weapons use the Energy Weapons Skill to determine a creature’s
proficiency and accuracy.
Optimized Cells have a lower base damage rating, but all attacks made with optimized
cells have a +10% bonus to their Critical Hit chance. They may not possess the same amount of
stopping power overall, but when they hit in just the right spot, a laser, pulse, or burst of plasma
powered by an optimized cell will tear right through the target.
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Overcharged Cells swap efficiency for power. They possess a higher damage rating,
allowing them to bypass more Damage Resistance. However, whenever an attack made with an
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overcharged cell misses, the weapon loses two condition ratings rather than one.
Energy Pistols: The simplest, and arguably the weakest, of the energy weapons. However,
energy pistols (much like ballistic pistols) are good for concealing and scaring folks who haven’t
dealt with energy weapons before. They also tend to use Energy Cells, which are much more
common than the microfusion cells required by large energy weapons.
AEP7 Laser Pistol: The AEP7 laser pistol was put into
service to replace the AEP5 and boasts a generous battery
size, tight shot grouping at range, resilience to extended use,
and a decent damage output for its size, making it an
excellent choice for a sidearm. After the Great War, the
AEP7 became a very popular energy weapon thanks to the
high number of surviving models and its overall durability.
The AEP7 is the favorite sidearm amongst members of the
Brotherhood of Steel all across the wasteland. The AEP7 holds 10 charges and uses Energy
Cells to recharge. Value: 1200 Caps
Min. STR: 1 Min. Skill: 0 Wgt: 3 lbs. Std. Dmg: 2d8+5 Opt. Dmg: 2d4+4
O/C Dmg: 2d10+6 Rng: 25 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
Min. STR: 1 Min. Skill: 75 Wgt: 2 lbs. Std. Dmg: Opt. Dmg: 8d6+11
8d10+15
O/C Dmg: Rng: 10 hexes AP Normal: 4 AP Targeted: 5 AP Burst: N/A
8d12+19
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MPLX Novasurge Plasma Pistol: Better known as the
“plasma pistol,” the MPLX was a pre-War attempt to
create a weapon both more powerful and more reliable
than the AEP7 (it succeeded in one category). The
weapon design utilizes an electromagnetic propeller to
push a bolt of plasma through the barrel and sending it
flying at its target. Unfortunately, the MPLX’s plasma
bolt is rather slow moving compared to the AEP7’s lasers and the Plasma Defender’s own bolts.
The MPLX holds 12 charges and uses Small Energy Cells to recharge. Value: 1400 Caps
Min. STR: 2 Min. Skill: 25 Wgt: 3 lbs. Std. Dmg: 2d12+5 Opt. Dmg: 2d8+4
O/C Dmg: 3d10+6 Rng: 20 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
Min. STR: 2 Min. Skill: 50 Wgt: 3 lbs. Std. Dmg: 3d10+5 Opt. Dmg: 3d6+4
O/C Dmg: 3d12+6 Rng: 35 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
Min. STR: 1 Min. Skill: 50 Wgt: 15 lbs. Std. Dmg: Opt. Dmg: N/A
6d10+10
O/C Dmg: N/A Rng: 20 hexes AP Normal: 4 AP Targeted: 5 AP Burst: N/A
Min. STR: 2 Min. Skill: 75 Wgt: 2 lbs. Std. Dmg: 3d12+8 Opt. Dmg: 3d8+6
O/C Dmg: Rng: 15 hexes AP Normal: 4 AP Targeted: 5 AP Burst: N/A
3d10+10
Energy Rifles: Energy rifles were the weapons of the pre-War world’s elite military forces and
rolled out onto the battlefield shortly before power armor. In the wasteland today they are
considered to be the backbone of any self-respecting energy weapon-based armory and any
wastelander, super mutant, ghoul, or robot that finds themselves a working energy rifle will find
themselves to be a formidable member of the wasteland community. Most energy rifles use
microfusion cells to recharge, unless otherwise stated.
Min. STR: 3 Min. Skill: 25 Wgt: 8 lbs. Std. Dmg: 3d10+8 Opt. Dmg: 3d6+6
O/C Dmg: Rng: 25 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
3d12+10
Min. STR: 3 Min. Skill: 50 Wgt: 9 lbs. Std. Dmg: Opt. Dmg: 3d8+8
3d12+12
O/C Dmg: Rng: 35 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
4d10+16
Min. STR: 4 Min. Skill: 50 Wgt: 8 lbs. Std. Dmg: 4d8+9 Opt. Dmg: 4d4+7
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Min. STR: 4 Min. Skill: 50 Wgt: 4 Std. Dmg: 2d6+4 HP Dmg: 1d6+2
ArP. Dmg: Rng: 32 hexes AP Normal: 5 AP Targeted: 6 AP Burst: 6
2d8+5
Min. STR: 5 Min. Skill: 75 Wgt: 7 lbs. Std. Dmg: Opt. Dmg: 4d6+12
4d10+16
O/C Dmg: Rng: 50 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
4d12+20
Min. STR: 4 Min. Skill: 50 Wgt: 9 lbs. Std. Dmg: Opt. Dmg: 4d8+11
4d12+15
O/C Dmg: Rng: 35 hexes AP Normal: 5 AP Targeted: 6 AP Burst: 6
5d10+19
Min. STR: 3 Min. Skill: 25 Wgt: 8 lbs. Std. Dmg: Opt. Dmg: 3d8+10
3d12+13
O/C Dmg: Rng: 25 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
4d10+16
Min. STR: 4 Min. Skill: 75 Wgt: 9 lbs. Std. Dmg: Opt. Dmg: 2d6+8
2d10+10
O/C Dmg: Rng: 35 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
2d12+13
Heavy Energy Weapons: While there aren’t many of them, heavy energy weapons are some of
the most powerful and potent arms that a wastelander can get her hands on. All heavy energy
weapons require two hands to use and most of them require some proper training before they are
ready to be used.
Min. STR: 7 Min. Skill: 50 Wgt: 15 lbs. Std. Dmg: Opt. Dmg: N/A
6d10+20
O/C Dmg: N/A Rng: 15 hexes AP Normal: N/A AP Targeted: N/A AP Burst: 6
Min. STR: 8 Min. Skill: 75 Wgt: 18 lbs. Std. Dmg: Opt. Dmg: 3d6+8
3d10+10
O/C Dmg: Rng: 40 hexes AP Normal: N/A AP Targeted: N/A AP Burst: 6
3d12+13
Min. STR: 6 Min. Skill: 25 Wgt: 12 lbs. Std. Dmg: 6d8+15 Opt. Dmg: N/A
O/C Dmg: N/A Rng: 25 hexes AP Normal: 6 AP Targeted: N/A AP Burst: N/A
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P94 Plasma Caster: The plasma
caster is to the plasma rifle what the
Gatling laser is to the laser rifle. It
is a powerful energy weapon that
outclasses its smaller cousins in both
firepower and rate of fire at the cost
of being as big as a whale and twice as hungry. Due to the sheer power of the plasma caster,
anyone with less than damn near mastery over all things energy weapons (and the strength of a
mule) is unlikely to be able to use this weapon properly, or at all. The plasma caster only fires in
10-shot bursts. It holds 30 charges and uses a microfusion cell to recharge. Value: 10000 Caps.
Min. STR: 8 Min. Skill: 75 Wgt: 20 lbs. Std. Dmg: Opt. Dmg: 6d6+8
6d10+10
O/C Dmg: Rng: 30 hexes AP Normal: N/A AP Targeted: N/A AP Burst: 6
6d12+12
Min. STR: 8 Min. Skill: 75 Wgt: 8 lbs. Std. Dmg: Opt. Dmg: 6d8+15
6d12+20
O/C Dmg: Rng: 30 hexes AP Normal: 5 AP Targeted: N/A AP Burst: N/A
8d10+25
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Explosives
Sometimes you’ve got to kill a lot of super mutants and
you don’t want to waste a lot of bullets. Sometimes
you want to make a really dramatic entrance and laser
weapons won’t cut it. Desperate times call for
desperate measures, and desperate measures call for
explosions! And who doesn’t love a kick-ass explosion
in the morning?
If not handled properly, explosives can be quite dangerous, not only for the user, but
anyone remotely close to them. That being said, it best to exercise the utmost caution when
handling explosives- whether its dyanmite, a fragmentation mine, or a Fatman Launcher.
Objects that provide cover can affect an explosive’s blast radius, possibly reducing or
even stopping the blast. Quarter cover or less does nothing to slow or prevent an explosion, but
half cover reduces the blast by one radius, and full cover stops a blast completely. Note that
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cover only affects an explosion in the hexes the cover itself exists in and potentially hexes behind
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Mines: Sometimes called “landmines” or “proximity mines,” mines are explosive weapons that
are placed on the ground, armed, and then left to sit patiently until some fool unknowingly (or
knowingly) sets it off, resulting in an all-around impressive explosion and, according to standard
operating military procedure, jumping “up two hundred feet into the air and [scattering] yourself
over a wide area.” They are generally considered ungentlemanly, but people that complain about
landmines complain about everything.
Note that all mines have an AP cost of 6. This is because mines are not used like typical
weapons, and setting a mine in the middle of the battlefield is considered a special action rather
than an attack. Also, mines don’t have a range, as they are always placed in a hex adjacent to the
creature setting the mine. See “Section 6: Combat” for more information on setting mines.
