Bestiary P2 - Fallout Vaults & Deathclaws PNP
Bestiary P2 - Fallout Vaults & Deathclaws PNP
Bestiary P2 - Fallout Vaults & Deathclaws PNP
BESTIARY - PART 2
Disclaimer 3
Acknowledgments 3
Document Links 4
Factions 5
Brotherhood of Steel 5
Caesar’s Legion 13
Enclave 20
Institute 28
New California Republic 33
People’s Republic of China 40
The Railroad 44
Wastelanders 47
Wasteland Citizens 47
Marked Men 62
Mole Miners 65
Raiders 68
Slavers 73
Swampfolk 77
Vault Dwellers 80
Wasteland Legends 84
East Coast 85
West Coast 106
Disclaimer
We do not own nor are we affiliated with Bethesda Softworks, ZeniMax Media Inc, or any
company associated with the Fallout franchise. We take no responsibility for translations and
any legal disputes for this is a free project and purely funded through passion. Please give credit
if you plan to use this PNP.
Acknowledgments
Thank you Black Isles Studios, Obsidian Entertainment, Bethesda Softworks for creating and
working on one of my favorite franchises of all time. I would like to thank all the people that are
helping make this Pen and Paper System better. This passion project could not have even seen
light without people backing me up.
Maybe one day, Bethesda will find this and support it.
I would like to thank my players for being the first playtesters and main team for the PNP, Vaults
& Deathclaws. We would like to thank the Vaults & Deathclaws Community and their
contributions.
Honorable Mentions
DJCP2506 and Lex.
Document Links
Discord Server
If you want to get involved with the project, by all means, join our Discord Server!
DGB - Part 1
The first part of the Dweller’s Guidebook. It consists of Character Creation, Level Advancement,
Roleplaying, and Combat.
DGB - Part 2
The second part of the Dweller’s Guidebook. It consists of the Equipment Rules, Crafting, Robot
Upgrades, Cybernetics, Implants, and Vehicles section.
Bestiary - Part 1
Bestiary is being updated when possible. Covers How to Use the Bestiary, Creatures, FEV, and
Robots.
Items Guide
The Items Guide is in its own section to make load time for the document faster.
Overseer’s Guide
A guide for those that wish to run their own Fallout Campaign. This guide covers some basics
but if you want additional ideas ask us on the Discord. All who wish to run a Fallout Campaign
should read this document.
r/FalloutVNDPNP
We have our own subreddit now! Discuss in our thread the wonders of Fallout and the Fallout:
Vaults & Deathclaws PNP System.
Character Sheet
A simple Character Sheet to be used for home games.
Factions
The main powerhouses of the wasteland that struggle for control. The wars they wage leave many to suffer, for
only one can survive. These are Humanoids unless specified.
Brotherhood of Steel
Although they’re well trained, the Brotherhood doesn’t have the numbers of N.C.R. possess. What they make up
for numbers they make up in skill. The Brotherhood is the most spread out faction and each chapter is led by an
Elder which forms a council led by the High Elder. Everyone in the Brotherhood knows English. All Brotherhood
carry a Handheld Radio that’s either attached to a Helmet or on their person. Some have Binoculars, a Flashlight,
Geiger Counter, and a Mechanical Watch.
Brotherhood Initiate
The lowest and intensely trained individuals of the Brotherhood. Initiates become Aspirants when they demonstrate their worth.
Defcon Tier 4< STR: 6 PER: 6 END: 5 CHA: 5 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 80
AP 9
Sequence 7
Skills Notes
PT 4.
Brotherhood Aspirant
The rank and file of the Brotherhood’s Journeyman, well on their way to finish their training to become a Knight.
Skills Notes
Defcon Tier 3< STR: 7 PER: 7 END: 6 CHA: 5 INT: 6 AGI: 9 LCK: 5
Size Medium
Max HP 200
AP 10
Sequence 18
Skills Notes
Skills Notes
Skills Notes
Skills Notes
Skills Notes
Defcon Tier 5> STR: 5 PER: 6 END: 5 CHA: 5 INT: 8 AGI: 6 LCK: 5
Size Medium
Max HP 70
AP 8
Sequence 6
Skills Notes
Energy Weapons 75 They have at max 125 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, Engineer,
Unarmed 75 and Gunsmith. This is upon the Overseer’s discretion. Brotherhood Scribes carry a Tool Set, a Handheld Radio, a
Engineer 75 Mechanical Watch, a Geiger Counter, and a Stimpak.
Lore 75
Observation 50
Sneak 50
Legionary Recruit
The lowest rank of the Legion trained in close combat with only one goal in mind, to prove their worth.
Skills Notes
Defcon Tier 5> STR: 7 PER: 6 END: 7 CHA: 5 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 70
AP 9
Sequence 7
Skills Notes
Skills Notes
Defcon Tier 4> STR: 7 PER: 8 END: 7 CHA: 7 INT: 7 AGI: 10 LCK: 5
Size Medium
Max HP 150
AP 10
Sequence 19
Skills Notes
Defcon Tier 4< STR: 6 PER: 8 END: 6 CHA: 5 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 70
AP 9
Sequence 8
Skills Notes
Unarmed 100 Arms cannot be Targeted and it has four Legs. This is a Creature. When tracking they get Survival +50.
Observation 100
Sneak 75 Armor Breaker R1
Light Step R2
Sixth Sense
-Bite/Claw AC: 50
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+11 Dmg Type: Normal Rng: 5 ft LR: 3
1d6 True Damage. PR: 30%
Centurion
The highest ranking officers in the Legion and work as the main commanders of the army.