A mine will detonate if a creature enters the same square as the mine or if the creature is
standing in a hex adjacent to the landmine when he ends his turn. Unless otherwise noted, all
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of your enemies? Pure music the likes that not even the
King himself could match. The Fat Mine is a popular explosive weapon amongst Super Mutants,
particularly in the Commonwealth, but it also sees use amongst raider groups in other parts of the
wasteland. You have to be a certain kind of crazy to strap a small explosive onto a larger
explosive. The radioactivity of the Fat Mine’s blast releases 5 rads each second (50 rads each
round) for a good ten minutes. Value: 5000 Caps
Thrown: The most common type of explosive device, thrown explosives range from dynamite to
standard-issue fragmentation grenades to homemade Nuka grenades and gas bombs. Many
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mercenaries and soldiers carry one or two thrown explosives on their person, as they are useful
for clearing rooms and forcing enemies to flee cover or keep their heads down. They can also be
used to destroy vehicles and inflict severe amounts of damage to power armor.
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Dynamite: An explosive typically used for excavation and
mining, dynamite has also found use as a weapon in the hands of
several gangs, most notably the Mojave’s Powder Gangers. Easy
to make, easy to acquire, and easy to use, dynamite is a favorite
amongst lower-tier raiders and gangsters. Typically thrown as a
single stick when used as a thrown explosive, dynamite lacks the
stopping power and blast radius of several other types of
explosives, but it’s still an incredibly effective weapon.
Dynamite deals Ballistic Damage. Value: 50 Caps
Guns shoot bullets. It’s pretty simple, really. Nothing fancy like “lasers,” or “plasma,”
or “charged photon particles” (whatever the hell that means!). Guns fall into several classes:
pistols, rifles, submachine guns, shotguns, and machine guns. Of them, pistols are the only guns
that are guaranteed to be one handed, although a few SMGs and shotguns can be used in one
hand. While energy weapons tend to be more compatable with one another, guns all fire
different types of ammunition, although some do overlap. However, rather than go into an
unnecessary amount of detail, we’ve divided all gun ammunition into one of the three following
categories:
Standard Ammunition (Std.) for a gun is the type of bullet or shell most likely to be used
with a particular gun. Seven-six-two millimeter. Full metal jacket. Designed to leave holes in
their targets and generally put an end to any sort of argument or disagreement. Aside from
Stnadard Ammunition, most guns can use either Hollowpoint Ammunition (HP) or Armor
Piercing (ArP.) rounds. While we understand that certain weapons, like shotguns, that might not
be able to use hollowpoints or armor piercing rounds, we didn’t want to come with an alternative
name for each gun (although shotguns would totally use flechettes in place of hollow point
rounds!)
Hollowpoints have a lower base damage rating, but all attacks made with hollowpoints
have a +10% bonus to their Critical Hit chance. They may not possess the same amount of
stopping power overall, but when they hit in just the right spot, a hollowpoint will ballon and tear
and big-ass hole in its target that’s just perfect for letting all that blood leak out.
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Armor piercing rounds swap efficiency for power. They possess a higher damage rating,
allowing them to bypass more Damage Resistance. However, whenever an attack made with an
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armor piercing cell misses, the weapon loses two condition ratings rather than one.
Pistols: The smallest of firearms, pistols often serve the purpose of sidearm to a larger gun.
Most are fairly lightweight, possess small magazines, and pack enough of a punch to ward off a
would-be mugger but usually not enough to scare off hardened raiders. The most common use
of a pistol is as a concealed weapon used to protect when the chips are down. They are easily the
most common of all firearms, and most wastelanders wouldn’t be caught dead without one.
Min. STR: 3 Min. Skill: 0 Wgt: 2 lbs. Std. Dmg: 2d6+4 HP Dmg: 1d8+3
ArP. Dmg: Rng: 20 hexes AP Normal: 4 AP Targeted: 5 AP Burst: N/A
2d8+5
Min. STR: 5 Min. Skill: 50 Wgt: 4 lbs. Std. Dmg: 2d8+6 HP Dmg: 2d4+5
ArP. Dmg: Rng: 12 hexes AP Normal: 4 AP Targeted: 5 AP Burst: N/A
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2d10+8
.45 Auto Pistol: The trademarked weapon of the
New Canaanites, the .45 Auto Pistol is a recreation
of an ancient design said to be more than four
centuries old. While not particularly unique or
interesting in any way, the .45 Auto Pistol is reliable
and thanks to the New Canaanites has received an
almost legendary status among tribals and raiders- a
blessing and protector for one and a divine strike
from heavens for the other. The sensitive trigger
mechanism of the .45 Auto Pistol does allow for a
slightly higher rate of fire when compared to similar guns. The .45 Auto Pistol is single shot
only and holds 7 rounds of .45 Auto ammunition. Value: 425 Caps
Min. STR: 3 Min. Skill: 25 Wgt: 2 lbs. Std. Dmg: 3d4+4 HP Dmg: 2d4+3
ArP. Dmg: Rng: 18 hexes AP Normal: 4 AP Targeted: 5 AP Burst: N/A
3d6+5
Min. STR: 6 Min. Skill: 50 Wgt: 5 lbs. Std. Dmg: HP Dmg: 3d4+8
3d8+10
ArP. Dmg: Rng: 30 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
3d10+13
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M&A 9mm Pistol: A good semiautomatic pistol for
hunting small game and scaring off raiders that aren’t
quite dedicated to the whole raider lifestyle. The M&A
in particular is the standard sidearm of the New
California Republic Army and is manufactured by
M&A Guns Manufacturers, an NCR-based company,
although it has since spread across the wastelands. Like
the N99, the M&A 9mm Pistol is fairly commonplace,
although it’s because the manufacturer exists today
rather than any spectacular amount of durability. Single shot only. The M&A holds 13 rounds
of 9mm ammunition. Value: 300 Caps
Min. STR: 2 Min. Skill: 0 Wgt: 2 lbs. Std. Dmg: HP Dmg: 1d8+2
1d12+3
ArP. Dmg: Rng: 18 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
4d4+4
Min. STR: 4 Min. Skill: 25 Wgt: 3 lbs. Std. Dmg: 2d8+3 HP Dmg: 2d4+2
ArP. Dmg: Rng: 20 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
2d10+4
Pipe Pistol: The pipe pistol, also called the “zip gun,”
has been traced all the way back to pre-War Detroit.
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Min. STR: 3 Min. Skill: 0 Wgt: 5 lbs. Std. Dmg: 2d4+2 HP Dmg: N/A
ArP. Dmg: N/A Rng: 14 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
Rifles: Designed to hit targets at a long range reliably and repeatedly, the rifle is the workhorse
of the firearms family. They are typically a long barrel connected to a metal, wooden, or
polymer stock, allowing for a greater degree of accuracy over longer distances. Rifles are
usually fired from the shoulder, with the shooter looking down the barrel to aim. Most rifles
have iron sights or scopes to assist in aiming.
Min. STR: 3 Min. Skill: 0 Wgt: 6 lbs Std. Dmg: 2d6+2 HP Dmg: N/A
ArP. Dmg: N/A Rng: 30 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
of marketing gimmick, seeing as how one or two can be found in just about every settlement and
merchant’s inventory. A good weapon for practicing sharpshooting, the BB gun doesn’t demand
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much from its wielder in terms of strength or competence. Single shot only. The chamber holds
100 teeny-tiny little stinging BBs. Value: 150 Caps
Min. STR: 1 Min. Skill: 0 Wgt: 2 lbs. Std. Dmg: 2d4 HP Dmg: N/A
ArP. Dmg: N/A Rng: 25 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
Min. STR: 8 Min. Skill: 75 Wgt: 13 lbs. Std. Dmg: HP Dmg: 3d6+5
3d10+7
ArP. Dmg: Rng: 140 hexes AP Normal: 8 AP Targeted: 10 AP Burst: N/A
3d12+9
maintain and is best in the hands of a veteran mercenary or soldier rather than a greenhorn. The
assault carbine fires a single shot or a 3 round burst and the magazine holds 18 rounds of
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Min. STR: 8 Min. Skill: 75 Wgt: 16 lbs. Std. Dmg: HP Dmg: 2d6+2
2d10+3
ArP. Dmg: Rng: 40 hexes AP Normal: 6 AP Targeted: 7 AP Burst: 7
2d12+4
Min. STR: 4 Min. Skill: 25 Wgt: 5 lbs. Std. Dmg: 2d8+5 HP Dmg: 2d4+4
ArP. Dmg: Rng: 20 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
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2d10+6
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DKS-501 Sniper Rifle: An old pre-
War sniper rifle, the DKS-501 is a
long range projectile weapon that
boasts good damage, excellent range,
and plentiful ammunition. It is,
unfortunately, a rather fragile weapon that requires regular repa ir and maintenance to keep it in
working condition. It also requires a fair amount of knowledge of military-grade firearms to
properly use, what with all the dials on the scope. Said scope grants the DKS-501 an increased
range, as denoted below. Single shot only. The magazine holds 6 rounds of .308 ammunition.
Value: 2200 Caps
Min. STR: 6 Min. Skill: 50 Wgt: 8 lbs. Std. Dmg: HP Dmg: 2d8+5
2d12+7
ArP. Dmg: Rng: 70 hexes AP Normal: 6 AP Targeted: 7 AP Burst: N/A
4d10+9
Min. STR: 6 Min. Skill: 25 Wgt: 6 lbs. Std. Dmg: HP Dmg: 2d6+4
2d10+5
ArP. Dmg: Rng: 40 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
2d12+6
Min. STR: 4 Min. Skill: 75 Wgt: 6 lbs. Std. Dmg: HP Dmg: 2d6+5
2d10+6
ArP. Dmg: Rng: 55 hexes AP Normal: 5 AP Targeted: 6 AP Burst: 6
2d12+8
Min. STR: 2 Min. Skill: 25 Wgt: 9 lbs. Std. Dmg: 2d8+4 HP Dmg: 2d4+3
ArP. Dmg: Rng: 35 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
2d10+5
Shotguns: Shotguns, also called “scatterguns,” are firearms designed to shoot a multitude of lead
or steel balls of varying sizes. They hurt. A lot. Most look a bit like rifles and usually take two
hands to fire correctly. They have a wide spread, allowing them to cover a wider area. Thanks
to this spread, they are well-liked by amateur gunslingers, since it takes significantly less skill to
hit your target with a shotgun than it does with a revolver or rifle.
Min. STR: 7 Min. Skill: 75 Wgt: 5 lbs. Std. Dmg: 3d8+8 HP Dmg: 3d4+6
ArP. Dmg: Rng: 22 hexes AP Normal: 5 AP Targeted: 6 AP Burst: 6
3d10+10
Min. STR: 5 Min. Skill: 0 Wgt: 7 lbs. Std. Dmg: HP Dmg: 2d8+4
2d12+6
ArP. Dmg: Rng: 14 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
3d10+8
Min. STR: 5 Min. Skill: 50 Wgt: 8 lbs. Std. Dmg: 4d4+8 HP Dmg: 2d6+6
ArP. Dmg: Rng: 30 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
4d6+10
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Lever-Action Shotgun: The lever-action
shotgun is a smaller firearm that requires less
experience to handle than many other
members of the shotgun family. Its lever
action makes it a little faster between shots
than a standard pump-action shotgun and it boasts a slightly larger ammunition capacity than the
double-barreled or sawed-off shotguns. Besides, when you carry this thing around you look like
a goddamn cowboy, and what’s cooler than that? The lever-action shotgun holds 5 rounds of 20-
gauge shotgun shells. Value: 1000 Caps
Min. STR: 4 Min. Skill: 25 Wgt: 3 lbs. Std. Dmg: 3d6+6 HP Dmg: 2d6+4
ArP. Dmg: Rng: 15 AP Normal: 4 AP Targeted: 5 AP Burst: N/A
3d8+8
Min. STR: 4 Min. Skill: 50 Wgt: 4 lbs. Std. Dmg: 3d6+7 HP Dmg: 2d6+5
ArP. Dmg: Rng: 5 hexes AP Normal: 5 AP Targeted: 6 AP Burst: N/A
4d8+9
Submachine Guns: Often called “grease guns,” submachine guns can fire off single shots and
bursts of lead alike. They were designed to put the stopping and suppressive power of early
machine guns like the Gatling gun into the hands of infantry soldiers. Used as early as late
World War I, submachine guns soon changed the face of warfare in the 20th Century.
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.45 Auto Submachine Gun: Nicknamed
the “Storm Drum”, the .45 Auto SMG is
an old two-handed automatic weapon that
was stored in U.S. Army National Guard
armories during the Great War. A large
number of them surfaced after looters
and prospectors broke into the armories and they have spread across the wasteland, becoming the
signature weapon of various gangs and tribes. It boasts a large drum magazine capable of
holding fifty rounds of .45 auto ammunition and possesses a moderate range. The .45 Auto
SMG fires single shots or up to a 12-shot burst. The ammunition drum holds 50 rounds of .45
Auto ammunition. Value: 1200 Caps
Min. STR: 6 Min. Skill: 50 Wgt: 11 Std. Dmg: 2d6+4 HP Dmg: 1d6+2
ArP. Dmg: Rng: 32 hexes AP Normal: 5 AP Targeted: 6 AP Burst: 6
2d8+5
Min. STR: 3 Min. Skill: 0 Wgt: 4 lbs. Std. Dmg: 2d4+3 HP Dmg: 1d4+2
ArP. Dmg: Rng: 20 hexes AP Normal: 4 AP Targeted: 5 AP Burst: 5
2d6+4
Min. STR: 6 Min. Skill: 75 Wgt: 5 lbs. Std. Dmg: HP Dmg: 2d6+3
2d10+5
ArP. Dmg: Rng: 28 hexes AP Normal: 5 AP Targeted: 6 AP Burst: 6
2d12+7
Min. STR: 5 Min. Skill: 25 Wgt: 5 lbs. Std. Dmg: 2d6+3 HP Dmg: 2d4+2
ArP. Dmg: Rng: 25 hexes AP Normal: 5 AP Targeted: 6 AP Burst: 6
2d8+4
Machine Guns: The ultimate tool in any survivalist’s self-defense armory, the machine gun is
designed to hurl enormous volumes of pipin’ hot lead at the enemy. They typically trade
accuracy for sheer firepower, but who the hell cares? All machine guns require two hands to use
and fire in burst mode only.
forces teams to take out small vehicles and combines phenomenal firepower with great precision
and can easily pierce the strongest of defenses. Though somewhat finicky and prone to jamming
if not kept scrupulously clean and in good repair, its many good qualities more than make up for
its extra maintenance requirements. The Bozar fires 15 shot bursts only and the magazine holds
30 5.56mm rounds. Value: 5250 Caps
Min. STR: 8 Min. Skill: 75 Wgt: 15 lbs. Std. Dmg: HP Dmg: 4d4+8
4d8+12
ArP. Dmg: Rng: 75 hexes AP Normal: N/A AP Targeted: AP Burst: 6
4d10+16 N/A
Min. STR: 8 Min. Skill: 75 Wgt: 15 lbs. Std. Dmg: +2d10 HP Dmg:
ArP. Dmg: Rng: AP Normal: AP Targeted: AP Burst:
although they are dispersed, this weapon remains. The CZ53 fires a 20 shot burst only and the
big ol’ box magazine holds 120 rounds of 5mm ammunition. Value: 3800 Caps
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Min. STR: 10 Min. Skill: 75 Wgt: 25 lbs. Std. Dmg: 2d4+5 HP Dmg: 1d4+2
ArP. Dmg: Rng: 35 hexes AP Normal: N/A AP Targeted: AP Burst: 6
2d6+7 N/A
Min. STR: 10 Min. Skill: 75 Wgt: 18 lbs. Std. Dmg: 3d4+7 HP Dmg: 1d6+4
ArP. Dmg: Rng: 40 hexes AP Normal: N/A AP Targeted: AP Burst: 6
3d6+10 N/A
Min. STR: 7 Min. Skill: 50 Wgt: 17 lbs. Std. Dmg: 4d8+8 HP Dmg: 4d4+6
ArP. Dmg: Rng: 30 hexes AP Normal: N/A AP Targeted: AP Burst: 6
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4d10+10 N/A
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Melee Weapons
Sometimes a gun just doesn’t cut it. Sometimes you
want to hearken back to the old days and reconnect with
your primal, caveman roots. Sometimes you want to
dispatch your enemies a little more personally. When
you want to get up in someone’s face but don’t want to
get your hands too dirty, you use melee weapons.
Melee Weapons have a base damage, depicted in the weapon’s “Dmg” box. Whenever
you attack with a melee weapon, you’ll deal the weapon’s base damage and add your Melee
Weapon Bonus, determined by your Strength. Most melee weapons deal Ballistic Damage,
although a select few deal Energy Damage. Specific damage types are mentioned in the
weapon’s description.
While Energy Weapons and Guns have a variety of ammunition types, Melee Weapons
(and Unarmed Weapons, as you’ll see below) have a Special Attack (Sp. Atk) that can be
performed in combat. These attacks vary from weapon to weapon, although some weapons share
Special Attacks. The Action Point cost and description of a weapon’s Special Attack is listed in
its weapon stat block. In order to use a Melee Weapon’s Special Attack, you must meet the
weapon’s Minimum Skill Requirement.
9 Iron: A fairly common “weapon” often found around old country clubs and teenage dating
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sites, this bent up old 9 iron is utilized by raiders and down-on-their-luck junkies as a last-ditch
tool of self-defense. It’s lightweight, easy to find and maintain
(all you’ve really got to do is straighten it out after a fight) and
doesn’t take much in the way of training to use properly- just
line it up and give it a swing! Getting hit in the face with the
ol’ 9 iron tends to knock one on his ass or break one’s nose.
It’s also handy to have if you manage to find an intact pre-War
Mini Putt-Putt Course or for “disabling” mines in an old war
zone! The 9 iron requires two hands to use and deals Ballistic
Damage. Value: 80 Caps
Bumper Sword: A
favorite amongst
super mutants, the
bumper sword, as the
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name suggests, is
forged from the
bumpers of pre-War cars and trucks. The bumper is flattened and sharpened into a thick, heavy
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blade and an exhaust pipe is strapped to the unsharpened end to serve as the handle. It is by no
means an elegant weapon, but damn does it suck to be on the receiving end of one of its swings!
The bumper sword requires two hands to use and deals Ballistic Damage. Value: 300 Caps
Expert Strength Test or be knocked prone and back one hex for each Degree of Failure
(minimum 1 hex).
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Katana: The katana is the
staple weapon of the
Wasteland Samurai and is
characterized by its distinctive
appearance: a curved, slender,
single-edged blade, circular or
squared guard, and a long grip
that can accommodate two
hands. It is renowned for its
sharpness and cutting ability, and the fact that its steel has been folded at least a thousand times.