Skills Notes
Skills Notes
Defcon Tier 4> STR: 6 PER: 6 END: 5 CHA: 5 INT: 6 AGI: 7 LCK: 5
Size Medium
Max HP 80
AP 9
Sequence 7
Skills Notes
Defcon Tier 3< STR: 7 PER: 7 END: 6 CHA: 5 INT: 6 AGI: 8 LCK: 5
Size Medium
Max HP 150
AP 9
Sequence 18
Skills Notes
Defcon Tier 3> STR: 8 PER: 8 END: 7 CHA: 6 INT: 7 AGI: 9 LCK: 6
Size Medium
Max HP 170
AP 10
Sequence 20
Skills Notes
-Exo Suit Fist & Feet X-01 Helmet (Night Vision) X-02 Helmet (Night Vision)
Skill: Unarmed S: 1 T: 2 Dmg: 4d4+30 Dmg Type: Normal Rng: 5 ft Enclave Officer Uniform Enclave Officer Uniform
-Ripper (EC, Dagger, One-Handed) Exo Suit (Nuclear Reactor), Exo Suit (Nuclear Reactor),
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+50 Dmg Type: Normal WR: 6 Rng: 5 ft X-01 X-02
DR -10%.
-Plasma Grenade (2) AC: 95 AC: 100
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 65 ft EXR: 15 ft N: 31/100% N: 33/100%
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply L: 33/95% L: 33/95%
Explosive effect. F: 25/85% F: 25/85%
P: 32/80% P: 32/90%
Set 1 Ex: 29/75% Ex: 33/85%
-P94 Plasma Rifle (PC, Plasma Focuser, Two-Handed) LR: 16 LR: 18
Skill: Energy Weapons S: 4 T: 5 Dmg: 10d8+18 Dmg Type: Plasma WR: 8 Rng: 360 ft PR: 50% PR: 50%
AC -10, DT -5, and DR -20%. RR: 97% RR: 107%
Set 2
-Gauss Pistol (2, 2mm EMC, One-Handed) Battle Cup, Chestplate, Super Same effects as Armor 1.
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d6+20 Dmg Type: Explosive WR: 12 Rng: 145 Conductive, immune to
ft Flashbangs and Gas, and Night
AC -10, DT -10, and DR -10%. Burst max is two. Vision up to 100 ft.
Set 3 PT 25, STR +3, AGI -2, MD +10,
-Super Sledgehammer (Bludgeon, Two-Handed) CW +200, and Sleight of Hand
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+56 Dmg Type: Normal WR: 10 Rng: 10 ft and Sneak -50. Exo Suit
-Plasma Grenades +2 doesn’t require a Fusion Core
to operate.
Enclave General
The true leaders of the Enclave, aside from the president. These soldiers are the following ranks: Brigadier General, Major General,
Lieutenant General, and General.
Skills Notes
-Exo Suit Fist & Feet X-01 Helmet (Night Vision) X-02 Helmet (Night Vision)
Skill: Unarmed S: 1 T: 2 Dmg: 4d4+37 Dmg Type: Normal Rng: 5 ft Enclave Officer Uniform Enclave Officer Uniform
-Ripper (EC, Dagger, One-Handed) Exo Suit (Nuclear Reactor), Exo Suit (Nuclear Reactor),
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+53 Dmg Type: Normal WR: 6 Rng: 5 ft X-01 X-02
DR -10%.
-Plasma Grenade (4) AC: 105 AC: 110
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 70 ft EXR: 15 ft N: 31/100% N: 33/100%
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply L: 33/95% L: 33/95%
Explosive effect. F: 25/85% F: 25/85%
P: 32/80% P: 32/90%
Set 1 Ex: 29/75% Ex: 33/85%
-Plasma Thrower (PC, Plasma Focuser, Two-Handed) LR: 16 LR: 18
Skill: Energy Weapons S: 4 T: 5 Dmg: 10d8+18 Dmg Type: Plasma WR: 10 Rng: 60 ft PR: 50% PR: 50%
AC -10, DT -10, and DR -20%. Line attack up to range targeted. Inflicts 30 Persistent RR: 97% RR: 107%
Plasma Damage a turn. Environmental flames last for 2 turns. Uses Pistol Range with
Long Range being the maximum. Battle Cup, Chestplate, Super Same effects as Armor 1.
Set 2 Conductive, immune to
-Gatling Plasma (Plasma Core, Plasma Focuser, Two-Handed) Flashbangs and Gas, and Night
Skill: Energy Weapons B: 5 Dmg: 4d6+8 Dmg Type: Plasma WR: 10 Rng: 190 ft Vision up to 100 ft.
AC -10, DT -5, and DR -30%. Burst ranges from five to ten. PT 25, STR +3, AGI -2, MD +10
Set 3 CW +200, and Sleight of Hand
-Super Sledgehammer (Bludgeon, Two-Handed) and Sneak -50. Exo Suit
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+53 Dmg Type: Normal WR: 10 Rng: 10 ft doesn’t require a Fusion Core
SM: Knockback - Targeted Attacks to the Torso knockback 15 ft. to operate.
-Plasma Grenades +2
Enclave Secret Service
The protectors of the most important being in the world, the President of the United States.
Skills Notes
Skills Notes
Skills Notes
Defcon Tier 5> STR: 5 PER: 6 END: 5 CHA: 5 INT: 10 AGI: 6 LCK: 5
Size Medium
Max HP 60
AP 8
Sequence 6
Skills Notes
Energy Weapons 75 They have at max 150 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, Engineer,
Small Guns 75 and Gunsmith. This is upon the Overseer’s discretion. Enclave Scientists carry sets of Tools appropriate to their skills,
Unarmed 75 Mechanical Watch, a Compass, a Flashlight, a Handheld Radio, Binoculars, a Geiger Counter and a Stimpak.