The katana requires two hands to use and deals Ballistic Damage. Value: 800 Caps
handle, making it slightly better than nothing at all. Plus, you can always use it to play a game of
pool at the Atomic Wrangler. The pool cue requires two hands to use and deals Ballistic
Damage. Value: 10 Caps
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Min. STR: Min. Skill: Wgt: 1 lb. Dmg: Rng: 2 AP Normal: AP
2 0 1d4+MD hexes 3 Targeted: 4
Sp. Atk: Grand Slam (5 AP)- Deals 2d4+MD Ballistic Damage, plus double your Melee Damage
Bonus. If you kill a creature with a Grand Slam, you send their head flying toward the fences!
alike, with some variations. The Shishkebab only requires one hand to use and deals Ballistic
Damage. Value: 2200 Caps
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Sp. Atk: Mauler (8 AP)- Deals 4d8+MD Ballistic Damage and target must succeed on an Expert
Strength Test or be knocked prone and back one hex for each Degree of Failure (minimum 1
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hex).
Stun Baton: More common along the West Coast in lands
controlled by the New California Republic, the stun baton is
a proper law enforcement tool and a must for any brahmin
herder. Most stun batons are repurposed cattle prods,
although some are actually true stun batons found from pre-
War police stations and military barracks. The stun baton is
powered by a Microfusion cell, which provides enough
power for 10 attacks before it needs to be recharged. The
stun baton only requires one hand to use and deals Energy
Damage. Value: 600 Caps
(minimum 1 hex).
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Switchblade: The favorite weapon of my old
buddy Mack, the switchblade is a small,
lightweight, and compact melee weapon favored
amongst gangsters and organized criminals. While
it doesn’t boast a lot of stopping power on its own,
it is easy to conceal and when it hits the right spot it
can drop even a super mutant. Whenever you
attempt a Stealth Skill Test to conceal the weapon,
you get a +20% bonus to your Stealth Skill Value.
Just don’t do anything rash, alright? The
switchblade only requires one hand to use and deals
Ballistic Damage. Value: 50 Caps
Throwing Weapons: The second category of Melee Weapons, throwing weapons, cover any
non-explosive weapon designed to be thrown at a target. As mentioned in the Combat Rules, all
throwing weapons, the additional range is equal to double the creature’s Strength or Perception
Stat, whichever is lower. Unlike hand-to-hand weapons, throwing weapons do not have a special
attack, but instead have an extra effect.
1d6 Energy Damage (2d6 to robots and power armor wearers) within 2 hexes of the original
target.
Like Melee Weapons, Unarmed Weapons have a base damage, depicted in the weapon’s
“Dmg” box. Whenever you attack with an Unarmed Weapon, you’ll deal the weapon’s base
damage and add your Melee Weapon Bonus, determined by your Strength. Most unarmed
weapons deal Ballistic Damage, although the Zap Glove deals Energy Damage. Specific damage
types are mentioned in the weapon’s description.
While Energy Weapons and Guns have a variety of ammunition types, Unarmed
Weapons (like Melee Weapons) have a Special Attack (Sp. Atk) that can be performed in
combat. These attacks vary from weapon to weapon, although some weapons share Special
Attacks. The Action Point cost and description of a weapon’s Special Attack is listed in its
weapon stat block. In order to use an Unarmed Special Attack, you must meet the weapon’s
Minimum Skill Requirement.
and legs), but they follow the same rules for Minimum
Strength and Skill Requirements. All Special Unarmed
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Jab: A quick, straight punch typically aimed at the jaw, throat, or back of the neck. Trades
stopping power for speed. Float like a bloatfly and sting like a cazador.
Low Kick: A low, sweeping kick made with the intention of tripping up your opponents. The
bigger they are, the harder they fall.
Palm Strike: An open palmed strike often aimed at the chest with the intent to crack ribs or
possibly stop the heart. It takes a true disciple of the Way of the Iron Fist to master this
particular technique.
Snap Kick: A quick kick usually aimed at the chest. It’s a fast kick, though it trades some of its
power for speed.
Standard Punch: Just your run of the mill swing, usually aimed at the target’s torso, just under
the ribs. It hurts quite a bit.
Enhanced Unarmed Weapons: Ever want to punch someone and send them flying back a
dozen feet? Or have a buzz saw attached to your hand? You’re in luck! As the name would
suggest, enhanced unarmed weapons serve to make your standard punches stronger thanks to the
power of scientific ingenuity! In many ways Enhanced Unarmed Weapons work like Melee
Weapons. The overwhelming majority of Unarmed Weapons only have a range of one hex, and
they cannot be thrown.
Deathclaw Gauntlet: A very powerful weapon crafted from a deathclaw hand, medical brace for
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structure, a leather belt for rigidity and to serve as a handle, and a healthy amount of duct tape
and Wonderglue to hold it all together. The claws of
the wasteland’s deadliest predator are now in your
hands! Literally! These razor sharp claws can cut
through leather, steel, and advanced polymers like
they were paper. The length of the claws also allows
you to strike enemies beyond the range of most other
unarmed weapons. Deathclaw gauntlets are quite
rare in the wasteland, however, as few are brave –or
stupid- enough to actually go toe to toe with a living
deathclaw. The deathclaw gauntlet deals Ballistic
Damage. Value: 4000 Caps
Sp. Atk: Embrace of the Mantis King! (6 AP)- Deals 2d10+MD Ballistic Damage as you pierce
your foe. They take another 2d10 Ballistic Damage on their next turn unless they spend all of
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Weapon Modifications
Sometimes weapons need a little dressing up to
give them that extra pizzazz or make them just a
little more reliable in the heat of battle. These are
known as weapon modifications and can range
from improved iron sights to a high-tech recon
scope to an extended magazine so you can carry
more ammunition.
Energy Weapon Modifications: While energy weapons are the most advanced form of
weaponry, there are ways to make them better, obviously. Many energy weapon modifications
serve a similar purpose to gun modifications, only they’re cooler and more high-tech. For the
most part, energy weapon modifications serve to make weapons more durable or to increase
accuracy and ammunition capacity. Almost every energy weapon modifier has to be recovered
from a pre-War military installation, and those found in the hands of merchants are very
expensive indeed.
Auxiliary Recharger Chip: This high-tech gadget attaches to an energy weapon and slowly
recharges energy cells and microfusion cells by capturing the wasted energy and diverting it back
to the power source. For every five shots fired, the auxiliary recharger chip recharges one shot,
effectively giving you a free shot every five shots. Value: 2000 Caps
Combat Sights: Whether they are the iron sights of a laser pistol or a Gatling laser, improved
sights must be specifically crafted for a particular weapon. Adding improved sights negates the
penalties to a weapon’s accuracy for not meeting the Minimum Skill requirement to use the
weapon. Cannot be added to a weapon with a recon scope. Value: 500 Caps
Expanded Flamer Tanks: For use only with the flamer and incinerator, the expanded tanks
double the weapon’s ammunition capacity. Value: 250 Caps
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Focused Laser Optics: The focused laser optics can only be attached to a laser weapon and
serve to increase the intensity of the laser. Attaching this modification to a laser weapon
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High-Energy Ionizer: The high-energy ionizer can only be attached to a plasma weapon and
adds additional charge to a bolt of plasma. Attaching this modification to a plasma weapon
increases its Critical Hit Chance by 10%. Value: 1000 Caps
Laser Sight: What’s cooler than a laser? Attaching a laser to a laser! The laser sight increases
the accuracy of all attacks made within point-blank range (attacks made within a number of
hexes equal to the shooter’s Perception) by an additional 10% (20% total). Value: 500 Caps
Recon Scope: The recon scope allows a person to easily examine a target and effectively
increases the range of the weapon. Complete with target tracking and night vision, the recon
scope increases the range of the weapon by 20 hexes. Cannot be added to a weapon with combat
sights. Value: 1500 Caps
Reinforced Components: These parts were developed to make energy weapons (which are
notoriously fragile) a bit more durable so that they don’t fall apart in the middle of a fire fight.
By replacing parts with reinforced components, a weapon will only lose a condition box after ten
attacks, rather than the usual five. Value: 500 Caps
Carbon Fiber Parts: Carbon fiber parts are military-grade modifications designed to decrease
the weight of a weapon without reducing its structural integrity. Replacing the heavier parts of a
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weapon with carbon fiber parts decreases the weapon’s weight by 50%, rounded down (10 lbs. to
5 lbs., 5 lbs. to 2 lbs., etc.). Value: 500 Caps
Combat Sights: Whether they are the iron sights of a grenade rifle or an improved laser range
finder on the missile launcher, improved sights must be specifically crafted for a particular
weapon. Adding improved sights negates the penalties to a weapon’s accuracy for not meeting
the Minimum Skill requirement to use the weapon. Value: 500 Caps
Custom Action: A customized action has to be specially crafted for a particular weapon.
Adding a custom action decreases the AP costs of a weapon’s attacks by 1, to a minimum of 1
Action Point. Value: 500 Caps
Long Barrel: An elongated barrel (or lengthened catapult launch way for the Fat Man) serves to
increase the effective firing range of a weapon. Adding a long barrel to a launching weapon
increases the weapon’s range by 50%, rounded down (10 hexes becomes 15 hexes). Value: 250
Caps
Custom Bolt/Receiver: A customized bolt or receiver has to be specially crafted for a particular
weapon. Adding a custom bolt or receiver decreases the AP costs of a weapon’s attacks by 1, to
a minimum of 1 Action Point. Value: 500 Caps
Extended Magazines: A magazine that allows a person to carry additional ammunition. Comes
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in the form of standard magazines, drum barrels, or elongated tubes (for repeater-style weapons).
Attaching an extended magazine doubles the weapon’s ammunition capacity. Value: 250 Caps
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Improved Iron Sights: Improved sights that glow, increasing a weapon’s accuracy. Adding
improved sights negates the penalties to a weapon’s accuracy for not meeting the Minimum Skill
requirement to use the weapon. Value: 500 Caps
Marksman’s Scope: The recon scope allows a person to easily examine a target and effectively
increases the range of the weapon. Complete with night vision, the marksman’s scope increases
the range of the weapon by 20 hexes. Cannot be added to a weapon with improved iron sights.
Value: 1500 Caps
Laser Sight: A laser sight modification that increases a weapon’s accuracy in close-range
scenarios. The laser sight increases the accuracy of all attacks made within point-blank range
(attacks made within a number of hexes equal to the shooter’s Perception) by an additional 10%
(20% total). Value: 500 Caps
Long Barrel: An elongated barrel can only be attached to a pistol or revolver and serves to
increase the effective firing range of a weapon. Adding a long barrel to a handgun increases the
weapon’s range by 50%, rounded down (10 hexes becomes 15 hexes, etc.). Value: 250 Caps
Recoil Compensator: A device designed to aid in the use of automatic weapons. The recoil
compensator decreases the AP costs of all burst attacks with a weapon by 1 AP (this effect stacks
with the effects of a custom receiver). Value: 500 Caps
Silencer: The silencer serves to muffle the sound of a firearm, forcing creatures trying to locate
the shooter to attempt an Expert Perception Test rather than an Easy Perception Test. Value: 250
Caps
Balanced Grip: A redesigned grip made with the intention of restoring proper balance to a
weapon. Replacing the previous grip with the improved, balanced grip decreases the AP costs of
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Electric Charge: A series of copper wires rigged to a microfusion cell designed to unleash a jolt
of electrical energy upon contact. Adding an electrical charge to a melee or unarmed weapon
adds +10 Energy Damage to all attacks. The microfusion cell has to be replaced after ten
attacks. Value: 1000 Caps
Heavy Duty Chromed Parts: Parts manufactured before the Great War for heavy-duty
machinery, these parts can be applied to a weapon to increase its condition. By replacing parts
with the HD chromed parts, a weapon will only lose a condition box after ten attacks, rather than
the usual five. Value: 1000 Caps
Serrated Edge: A serrated edge can only be applied to bladed weapons, such as a fire axe or
bumper sword (it’s ultimately up to the Overseer’s discretion). Applying a serrated edge
increases the weapon’s Critical Hit Chance by 10%. Value: 200 Caps
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Armor
Weapons are good, great, and wonderful and all that, but if you
wander out into the wasteland with nothing more than a gun,
some bullets, and your canteen, you’re probably gonna die.
Fortunately for you, there are men and women (and robots) out
there who specialize in making armor so that way fools like you
don’t immediately die.
At the end of each armor entry is a table with the armor’s stats and information including
its Weight (Wgt), its Armor Class (AC), Ballistic Damage Resistance (BDR), Energy Damage
Resistance (EDR), its weight class (Light, Medium, Heavy, or Power) and lastly any
miscellaneous bonuses such as radiation resistance and Attribute and Skill modifiers.
Humans and ghouls can wear armor interchangeably without any real penalty or
discomfort (although truth be told, ghoul-crafted armor tends to be a little snug on your average
human). Super mutants, however, can only wear armor specifically crafted for super mutants
and cannot wear power armor. Robots do not wear armor, because that would look silly.
Armor Condition
Like weapons and vehicles, armor also loses its effectiveness over time if not maintained and
repaired. For every five successful hits that cause damage against a character wearing a set of
armor, the armor loses a condition box, and for every successful critical hit, armor loses two
condition boxes. Armor eventually begins to lose its ability to reduce damage as it wears thin
and acquires more holes.
Every suit of armor has 10 condition boxes (making each condition box effectively 10%
of an armor durability) and when each condition box has been checked off the armor is
considered broken and provides only the most meager protect – a damaged suit of metal armor is
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still technically better than going into a gunfight naked. For each condition box checked off,
reduce the armor’s Damage Resistances by 1 and Armor Class by 2%.
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For example, if a suit of leather armor in pristine condition provides an Armor Class
bonus of +8%, a Ballistic Damage Resistance of 8, and an Energy Damage Resistance of 6. If
the armor has lost two condition boxes, it would instead provide an AC bonus of +4%, a BDR of
6, and an EDR of 4. If the same suit of armor continues taking damage and has lost four
condition boxes, its effectiveness is reduced further. Said suit of armor would provide no AC
bonus or EDR and only 2 points of DR against ballistic damage.
Armored Vault Jumpsuit: A traditional Vault-Tec jumpsuit often reinforced with either leather
padding, ceramic or metal plates, or Kevlar. Traditionally worn only by Vault Dwellers out in
the wastelands, these jumpsuits provide modest protection and often have enough gear and
equipment strapped on to them to provide a minor bonuses to certain Skills. Value: 400 Caps
Leather Armor: A durable (and fashionable!) leather jacket reinforced with additional leather
pads and ballistic fibers. It offers modest protection without weighing the wearer down and can
be easily patched up and repaired after a nasty gunfight. Last, but certainly not least, it looks
really, really cool. Value: 250 Caps
Lightweight Metal Armor: A suit of metal armor modified for long-range travel, this
lightweight metal provides excellent protection without weighing so much that the wearer can’t
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travel across the wastelands. The weight is still significant enough to reduce the wearer’s
mobility, although many claim that the protection it provides is worth the inconvenience. Value:
1100 Caps
Mercenary Outfit: A lightweight armor usually consisting of a ballistic jacket worn beneath a
standard leather jacket with some minor reinforcement in terms of leather or metal plates on the
shoulders and shins. Bandoleers and sheaths are kept in easy to reach places, granting the wearer
a bit of an edge when using traditional firearms and hand-to-hand weapons. These types of
outfits are, of course, quite popular amongst seedier mercenary crews. Value: 150 Caps
Metal Armor: Usually built from the shells of decommissioned robots (a fact that they just love,
by the way), metal armor provides a significant amount of protection compared to leather armor.
It is one of the most common types of armor and is a favorite among mercenaries due to its
protection and the fact that it can be repaired rather easily. It is incredibly cumbersome,
however, and therefore isn’t recommended for those who want to travel long distances. Value:
1500 Caps
Raider Armor: The go-to armor of the scum of the earth, raider armor is usually just layers of
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leather, cloth, and metal connected with wires and belts to form a loose-fitting banding. It
doesn’t offer the greatest protection in the wasteland, but it can be repaired very easily thanks to
its low craftsmanship and the easy to acquire parts. Value: 700 Caps
Reinforced Combat Armor: This suit of armor is more advanced and consists of a body-
enclosing suit of armor. The sleeves of the body suit are full sleeves and include plate protection
for the upper and lower arms. The lower body is protected by woven trousers and incorporate no
hard armor, save the boots. In the interest of comfort and mobility, the armor encasing the foot
and lower leg is articulated, not sealed. Value: 8000 Caps
Reinforced Leather Armor: Someone took a cool leather jacket and made it even cooler by
slapping some metal on to that baby. While slightly heavier than a standard suit of leather
armor, reinforced leather armor provides better protection against not only standard ballistic fire,
but energy weapons fire as well. Value: 700 Caps
Reinforced Metal Armor: Sometimes standard metal armor isn’t enough. In those cases, one
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needs reinforced metal armor. Reinforced with what, you ask? Well typically a Kevlar
undershirt and even more metal, particularly steel and lead. Unlike typical suits of metal armor,
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this reinforced variant is rare and usually only found in civilized areas due to the fact that it takes
a skill metalworker to create. Value: 1900 Caps
A creature requires specialized training in order to use T-45d Power Armor. Value:
12500 Caps
A creature requires specialized training in order to use T-51b Power Armor. Value:
15000 Caps
A creature requires specialized training in order to use T-60f Power Armor. Value:
20000 Caps
Tesla Armor: A suit of armor that appears similar in design to the X-01 Power Armor, although
in truth it is a suit of heavy armor. The armor is covered in Tesla Attraction Coil Rods that serve
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to attract electrical energy, granting the wearer superior Energy Damage Resistance. This energy
is channeled to not only power the armor, but actually enhance the wearer’s skills with energy
weapons by providing additional power to the weapons. Tesla armor is particularly rare,
although it is slightly more common in areas once controlled by the Enclave. Value: 4500 Caps
Vandal Armor: A better-crafted version of the raider armor, vandal armor is pieced together
from scraps of armor that provides modest protection without impacting mobility. Unlike
standard raider armor, vandal armor is layered with purpose and utilizes Kevlar and ballistic
fibers to protect the more vulnerable parts of the human body. Value: 800 Caps
It is composed of lightweight metal alloys reinforced with ceramic castings at key stress
points. The motion-assist servo-motors used in the armor are of a high-quality. Furthermore, it
has an auto-gyro system to keep it upright and the knees can be locked into position, to prevent
the wearer from falling over in case the operator loses consciousness on duty. It also possesses a
waste recycling system believed to be developed from the same prototype system used to
develop the waste recycling system in the T-60f power armor.