Observation 50
Skills Notes
Defcon Tier 4< STR: 6 PER: 8 END: 6 CHA: 2 INT: 6 AGI: 8 LCK: 5
Size Medium
Max HP 70
AP 9
Sequence 8
Skills Notes
Defcon Tier 4> STR: 6 PER: 8 END: 6 CHA: 5 INT: 7 AGI: 9 LCK: 5
Size Medium
Max HP 90
AP 10
Sequence 9
Skills Notes
Defcon Tier 3> STR: 7 PER: 9 END: 7 CHA: 5 INT: 8 AGI: 10 LCK: 7
Size Medium
Max HP 400
AP 10
Sequence 20
Skills Notes
Energy Weapons 150 They carry Handcuffs, Binoculars, and 2 Super Stimpaks.
Melee Weapons 150
Throwing 150 Adaptable R3
Unarmed 150 Armor Breaker
Observation 125 Assassin
Deception 125 Light Step R3
Insight 125 Rebuke
Sneak 125
Defcon Tier 5> STR: 5 PER: 6 END: 5 CHA: 5 INT: 10 AGI: 6 LCK: 5
Size Medium
Max HP 60
AP 8
Sequence 6
Skills Notes
Skills Notes
Melee Weapons 50 -
Small Guns 75
Throwing 50
Unarmed 50
Observation 75
Sneak 50
PT 4.
N.C.R. Enlisted Soldier
N.C.R. Enlisted Soldiers have combat experience and have served the N.C.R. faithfully as infantry and military police. These soldiers
are the following ranks: Specialist, Corporal, Sergeant, Tech Sergeant, Staff Sergeant, Master Sergeant, and First Sergeant. They can
also cover certain roles like Medic and Scouts.
Defcon Tier 4< STR: 6 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 80
AP 9
Sequence 7
Skills Notes
Melee Weapons 75 Medics carry a Doctor’s Bag, and 2 Stimpaks. Scouts carry a Compass and a Geiger Counter.
Big Guns 100
Small Guns 100 Adaptable R1
Throwing 75 Armor Breaker R1
Unarmed 75
Observation 75
Sneak 50
Defcon Tier 3< STR: 7 PER: 7 END: 6 CHA: 6 INT: 7 AGI: 9 LCK: 6
Size Medium
Max HP 150
AP 10
Sequence 19
Skills Notes
Defcon Tier 3> STR: 9 PER: 7 END: 8 CHA: 5 INT: 7 AGI: 9 LCK: 5
Size Medium
Max HP 300
AP 10
Sequence 18
Skills Notes
Defcon Tier 4< STR: 6 PER: 10 END: 6 CHA: 4 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 50
AP 9
Sequence 9
Skills Notes
Unarmed 100 Arms cannot be Targeted and it has four Legs. This is a Creature. When tracking they get Survival +50. When extracting
Observation 100 Raw Meat and Hide this is considered Small.
Sneak 100
Armor Breaker R1
Light Step R2
Sixth Sense
Skills Notes
Skills Notes
Chinese Soldier
The common soldier of the Chinese army.
Defcon Tier 5> STR: 5 PER: 6 END: 5 CHA: 5 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 70
AP 9
Sequence 7
Skills Notes
Defcon Tier 4> STR: 7 PER: 6 END: 7 CHA: 5 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 120
AP 9
Sequence 7
Skills Notes
Defcon Tier 3< STR: 7 PER: 7 END: 8 CHA: 8 INT: 7 AGI: 9 LCK: 7
Size Medium
Max HP 200
AP 10
Sequence 8
Skills Notes
Skills Notes
Chinese Stealth Suit: Turn invisible up to six hours and get Sneak +75 and -60 Hit Chance to all attacks towards you.
Duration lowers only when this item is active.
Railroad Recruit
A new recruit of the Railroad.
Defcon Tier 5> STR: 5 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 60
AP 9
Sequence 7
Skills Notes
Skills Notes
Defcon Tier 3< STR: 8 PER: 6 END: 8 CHA: 6 INT: 6 AGI: 10 LCK: 5
Size Medium
Max HP 200
AP 10
Sequence 20
Skills Notes
Small Guns 125 They carry a Hiking Backpack, Afterburner Gum, and 2 Stimpaks.
Melee Weapons 100
Throwing 100 Adaptable R2
Unarmed 75 Armor Breaker R2
Deception 100 Light Step R1
Observation 100
Sleight of Hand 100
Sneak 100
Wasteland Citizens
The common citizens that wander the wasteland. They’re both good and bad.
Wastelander
The most common type of individual you’ll find in the wasteland. Wastelands vary in skill and equipment but overall they only carry
the bare essentials to survive. They can be either a human or a ghoul. They could be friendly, or they’ll try to rob you.
Defcon Tier 5< STR: 5 PER: 5 END: 5 CHA: 5 INT: 5 AGI: 5 LCK: 5
Size Medium
Max HP 20
AP 8
Sequence 5
Skills Notes
Melee Weapons 50 Some Wastelanders learned a trade, or have a particular set of skills that allows them to have jobs or provide services to
Small Guns 50 people. They have at max 100 in one or two of the following Support Skills: Blacksmith, Chemistry, Computer Science,
Unarmed 50 Doctor, Engineer, Gunsmith, and Survival. These skills can also be Tagged. This is upon the Overseer’s discretion. They
Observation 50 carry a broad array of gear.