A creature requires specialized training in order to use X-01 Mk. I Power Armor. Value:
20000 Caps
X-01 Mk. II Power Armor: A few years after fielding the X-01 Mk. I, the Enclave developed
and manufactured the Mk. II for use by their elite soldiers. It is built almost entirely from a
lightweight ceramic composite rather than the usual combination of metal and ceramic plates.
The standard-issue version has a matte black finish to make nighttime operations easier.
The helmet comes standard with radiation filters, audio amplifiers for both incoming and
outgoing transmissions, built-in night vision (negating any negative modifiers from light sources
or a lack thereof). It is also hermetically sealed, providing excellent radiation resistance, and has
an even more advanced waste recycling system, allowing the operator to go for weeks without
external sources of water.
A creature requires specialized training in order to use X-01 Mk. II Power Armor. Value:
35000 Caps
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Equipment
Equipment is any item that is not a weapon, armor, or a
weapon modification and can range from ammunition,
chems, and general utility gear. These are common, or
at least not insanely rare, and useful items found in the
wasteland. All equipment has a Cap Value and a
weight, which is recorded in the item’s description.
Ammunition: Ammunition is required to shoot guns, energy weapons, and certain explosives.
As such, it is quite valuable, and in many peoples’ eyes, worth its weight in Caps. There are
several types of ammunition, which are listed below. Unlike other types of Equipment,
ammunition does not have a weight. While it’s not overly realistic, we didn’t want to bog people
down with an insane amount of bookkeeping. The value of ammunition has two entries, one for
standard ammunition and one for the variant ammunition (hollow point, overcharged, etc.).
.308: The “Grandad’s” brand of .308 caliber ammunition is a full-sized cartridge used primarily
in hunting rifles in the pre-War United States. In the post-War wasteland it has become a
popular brand of ammunition for high-power conventional weapons and long-range
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.357 Magnum: The .357 magnum round was most commonly manufactured by Big Chief and
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has a significant powder load, which makes it a very powerful cartridge for a pistol round, and
acceptable for use in carbine length lever-action rifles. Value: 15 Caps Standard, 20 Caps
Variants
.44 Magnum: The .44 magnum round is a high powered magnum pistol cartridge derived from
the .44 special pistol round. The round was originally developed for revolvers, but with its high
velocity and heavy bullet, manufacturers quickly developed lever-action and carbines chambered
in .44 magnum. Ancient as it is, .44 magnum still delivers quite a punch and proves to be quite
effective in the field. Value: 25 Caps Standard, 35 Caps Variants
.45 Auto: The .45 Auto round is manufactured by Union Cartridge, and is a large caliber auto-
pistol cartridge used in pistols and submachine guns. It was rather rare for a time, but in recent
years has been manufactured in New Canaanite lands and sold across the wastes. Value: 15
Caps Standard, 20 Caps Variants
.45-70 Gov’t: A powerful .45 caliber round from the late 19th century,
.45-70 Gov’t (government) rounds are one of the rarer types of
ammunition found in the wasteland. It is a little more common in the
Core Regions than along the East Coast, but it’s not unheard of. The
New California Ranger Corps utilizes .45-70 Gov’t for their brush
guns and revolvers. It is highly sought after thanks to its rarity and
sheer stopping power. Value: 30 Caps Standard, 45 Caps Variants
.50 MG: The .50 MG is a large caliber heavy machine gun and long-range anti-material rifle
round. It is the largest, heaviest, and oftentimes the most expensive conventional firearm
ammunition around. The only known weapon to utilize .50 MG is the anti-material rifle,
although some savvy wastelanders have rechambered more common weapons to fire this
particular ammunition. Value: 80 Caps Standard, 120 Caps Variants
2mm Electromagnetic Cartridge: Relatively rare compared to other ammunition types, the
2mm EMC is a specially-designed round used only by the Gauss Rifle. It combines the sciences
behind conventional firearms ammunition (namely a solid “bullet”) with the high-tech science
behind energy weaponry. The Enclave is said to have once had a large stash of these rounds, as
does a shadowy organization existing in the Commonwealth and Capital Wasteland… Value:
200 Caps Standard, 400 Caps Variants
that use it. It boasts a high penetration rating, which offsets its
smaller size considerably. Value: 50 Caps Standard, 75 Caps
Variants
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5.56mm: The 5.56mm round is a high velocity small caliber rifle cartridge and is considered a
general-purpose round for all guns, spanning the wasteland’s arsenal from the service rifle to the
Bozar. 5.56mm is common, light, cheap, easy to make, and is considered one of the two “small
rifle” cartridges, the other being 5mm. It is a solid, all-around dependable round. Value: 60
Caps Standard, 90 Caps Variants
12.7mm: The Hauer Premium Show Stopper 12.7mm civic defense round is a consumer-grade
pistol round of identical bullet diameter to the military-grade .50 caliber, but with less stopping
power. While it shares the same bullet diameter, the cartridge case is much shorter, holding far
less powder than the full-sized .50 MG cartridge. Value: 60 Caps Standard, 90 Caps Variants
12-Gauge Shell: The Purebore Buckslayer Sure Shot 12 gauge shotgun shell is a large bore
shotshell. 12-Gauge tends to be used in more “modern” shotguns when compared to 20-Gauge
ammunition. Value: 15 Caps Standard, 20 Caps Variants
20-Gauge Shell: Masterson low recoil/max power 20-gauge shotgun shells are very similar to
their larger, better known cousins, the 12-gauge shells. Smaller in bore size, they have lighter
powder loads and a smaller amount of shot, resulting in lower recoil and reduced target effect.
Value: 20 Caps Standard, 30 Caps Variants
25mm Grenade: This is standard ammunition for the grenade machinegun. It is designed to
explode on impact, and does so 96.4% of the time. Value: 100 Caps Standard, 150 Caps
Variants
40mm Grenade: This is the projectile fired from the 40mm grenade launcher and grenade rifle.
They are much larger than 25mm grenades, making them heavier and harder to fire at great
speed. Value: 200 Caps Standard, 300 Caps Variants
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BBs: BBs are lead free metal pellets for use in air guns. They are usually
propelled using compressed air or gas – particularly pump-action guns-
there is no need for common ammunition ingredients such as gunpowder
or primers. Value: 10 Caps
High-Velocity Missiles: A guided, self-propelled projectile armed with a high explosive charge,
these are used by missile launchers. Missiles are incredibly rare, as they are difficult to
manufacture in the post-War world, although rumor has it they’re being churned out of a small
settlement called the Pitt. Value: 300 Caps
Microfusion Cells: The microfusion cell model No. 1040 MRC is a medium-sized energy
production unit. It is a self-contained fusion plant with an output of 1040.8 VDC used as
ammunition for energy weapons, particularly rifle-sized energy weapons and larger. They are
more powerful than energy cells, but at the same time are more expensive. Value: 200 Caps
Standard, 300 Caps Variants
Booze: Booze is a distilled product with a high alcohol content made from fermenting corn,
grain, potatoes or spores plant. Some booze – the good stuff – may even be left over from the
Great War. There are several variants of alcohol: Gamma Gulp brand beer, moonshine, rot gut,
scotch, vodka, whiskey, wine, absinthe, and of course wasteland tequila. Drinking booze gives
you a +1 bonus to your Strength and Charisma and a -1 penalty to your Intelligence for 30
minutes. If you become addicted to Booze, you suffer a -1 penalty to Charisma and Agility
whenever you aren’t under the effects of the chem. Addiction Rating: 10%. Value: 20 Caps
Buffout: Buffout is a highly advanced steroid that was popularized before the Great War by
professional athletes and their clandestine use of the drug. Taking Buffout increases your
Strength by 2, your Endurance by 3, and your Hit Points by 60 for 30 minutes. If you become
addicted to Buffout, you suffer a -1 penalty to Strength and Endurance whenever you aren’t
under the effects of the chem. Addiction Rating: 10%. Value: 200 Caps
Coyote Tobacco: This typically comes in chew form, although some people make cigarettes
from the leaves. Coyote tobacco is a naturally growing plant that when used increases your
Perception and Agility by 1 for 30 minutes. If you become addicted to Coyote tobacco, you
suffer a -1 penalty to Perception and Charisma whenever you aren’t under the effects of the
chem. Addiction: 10%. Value: 25 Caps
medication used for healing the body. The item consists of a syringe for containing and
delivering the medication and a gauge for measuring the status of the stimpak’s contents. When
the medicine is injected, it provides immediate healing of the body’s minor wounds. Most
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stimpaks that survived the Great War have long
since expired, and while they provide some healing
properties, they aren’t as good as the rare few that
are still fresh. Whenever you administer an expired
Stimpak, you may attempt a Medicine Skill Test as
part of the action. You heal 1d8 Hit Points, plus
1d8 Hit Points each round for a number of rounds
equal to your Degrees of Success. If you fail your
Skill Test, you still heal 1d8 Hit Points when you first use the expired Stimpak. Value: 50 Caps
Hydra: Hydra is a drug developed from antivenom, nightstalker blood, and cave fungus. While
under the effects of Hydra, you suffer no penalties for crippled limbs for 30 minutes and you heal
1 Hit Point every 10 seconds (1 HP per round inc ombat). If you become addicted to Hydra, you
suffer a -3 penalty to Endurance whenever you aren’t under the effects of the chem. Addiction:
10%. Value: 500 Caps
Jet: An inhalant chem with a mysterious origin. Some say it was developed by
a man in New Reno, while others claim that it was developed before the Great
War. Regardless of where it came from, Jet has ravaged the wasteland as one of
the most addictive chems out there. While fucked up on Jet (there’s really no
other way to describe it), your Action Point maximum increases by 5 for 30
minutes. If you become addicted to Jet, you suffer a -1 penalty to Strength,
Perception, Charisma, and Agility whenever you aren’t high as a kite.