Sneak 50
Skills Notes
Skills Notes
Small Guns 60 They carry a Geiger Counter, Hiking Backpack, and a Jerry Can. They often travel with a Brahmin or two.
Melee Weapons 50
Observation 60 Adaptable R1
Charm 100 Light Step R1
Deception 100
Insight 100
Defcon Tier 5< STR: 7 PER: 4 END: 7 CHA: 4 INT: 4 AGI: 4 LCK: 5
Size Medium
Max HP 40
AP 7
Sequence 4
Skills Notes
Skills Notes
Small Guns 90 Scavengers carry a Lockpick Set, 50 feet of Rope, and a Geiger Counter, and a Flashlight. For Gamblers, replace Sleight of
Melee Weapons 90 Hand with Gambling and Engineer with Insight. Gamblers carry a deck of Playing Cards and a Dice Bag.
Observation 75
Deception 75 Light Step R1
Engineer 75
Sleight of Hand 100
Sneak 125
Skills Notes
Small Guns 100 They carry a Compass, 50 ft of Rope, and a Skinning Kit.
Melee Weapons 75
Unarmed 50 Assassin
Observation 100 Light Step R1
Survival 100
Sneak 100
Defcon Tier 5> STR: 7 PER: 7 END: 8 CHA: 6 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 80
AP 9
Sequence 10
Skills Notes
Small Guns 115 They carry Handcuffs and 1 Stimpak. Some carry a Lighter and 2 Cigarettes.
Melee Weapons 100
Unarmed 100 Adaptable R1
Observation 75 Light Step R1
Intimidation 75
Insight 75
Defcon Tier 3< STR: 6 PER: 8 END: 6 CHA: 7 INT: 6 AGI: 10 LCK: 5
Size Medium
Max HP 200
AP 10
Sequence 15
Skills Notes
Small Guns 150 Some carry a few of the following items: Lockpick Set, Make-Up Kit, Handheld Radio, 2 Stimpaks, Climbing Gear, and a
Melee Weapons 150 Clothes for a disguise.
Throwing 100
Unarmed 100 Adaptable R2
Deception 125 Armor Breaker R2
Observation 150 Assassin
Sleight of Hand 125 Light Step R2
Sneak 150
Defcon Tier 5> STR: 5 PER: 5 END: 8 CHA: 6 INT: 5 AGI: 6 LCK: 5
Size Medium
Max HP 70
AP 8
Sequence 6
Skills Notes
Small Guns 100 Some carry an Electric Lantern and a small trinket of Atom that’s roughly the size of their palm. It’s not recommended to
Unarmed 50 use Nuka Grenades against a player below Level 10.
Observation 50
Sneak 50 Light Step R1
Skills Notes
Melee Weapons 100 If not killed with a Targeted Head, Arm, or Leg Attack, they’ll get right back up at full HP within an hour.
Throwing 100
Unarmed 100 Adaptable R1
Observation 50 Armor Breaker R1
Sneak 50 Light Step R3
Defcon Tier 5> STR: 6 PER: 6 END: 5 CHA: 5 INT: 5 AGI: 8 LCK: 6
Size Medium
Max HP 80
AP 9
Sequence 7
Skills Notes
Defcon Tier 5> STR: 6 PER: 7 END: 6 CHA: 5 INT: 6 AGI: 8 LCK: 5
Size Medium
Max HP 70
AP 9
Sequence 8
Skills Notes
Defcon Tier 3< STR: 8 PER: 9 END: 8 CHA: 6 INT: 6 AGI: 10 LCK: 5
Size Medium
Max HP 150
AP 10
Sequence 20
Skills Notes
Big Guns 125 They carry a Handheld Radio, a Flashlight, 2 Stimpaks, and 1 Afterburner Gum.
Energy Weapons 150
Melee Weapons 150 Adaptable R2
Small Guns 150 Armor Breaker R2
Throwing 125 Assassin
Unarmed 150 Light Step R2
Observation 100
Sneak 100
Defcon Tier 5> STR: 7 PER: 6 END: 8 CHA: 5 INT: 5 AGI: 9 LCK: 6
Size Medium
Max HP 70
AP 10
Sequence 8
Skills Notes
Skills Notes
Skills Notes
Skills Notes
Defcon Tier 3> STR: 10 PER: 6 END: 10 CHA: 4 INT: 5 AGI: 10 LCK: 6
Size Medium
Max HP 300
AP 10
Sequence 20
Skills Notes
Mole Miner
The simplest Mole Miner armed with a shotgun and hopes of surviving.
Defcon Tier 4< STR: 7 PER: 6 END: 8 CHA: 3 INT: 5 AGI: 8 LCK: 6
Size Medium
Max HP 60
AP 9
Sequence 7
Skills Notes
Defcon Tier 4> STR: 8 PER: 6 END: 9 CHA: 4 INT: 6 AGI: 9 LCK: 6
Size Medium
Max HP 120
AP 10
Sequence 8
Skills Notes
Skills Notes
Small Guns 150 Mole Miner Diggers/Rockbreakers cannot take Targeted Attacks to the neck. The rest of the Targeted Attacks follow the
Unarmed 150 standard of a Human.
Observation 100
Sneak 75 Adaptable R2
Armor Breaker R3
Light Step R3
Defcon Tier 5< STR: 5 PER: 6 END: 5 CHA: 5 INT: 5 AGI: 6 LCK: 5
Size Medium
Max HP 30
AP 8
Sequence 6
Skills Notes
Melee Weapons 75 Raiders carry 1 Beer and 1 Jet. Powder Gangers carry a Lighter and 2 Cigarettes.
Small Guns 75
Throwing 75 Addict (Fiend Only)
Unarmed 75
Observation 25
Sneak 25
Skills Notes
Big Guns 100 Raider Wasters carry 1 Buffout. Fiends carry 1 Jet and 1 Beer. Hardened Powder Gangers carry a Lighter and 1 Cigar.
Melee Weapons 100
Small Guns 100 Addict (Fiend Only)
Throwing 100
Unarmed 75
Observation 50
Sneak 50
Defcon Tier 5> STR: 7 PER: 7 END: 6 CHA: 6 INT: 5 AGI: 9 LCK: 5
Size Medium
Max HP 100
AP 10
Sequence 8
Skills Notes
Big Guns 125 Raider Veterans carry 1 Jet, a Lighter, and 1 Cigar. Young Great Khans carry 1 Med-X, 1 Jet, and 1 Buffout.
Melee Weapons 100
Small Guns 125 Addict (Fiend Only)
Throwing 100 Light Step R1
Unarmed 100
Observation 75
Sneak 75
Skills Notes
Unarmed 100 Cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four Legs. This is a Creature.
Observation 100 When tracking they get Survival +50. When extracting Raw Meat and Hide this is considered Small.
Sneak 100
Light Step R2
Sixth Sense
-Bite/Claw AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+6 Dmg Type: Normal Rng: 5 ft N: 8/35%
1d6 True Damage. L: 0/15%
F: 0/15%
P: 0/15%
Ex: 3/25%
LR: 3
PR: 20%
RR: Immune
Conductive.
Great Khan
Official members of the Great Khans. You’ll often find them making deals with raiders. Can only be found on the west coast.
Defcon Tier 4< STR: 7 PER: 7 END: 7 CHA: 5 INT: 6 AGI: 10 LCK: 5
Size Medium
Max HP 100
AP 10
Sequence 12
Skills Notes
Energy Weapons 125 They carry 1 Jet, 1 Psycho, 1 Beer, and 1 Buffout.
Melee Weapons 125
Small Guns 125 Adaptable R1
Throwing 125 Addict (Fiend Fanatic Only)
Unarmed 125 Armor Breaker R1
Observation 100 Light Step R1
Sneak 100
Slaver
The bottom of the rung on the slavers’ ladder, these thugs help capture potential ‘assets’ and defend slaver settlements.
Defcon Tier 5> STR: 6 PER: 5 END: 6 CHA: 5 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 80
AP 9
Sequence 7
Skills Notes
Defcon Tier 4< STR: 8 PER: 6 END: 7 CHA: 5 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 130
AP 9
Sequence 10
Skills Notes
Defcon Tier 4> STR: 8 PER: 7 END: 8 CHA: 7 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 200
AP 9
Sequence 10
Skills Notes
Defcon Tier 3> STR: 8 PER: 7 END: 8 CHA: 7 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 350
AP 9
Sequence 11
Skills Notes
Brawler
Brawlers are large humanoid creatures that love to fight up and personal but don’t mind hunting with a rifle or two.
Defcon Tier 4< STR: 8 PER: 6 END: 8 CHA: 4 INT: 4 AGI: 8 LCK: 6
Size Large
Max HP 110
AP 9
Sequence 7
Skills Notes
Defcon Tier 4> STR: 10 PER: 6 END: 8 CHA: 4 INT: 4 AGI: 7 LCK: 6
Size Large
Max HP 200
AP 9
Sequence 7
Skills Notes
Skills Notes
Vault Dweller
The common Vault citizen is mostly tasked with running the various facilities of the vault, such as kitchens, storage areas,
entertainment wings, and libraries. Most have some background in sports, and some even have skills in farming in certain vaults.
Skills Notes
Defcon Tier 5> STR: 6 PER: 7 END: 6 CHA: 7 INT: 6 AGI: 8 LCK: 5
Size Medium
Max HP 50
AP 10
Sequence 10
Skills Notes
Melee Weapons 100 They carry Handcuffs, a Flashlight, and a Handheld Radio.
Small Guns 100
Unarmed 100 Adaptable R1
Observation 75 Light Step R1
Insight 75
Sneak 50
Defcon Tier 5< STR: 4 PER: 7 END: 5 CHA: 7 INT: 9 AGI: 6 LCK: 5
Size Medium
Max HP 30
AP 9
Sequence 7
Skills Notes
Energy Weapons 75 Vault Scientists carry whatever Tools they may need for their job. They have at max 150 in two of the following Support
Small Guns 75 Skills: Chemistry, Computer Science, Doctor, and Engineer. This is upon the Overseer’s discretion.
Unarmed 50
Observation 50 Adaptable R1
Skills Notes
Melee Weapons 100 They carry a Tool Kit, a Utility Belt, a Handheld Radio, and a Flashlight. They have at max 150 in two of the following
Small Guns 50 Support Skills: Blacksmith, Engineer, Gunsmith and Sleight of Hand. This is upon the Overseer’s discretion.
Unarmed 75
Observation 75 Adaptable R1
Armor Breaker R1
Engineer +10.
Wasteland Legends
The world of Fallout is filled with characters that have impacted the world aside from yourself.
These NPCs have unique personalities and abilities that only they have. If you do not plan to use
these NPCs, we recommend using them as a base for custom NPCs.
East Coast
Arthur Maxson
The charismatic, military genius, and the Elder of the Eastern Brotherhood of Steel and the last descendent of Roger Maxson, the
founder of the Brotherhood of Steel.
Skills Notes
Ad Victoriam: At the beginning of Maxson’s turn, all allies within Maxson sight are healed by 50 HP. For each ally of
Maxson healed by this ability, his DM increases by 0.1 till the beginning of his next turn.