Addiction: 80%. Value: 25 Caps
Med-X: Med-X is a potent opiate analgesic that binds to opiod receptors in the brain and central
nervous system, reducing the perception of pain as well as the emotional response to pain.
Essentially, it is a painkiller delivered by a hypodermic needle. It was used before the War as an
anesthetic before surgery- particularly battlefield surgery. While under the effects of Med-X,
you increase your Damage Resistance by 15 for 30 minutes. If you become addicted to Med-X,
you suffer a -1 penalty to Agility and Intelligence whenever you aren’t under the effects of the
chem. Addiction: 10%. Value: 200 Caps
Party Time Mentats: For when you really want to be the hit at a party! With the addition of a
few organic ingredients (and a healthy dose of whiskey), regular Mentats now provide you with
all that artificial courage you need to have a good time. While under the effects of Party Time
Mentats, you increase your Intelligence and Perception by 2 and your Charisma by 5 for 1 hour.
If you become addicted to Party Time Mentats, you suffer a -1 penalty to Perception and
Intelligence whenever you aren’t under the effects of the chem. Addiction: 15%. Value: 400
Caps
RadAway: RadAway is an intravenous chemical solution that bonds with radiation particles and
passes them through the body’s system. It takes some time to work, and is also a potent diuretic.
While it is not addictive, the use of RadAway often results in severe headaches, stomach pains,
and in some instances hair loss. When you use RadAway, you reduce the number of rads in your
body by 5 every minute for 30 minutes (for a total of 150 Rads at the end of the half hour).
Value: 1500 Caps
Rad-X: An ounce of prevention is worth a pound of cure, and that was the idea behind Rad-X.
While it wasn’t marketed for consumer use before the Great War, the use of Rad-X in the
military was widespread enough to allow for several thousand bottles to survive the apocalypse.
It didn’t take long for scientists to figure out how to make more, and Rad-X continues to thrive
to this day. By taking Rad-X, you increase your Radiation Resistance by 25%. Obviously
humans are the only sentient creature that benefits from taking Rad-X. Value: 2000 Caps
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Rebound: A variant of Jet, Rebound is usually held in a metal hip flask filled with liquid jet and
a pair of glass vials of pre-War adrenaline drugs taped to the side, which flow up through tubes
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into the mouth of the flask. A need on the top administers the drug cocktail, causing a steady
rush of energy rather than an instant energy rush. When
under the effects of Rebound, you start each round of
combat with an additional Action Point (1 on the first
round, 2 on the second round, 3 on the third round, and so
on until combat ends or you reach 10 bonus Action
Points). This effect lasts for 30 minutes. If you become
addicted to Rebound, you suffer a -1 penalty to Agility
and Charisma whenever you aren’t under the effects of the
chem. Addiction: 90%. Value: 75 Caps
Rocket: Also known as “UltraJet” in some regions, Rocket is Jet’s cooler younger brother. It
packs an even greater punch than Jet and the high lasts twice as long. The recipe is still largely
undetermined, but most call for Jet, Abraxo Cleaner, and either a bottle of Nuka-Cola or a box of
Sugar Bombs. While fucked up on Rocket, your Action Point maximum increases by 15 for 1
hour. If you become addicted to Rocket, you suffer a -1 penalty to Strength, Perception,
Charisma, and Agility whenever you aren’t high as a kite. Addiction: 90%. Value: 25 Caps
Slasher: A potent potable made by combining Psycho, a stimpak, and usually a pulpy fruit like
banana yucca. It provides the typical rage inducing effects of Psycho, but with added damage
resistance thanks to the adrenaline in the stimpak. Some folks have tried experimenting by
combining Psycho with Med-X to make Slasher, but those people are dead now. While under
the effects of Slasher, you deal an additional +15 points of damage on attacks and increase your
Damage Resistance by 10 for 30 minutes. If you become addicted to Slasher, you suffer a -2
penalty to Intelligence and a -1 penalty to Strength and Endurance whenever you aren’t under the
effects of the chem. Addiction: 25%. Value: 500 Caps
Smooch: A greasy, green goo developed in the Reservation, Smooch is an extremely mellow
chem that provides feelings of incredibly ecstasy, and notably provides the same effects to
ghouls as it does humans. While under the effects of Smooch, you gain a +1 bonus to your
Charisma and Luck for 1 hour. If you become addicted to Smooch, you suffer a -2 penalty to
Charisma and Agility whenever you aren’t under the effects of the chem. Ghouls do not gain
their typical +10% on Nerve Tests to resist the chance of becoming addicted to Smooch.
Addiction: 15%. Value: 200 Caps
Stimpak: Occasionally you’ll get lucky and stumble upon a cache of Pre-War stimpaks that
haven’t expired. Most are found in military bases or hospitals, but some can be found in random
first aid kits. Most fresh stimpaks are actually manufactured by chemists, as the ingredients and
instructions on how to prepare one were quite common in Old World ruins. However, they are
also rather pricey. Whenever you administer a Stimpak, you may attempt a Medicine Skill Test
as part of the action. You heal 1d10 Hit Points, plus 1d10 Hit Points each round for a number of
rounds equal to your Degrees of Success. If you fail your Skill Test, you still heal 1d10 Hit
Points when you first use the Stimpak. Value: 150 Caps
Turbo: Turbo is one hell of a chem that is made from Jet, turpentine, the poison gland of a
cazador or radscorpion, and broc flower juices. The combination of these three deadly poisons
(and the broc flower) put the user in an almost zen-like state where the rest of the world moves
so very slowly. While under the effects of Turbo, you get a +2 bonus to your Agility and double
your total Action Points and your Armor Class for 1 minute. If you would take multiple hits of
turbo in a quick succession, you wouldn’t increase the duration of the effect, but instead double
the potency of the chem (the bonuses max out after three hits of turbo). If you become addicted
to Turbo, you suffer a -1 penalty to each of your SPECIAL Stats (minimum 1 in each stat) and
reduce your AP maximum by 2 (to a minimum of 4) whenever you aren’t under the effects of the
chem. Addiction: 20%. Value: 600 Caps
Voodoo: A tribal concoction made from the parts of dead critters (yum!). Eating this powder
makes the user feel damn near invincible. While under the effects of Voodoo, your eyes will be
keen, your limbs will not break, and your claws will strike like thunder! You gain a +15 damage
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with any Melee Weapon or Unarmed attacks and your limbs cannot be crippled for 15 minutes.
If you become addicted to Voodoo, you suffer a -2 penalty to each of your SPECIAL Stats
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(minimum 1 in each stat) whenever you aren’t under the effects of the chem. Addiction: 20%.
Value: 500 Caps
Animal Meat: Whether it’s from a brahmin, a radstag, a mirelurk, a deathclaw, or a dog, animal
meat is one of the more abundant types of food out in the wasteland. Eating raw animal meat is
dangerous, as you combine the exposure to radiation with the risk of food borne illness.
Whenever you eat properly prepared animal meats, you heal Hit Points over time, much like you
would when using a stimpak. Whenever you eat animal meat, you may attempt a Survival Skill
Test as part of the action. You heal 1d6 Hit Points, plus 1d6 Hit Points each round for a number
of rounds equal to your Degrees of Success. If you fail your Skill Test, you still heal 1d6 Hit
Points when you first eat the meat. Animals are quite abundant in the wasteland, as is their
delicious, delicious meat. Eating animal meat increases your Rads by 5 and lowers your
Starvation by one stage. Value: 20 Caps
Aqua Pura: With a name that literally means “pure water,” you know it’s
got to be good! Aqua Pura is a rather rare water item that, so far, can only
be found in the Capital Wasteland and the Commonwealth and is tightly
controlled and regulated by the East Coast Brotherhood of Steel chapter.
It’s created by a process known as “Project Purity” that not only strips out
all radioactive material, but actually leaves a little bit of the radiation
cleansing particles in the water itself. Drinking Aqua Pura automatically
restores 2d6 Hit Points, reduces your Dehydration by one stage, and
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Cave Fungus: Cave fungi are pieces of fungus skewered n a stick, like a kebab of sorts. They
can be found all over the wasteland –particularly in swamps and caves- and are used not only as
a food item, but as an ingredient for several chems and medicines. Eating cave fungi
automatically restores 2d4 Hit Points, reduces your Starvation by one stage, and decreases your
Rads by 10. Value: 15 Caps
Dirty Water: So-called “dirty” water is the most common type of water found in the wasteland.
It is water that contains radioactive particles, and so drinking it can be a little risky. However,
drinking irradiated water is slightly better than dying of dehydration, which I’ve heard can suck
pretty hard. Drinking dirty water immediately restores 2d4 Hit Points, reduces your Dehydration
by one stage, and increases your Rads by 5. Value: 25 Caps
Fresh Fruits and Vegetables: While some feared that the wastelands would remain blasted and
barren for all eternity, slowly forcing mankind to turn to cannibalism as the last of the pre-War
junk food and canned goods ran out, others realized that all of that was pretty gloomy (and a
little stupid) and decided to start farming again. The fruits of their labors (pun intended) have
resulted in a myriad of edible plants ranging from razorgrain to mutfruit and maize to tatos.