Skills Notes
Melee Weapons 100 Carries a Lighter and a pack of Cigarettes. Butch is a Human and has Neutral Karma.
Small Guns 75
Unarmed 75 Light Step R1
Observation 50
Charm 100 Gang Leader: Butch always has a Personality of 50 ft. Whenever Butch or an ally is within his Personality is attacked, the
Intimidation 75 attacker gets a -25 Hit Chance.
Sleight of Hand 75 Tunnel Snakes: While you’re traveling with Butch, you generate one VP once every two R&Rs.
Sneak 50
Defcon Tier 4< STR: 8 PER: 4 END: 7 CHA: 5 INT: 4 AGI: 8 LCK: 7
Size Medium
Max HP 100
AP 9
Sequence 6
Skills Notes
Unarmed 125 Carries a Flashlight, 2 Beers, Jet, and Buffout. Cait is a Human and has Neutral Karma.
Melee Weapons 125
Small Guns 100 Adaptable R1
Throwing 50 Armor Breaker R1
Chemistry 100 Light Step R1
Intimidation 100
Observation 75 Gang Up: When Flanking with party members, Cait and all members that are flanking increase their Hit Chance bonus to
Sneak 50 +20 and deal 1d6 True Damage with every hit.
Irish Courage: The effects and durations of Drinks and Chems used on Cait are doubled.
PT 4.
Charon
This life isn’t for the weak. They’ve killed, guarded, bribed, etc. Mercenaries work hard for their caps and they’ll do whatever it takes
to get the job done.
Defcon Tier 4< STR: 6 PER: 7 END: 3 CHA: 2 INT: 3 AGI: 8 LCK: 5
Size Medium
Max HP 100
AP 9
Sequence 8
Skills Notes
Small Guns 125 Charon is a Ghoul and has Neutral Karma. He carries a Flashlight and a Multitool.
Throwing 100
Melee Weapons 75 Adaptable R1
Unarmed 75 Armor Breaker R1
Chemistry 75 Light Step R1
Observation 75
Engineer 75 Contract Job: Charon can choose to bond with one player character. This will take one hour. After this Charon and the
Sneak 125 player character will get the following bonuses as long as either one isn’t Comatose or dead: DM +0.1, AC +10, AP +2, heal
5 HP at the start of every round.
Defcon Tier 4< STR: 4 PER: 7 END: 4 CHA: 6 INT: 5 AGI: 8 LCK: 7
Size Medium
Max HP 100
AP 9
Sequence 7
Skills Notes
Melee Weapons 75 Clover is a Human and has Bad Karma. She carries 1 Jet.
Small Guns 100
Throwing 75 Addict
Unarmed 75 Armor Breaker R1
Charm 100 Light Step R1
Deception 100
Insight 100 The Power of Love: Clover will be in love with whoever is her “owner.” Clover can only have one lover. While Clover is in
Observation 50 Love, both her and the lover will inflict AC -20 and DR -20%. This effect goes away once Clover has a new lover or she dies.
Sneak 50
Skills Notes
Energy Weapons 100 Head cannot be Targeted, it has three Arms, and it has one Leg. Ignore Difficult Terrain penalties unless the Leg is crippled.
Melee Weapons 100 Codsworth is a Robot and has Good Karma.
Unarmed 100
Charm 75 Light Step R2
Lore 100
Observation 100 Robot Butler: When a player wants to loot, they can instead use Codsworth. This can only be done for one player and
Sneak 50 Codsworth uses his INT instead of LCK for Looting.
Robot Sympathy: Codsworth always has a Personality of 50 ft. Whenever a Robot hits Codsworth or his allies, the damage
is reduced by 25% after DT and DR.
Defcon Tier 5> STR: 5 PER: 5 END: 5 CHA: 7 INT: 11 AGI: 7 LCK: 5
Size Medium
Max HP 90
AP 10
Sequence 9
Skills Notes
Energy Weapons 100 Curie is a Synth and has Good Karma. If you wish to use her Miss Nanny body, use the Miss Nanny stat entry and give her
Melee Weapons 75 the Combat Medic and CVRIE abilities. As a Synth she carries a Doctor’s Bag, a Medical Kit, and 2 Stimpaks.
Throwing 100
Unarmed 75 Addict
Observation 50 Light Step R2
Doctor 150
Sneak 50 Combat Medic: Curie has a Personality of 100 ft. If Curie or an ally within her Personality would be Comatose, they
instead remain at 1 HP. Curie can use this ability up to 10 times and it resets after 24 hours.
CVRIE: Whenever Curie heals someone with an item or a chem that only heals, the heals are doubled after rolling.
Skills Notes
Small Guns 125 Deacon is a Human with Neutral Karma. He carries a Make-Up Kit, Sunglasses, and a Handheld Radio.
Melee Weapons 100
Throwing 75 Armor Breaker R1
Unarmed 75 Light Step R2
Deception 125
Observation 100 Cloak & Dagger: When Deacon does a Sneak Attack, increase the DM by +1.
Sleight of Hand 100
Sneak 125
Skills Notes
Big Guns 150 Fawkes is an Eastern Super Mutant and has Good Karma. He carries a Pre-War and Post-War Almanac.
Melee Weapons 150
Unarmed 150 Adaptable R3
Lore 100 Armor Breaker R2
Observation 100 Light Step R2
Sneak 75 Rebuke
Two For One
Trust: Fawkes always has a Personality of 100 ft. If an ally is within Fawkes Personality he can give you a reroll. Fawkes can
use this ability up to 10 times and it resets after 24 hours.
Words of Wisdom: Fawkes provides words of wisdom for up to four allies. Allies can use this wisdom to give themselves a
bonus to a check before a roll is made within 30 minutes. For skills you’ll get a +25. For SPECIAL you’ll get a +2. This ability
resets after 24 hours.
Defcon Tier 4> STR: 7 PER: 8 END: 6 CHA: 8 INT: 7 AGI: 7 LCK: 4
Size Medium
Max HP 150
AP 9
Sequence 7
Skills Notes
Defcon Tier 3< STR: 10 PER: 9 END: 8 CHA: 4 INT: 7 AGI: 8 LCK: 4
Size Medium
Max HP 250
AP 9
Sequence 9
Skills Notes
Insulated.
Jericho
An ex-raider that spends his Twilight years in the city of Megaton. Jericho is looking for a reason to go back out to the wastes.
Defcon Tier 4< STR: 7 PER: 7 END: 7 CHA: 4 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 150
AP 9
Sequence 7
Skills Notes
Melee Weapons 100 Jericho is a Human and has Bad Karma. He carries 2 Jet.
Small Guns 125
Throwing 100 Armor Breaker R1
Unarmed 100 Light Step R1
Observation 75
Intimidation 100 Twilight Years: Jericho has a Personality of 50 ft. All allies within his Personality get DT +4 and DR +20% to Armor.
Sneak 75
Defcon Tier 4< STR: 6 PER: 4 END: 10 CHA: 8 INT: 8 AGI: 7 LCK: 7
Size Medium
Max HP 125
AP 9
Sequence 15
Skills Notes
Melee Weapons 125 Hancock is a Ghoul and has Good Karma. He carries a Brewer’s Kit, 2 Mentats, a Lighter, and 2 Cigarettes.
Small Guns 125
Unarmed 75 Armor Breaker R1
Charm 100 Rebuke
Chemistry 100
Lore 75 Friendly Pick-Me-Up: Every R&R you spend with Hancock, if you are his ally, he will give you a random Chem. Roll 1d10.
Observation 75 On a result of 1 - 7, he will give you a Common Chem. On a result of 8 - 9 he will give you an Uncommon Chem. On a result
Sneak 75 of a 10, he will give you a Rare Chem.
Isodoped: When any ally within Hancock’s Personality has at least 100 Rads, they gain CC +10 and ignore all of the
negative effects of Rads less than 400.
Defcon Tier 4< STR: 6 PER: 7 END: 6 CHA: 8 INT: 9 AGI: 8 LCK: 6
Size Medium
Max HP 100
AP 9
Sequence 10
Skills Notes
Melee Weapons 75 Cannot take Targeted Attacks to the Groin. Nick is a Robot and has Good Karma. He carries a Detective’s Kit, Lockpick Set,
Small Guns 100 and a Flashlight.
Unarmed 75
Computer Science 125 Adaptable R1
Observation 125 Armor Breaker R1
Sleight of Hand 50 Light Step R2
Sneak 100
Private Eye: Nick can use Observation for Observation and Insight checks.
Sass Master: Nick always has a Personality of 100 ft. If a target is within Nick’s Personality, for 3 AP, on the next check the
target makes, they'll get a -50. For SPECIAL it’s a -4. This can be done once a turn per target.
Skills Notes
Energy Weapons 150 Paladin Danse is a Synth with Good Karma. He carries a Sensor Module.
Melee Weapons 125
Throwing 150 Adaptable R2
Unarmed 125 Armor Breaker R2
Observation 125 Iron Will
Sneak 125 Light Step R1
Know Your Enemy: While Danse is traveling with you, increase your DM by +0.25 when attacking Creatures, Ghouls,
Mutants, and Synths.
Defcon Tier 5> STR: 5 PER: 7 END: 4 CHA: 8 INT: 7 AGI: 7 LCK: 6
Size Medium
Max HP 60
AP 9
Sequence 7
Skills Notes
Melee Weapons 50 Piper is a Human and has Good Karma. She carries Binoculars, a Flashlight, and 1 Nuka Cola.
Small Guns 75
Unarmed 50 Light Step R1
Charm 125
Observation 100 Freedom of the Press: Piper can use her Charm for Deception and Insight checks.
Sleight of Hand 50 For Nat: Whenever Piper does an attack roll that uses a Combat Skill to a target, she can inflict DT -10 and DR -50%. Piper
Sneak 100 can do this up to four times and it resets after 24 hours.
PER +1
Preston Garvey
Why are you reading this? Another settlement needs your help. I’ll mark it down on your map for you.
Defcon Tier 5> STR: 6 PER: 7 END: 4 CHA: 7 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 80
AP 9
Sequence 20
Skills Notes
Energy Weapons 125 Preston Garvey is a Human with Good Karma. He carries a Flashlight, a Handheld Radio, and 3 Flare Sticks.
Melee Weapons 100
Throwing 100 Light Step R2
Unarmed 75
Observation 100 For The Commonwealth: Preston has a Personality of 100 ft. Any allies that are within his Personality get SQ +5, AP +1,
Survival 75 and DM +0.1. But if any of them are Minutemen, their DM bonus is increased to +0.5.
Sneak 50
Defcon Tier 4< STR: 7 PER: 6 END: 6 CHA: 8 INT: 5 AGI: 8 LCK: 10
Size Medium
Max HP 110
AP 9
Sequence 15
Skills Notes
Melee Weapons 100 Robert is a Human and has Good Karma. He carries Binoculars, a Flashlight, and 1 Beer.
Small Guns 125
Throwing 100 Adaptable R1
Unarmed 75 Armor Breaker R1
Intimidation 75 Light Step R2
Insight 75
Observation 100 Long Road Ahead: MacCready always has a Personality of 50 ft. Allies within his Personality get CC +5 and inflict AC -15.