While these may not be the exact fruits and vegetables you’re used to, they’re genetically similar
enough, and perfectly edible. Eating fresh fruits and vegetables automatically heals 2d6 Hit
Points and reduces your Starvation and Dehydration each by one stage.
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Junk Food: Back before the Great War junk food was something enjoyed by people during
recreation. Nowadays it can mean the different between life and death if nothing else is on hand.
Junk food can range from Potato Crisps to Dandy Boy Snack Cakes. It’s still real tasty, although
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it doesn’t provide much in the way of nutritional value. Eating junk food immediately
restores 2d4 Hit Points, reduces your Starvation by one stage, and increases your
Rads by 5. Value: 25 Caps
MRE: Meals, Ready-to-Eat are incredibly nutritious field rations developed and
used by the United States Armed Forces in combat and field conditions where
organized food facilities weren’t available. The main meals in the pouch come pre-
cooked in “boil in the foil” packets that can be warmed by immersing them in water,
which in turn activates heating cells in the MRE pouch. They are, of course,
commonly found in old military installations, although the Brotherhood of Steel and
the New California Republic have both developed their own MREs. The meals can
range from pork chops to lasagna to sushi (although that last one is admittedly quite
rare) and contains enough food and water –and a dose of caffeine- to keep a soldier
on her feet. Eating an MRE automatically restores 2d6 Hit Points, reduces your
Starvation, Dehyrdration, and Exhaustion by one stage each, and increases your Rads
by 5.
Nuka-Cola: What’s better than an ice cold Nuka-Cola? Nothin’, that’s what. This
famous drink was invented in 2044 by a man by the name of John-Caleb Bradberton,
and its unique taste gained widespread popularity, quickly becoming the most
popular soft drink in the United States (certainly better than Bawls Guarana!). The
recipe of Nuka-Cola is a closely guarded secret, but that hasn’t stopped several
wastelanders from trying to recreate it. Drinking Nuka-Cola immediately restores 2d6
Hit Points, 5 Action Points, reduces your Dehydration and Exhaustion by one stage
each, increases your Rads by 10, and puts a Cap back in your pocket! There are
several flavors of Nuka-Cola out there (Nuka-Cola, Nuka-Cherry, Nuka-Cola Quartz,
and the Special Edition Nuka-Cola Victory). Try them all! Value: 50 Caps
Caps
Purified Water: Most purified water comes from small water purifiers or the rare
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natural water source that hasn’t been radiated to hell and back. Lakes and rivers in
the western regions of the United States wasteland tend to have less radiation than those closer to
the East Coast, likely due to the number of valuable military targets dotting the Eastern
Seaboard. Purified water is free of radiation, but unlike Aqua Pura, it doesn’t provide any sort of
resistance or recovery from radiation sickness. Drinking purified water immediately restores 2d6
Hit Points and reduces your Dehydration by one stage. Value: 50 Caps
Armor Repair Kit: A bag containing pieces of leather, ballistic fiber, duct tape, epoxy, and
ceramic plates. Having an armor repair kit allows a creature to use his or her Repair Skill to
restore the condition of a piece of armor. Without it, a creature has to use another piece of armor
to provide the spare parts or scrounge around for something nearby. Using an armor repair kit
grants the user a +10% on all Repair Skill Tests used to repair armor. An armor repair kit has
enough supplies in it to repair a suit of armor up to 10 times. Weight: 15 lbs. Value: 500 Caps
explosives, but they can also be used as a source of light, in which case
they’ll shed light in a three yard radius (3 hex radius). Traditional
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lighter fluid is hard to come by, so most people refill their lighters with homemade Flamer fuel.
Weight: 0 lbs. Value: 10 Caps
Electronic Lock Pick, Mk. II: The Wattz Electronics Micromanipulator FingerStuff electronic
lock pick is an advanced lock picking device used for cracking security on electrically-powered
and maglocked doors, such as though found in military installations and Vaults. While it’s
intention is to be used on electronic locks, the electronic lock pick can also be used on standard
locks as well. Failing a Security Skill Test with an electronic lock pick just result in failure to
opening the lock, the device won’t break unless a 100 shows up on the dice. Using an electronic
lock pick gives a creature a +20% bonus on all Security Skill Tests made to open locks. Weight:
1 lb. Weight: 10 lbs. Value: 500 Caps
Flare Gun: A small gun-like tool that, when fired, will launch a flare approximately ten yards
(10 hexes) away. The flare will remain lit for approximately one hour and provide bright light in
a 5-hex radius. A flare gun can be used as a weapon, for which it uses the Guns Skill, although
the shooter suffers a -10% penalty on all attacks with it. A flare used as a weapon deals 2d6
Energy Damage. Weight: 2 lbs., a flare weighs 1 lb. Value: 20 Caps. A flare costs 10 Caps.
Flashlight: Also called a torch, a flashlight runs off of small Energy Cells, same as a laser pistol.
A fully charged energy cell will provide a flashlight with enough juice for 30 hours of light. A
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Gas Mask: A gas mask confers protection against harmful gas and radiation. The lenses are
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darkened and the mask covers the ears, providing protection against flash bang grenades as well.
Wearing a gas mask confers a +15% bonus to a creature’s Radiation Resistance and immunity to
flash bangs. Weight: 3 lbs. Value: 150 Caps
Geiger Counter: This useful little device not only detects how much radiation is in a person or
object, but it can detect harmful radiation in the surrounding area as well. Be mindful of he fact
that low amounts of radiation saturate just about everything these days, so your Geiger counter
will go off constantly. Powered by energy cells. Weight: 5 lbs. Value: 300 Caps
Lockpick Set: This set of locksmith tools includes all of the necessary picks and tension
wrenches to open conventional pin and tumbler locks, as well as a few special tools and trinkets
for more difficult, mechanical-locking mechanisms. Unlike bobby pins, lock picks are durable
enough to withstand increased amount of pressure, and failing a Security Skill Test to open a
lock won’t break a lock pick unless it is a Critical Failure. Using a lockpick set gives a creature
a +10% bonus on all Security Skill Tests made to open locks. Weight: 1 lb. Value: 50 Caps
Pip-Boy 3000: The Personal Information Processor (PIP)-Boy 3000 is a safe, secure piece of
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pre-War technology. It guarantees privacy, safety, and guidance in times of need! It runs the
state-of-the-art (sorta) Pip-OS v7.1.0.8 and has 64k RAM and more than 38,911 bytes! This
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personal computing device functions as a terminal, radio, Geiger counter, map, flashlight, and
key to Vaults! Furthermore, the Pip-Boy
3000 can play audio logs, load holotapes, and
is the only Vault-Tec approved way to open
Vault-Tec security doors! While wearing or
using a Pip-Boy 3000 you gain an additional
Tag Skill of your choice, representing the
programs you’ve installed onto your personal
device. Reprogramming the software of a
Pip-Boy requires 8 hours and an Expert
Science Skill Test. Please consult with your
Overseer before changing your Pip-Boy
3000’s personal software. The best part of all this? Your Pip-Boy 3000 is super lightweight and
so tough an atom bomb couldn’t break it! Once again thank you for choosing Vault-Tec! Value:
50000 Caps
Rope: What sort of role-playing game would be complete without a rope? This is perhaps one
of the most useful items someone can have on their person. Most rope these days is made from
braided brahmin hair, but if you’re really lucky you can find some good pre-War nylon
parachord rope. A typical length of rope is 45 feet in length and can hold up to 300 pounds if
necessary, though I wouldn’t have it hold that weight for long. Weight: 10 lbs. Value: 25 Caps
Scrap/Junk: Scrap and junk are two words used to encompass a plethora of things a creature
may find on their adventures. If something is considered scrap or junk it just means that your
Overseer has come up with something that we haven’t made stats or descriptions for. It could be
incredibly useful, or incredibly useless. Scrap and junk can be anything from a pre-War alarm
clock to a pile of scrap metal to a bundle of copper wire. Really, it’s up to your Overseer and
your own creativity to figure out how to make the most of scrap. Value: Varies
Tool Set: A set of basic tools, such as small wrenches, pliers, some screwdrivers, a hammer or
two, spools of wire, and of course Wonderglue and duct tape. These are used for basic repairs,
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such as for a water purifier, a television, a computer terminal, and all that. While the duct tape,
Wonderglue, and wire will need to be replaced periodically, the rest of the supplies can be used
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and reused. Having a tool set confers a +5% bonus to all Repair Skill Tests made for general
repairs. Weight: 15 lbs. Value: 50 Caps
Vehicle Repair Kit: A toolbox containing some necessary equipment for repairing a vehicle,
power armor, robot, or any other complex mechanical device. The kit contains a Pip-Boy-like
computer for interfacing with the vehicle to analyze the problem, and more than a dozen
different tools to complete the actual repairs, including a blowtorch, auto-axe, wrench, power
drill, and duct tape. Having a vehicle repair kit allows a creature to use his or her Repair Skil to
restore the condition of a complex machine. Using a vehicle repair kit provides a +10% bonus
on all Science and Repair Skill Tests used to fix vehicles, power armor, and robots. Weight: 20
lbs. Value: 500 Caps
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Section Eight: The Bestiary- Meet the Things
That Want to Kill You
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Appendices
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Index
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