Sneak 100 Killshot: Increase the DM for all attacks by MacCready by +0.25.
Defcon Tier 3> STR: 9 PER: 9 END: 8 CHA: 6 INT: 8 AGI: 10 LCK: 6
Size Large
Max HP 350
AP 10
Sequence 20
Skills Notes
Big Guns 150 Star Paladin Cross is a Human and has Good Karma.
Energy Weapons 150
Throwing 125 Adaptable R2
Unarmed 125 Armor Breaker R2
Observation 125 Iron Will
Sneak 75 Light Step R3
Rebuke
Skills Notes
Melee Weapons 150 Strong is an Eastern Super Mutant with Neutral Karma.
Throwing 125
Unarmed 150 Adaptable R3
Big Guns 100 Armor Breaker R2
Observation 100 Iron Will
Intimidation 75 Light Step R2
Sneak 50 Two For One
Milk of Human Kindness: If you’re Human and Strong considers you an ally, increase your DM for all attacks by +0.25. This
goes away when Strong dies.
PT 8.
X6-88
An elite Synth Courser designed for high-risk assault and retrieval operations above ground.
Skills Notes
Energy Weapons 200 X6-88 is a Synth and has Neutral Karma. He carries Handcuffs, a Handheld Radio, and a Flashlight.
Melee Weapons 175
Throwing 175 Adaptable R3
Unarmed 175 Armor Breaker R3
Observation 200 Light Step R3
Deception 175 Rebuke
Insight 175
Sneak 175 High-Risk Assault: When X6-88 rolls an attack, they can increase the DM for the attack by 0.5. This can only be done once
per attack roll. X6-88 can do this up to twelve times and it resets after 12 hours.
Defcon Tier 5> STR: 5 PER: 7 END: 4 CHA: 6 INT: 10 AGI: 7 LCK: 5
Size Medium
Max HP 120
AP 9
Sequence 12
Skills Notes
Energy Weapons 125 Arcade is a Human and has Good Karma. He carries a Doctor’s Bag, 2 Stimpaks, and 1 Medical Kit.
Melee Weapons 75
Throwing 100 Adaptable R1
Unarmed 75 Light Step R1
Observation 75
Doctor 125 Better Healing: When Arcade uses chems that only heal, the effects are doubled after rolling.
Engineer 50 Family History: When Arcade hits a target, half the damage from an attack is dealt to the target at the end of the round as
Lore 75 Plasma Damage. This applies for each attack on his turn and only with Plasma Weapons.
Sneak 75
Defcon Tier 3< STR: 6 PER: 7 END: 5 CHA: 6 INT: 7 AGI: 9 LCK: 5
Size Medium
Max HP 200
AP 10
Sequence 20
Skills Notes
Battle Cup.
PT 5, PER +2, and Sneak +20.
Craig Boone
An Ex-NCR 1st Recon Sniper and the last thing you never see. He’s as passionate to his wife as his hatred for the Legion.
Defcon Tier 3< STR: 5 PER: 10 END: 5 CHA: 3 INT: 7 AGI: 10 LCK: 5
Size Medium
Max HP 200
AP 10
Sequence 20
Skills Notes
Melee Weapons 75 Craig is a Human and has Good Karma. He carries Binoculars, a Flashlight, and a Fire Starter.
Small Guns 150
Throwing 125 Adaptable R2
Unarmed 100 Assassin
Observation 150 Light Step R3
Sneak 150
Survival 125 For Carla: Once per turn, Boone will mark an enemy and all damage the enemy takes from Boone and his allies inflict DR
-50%. Only one target can be marked and it can only be changed on Boone’s turn. Once the target dies the mark
disappears. Marking is a Free Action.
Spotter: Boone ignores Targeted Attack Penalties when he does Targeted Attacks.
Defcon Tier 5> STR: 4 PER: 3 END: 8 CHA: 8 INT: 6 AGI: 7 LCK: 7
Size Medium
Max HP 60
AP 8
Sequence 10
Skills Notes
Small Guns 100 Dean Domino is a Humanoid with Neutral Karma. He carries 1 Whiskey.
Throwing 75
Charm 100 Adaptable R1
Insight 75 Assassin
Observation 75 Light Step R1
Sneak 75
Survival 100 King of Swing: For 2 AP and within 100 ft, Dean and give someone a bonus/penalty to a target for checks. You choose.
This must be down before the roll. For d10 rolls you give a bonus 1d4 and for d100 rolls you give 1d20+20. For Reaper
Checks it increases the Success Chance only and it cannot apply to Damage Rolls. If it’s a bonus the target can choose
when to use it but if not used within 10 minutes it’ll go away. If it’s a penalty it’ll immediately apply on their next check.
This can be done outside of Dean’s turn for 2 AP from his next turn. This can be done up to 10 times and it resets after an
R&R.
Skills Notes
Melee Weapons 150 Dog and God is a Western Super Mutant and has Neutral Karma.
Small Guns 125
Throwing 125 Adaptable R2
Unarmed 125 Armor Breaker R2
Observation 100 Assassin
Sneak 100 Iron Will
Survival 100 Light Step R3
Rebuke
Two For One
Split Personality: Dog and God can switch between who’s in control. Depending on who’s in control it’ll apply different
effects.
Dog: When Dog is in control gain DR +30%.
God: When God is in control he heals 10 HP every minute.
Defcon Tier 5< STR: 5 PER: 8 END: 5 CHA: 4 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 50
AP 9
Sequence 15
Skills Notes
Unarmed 100 Arms cannot be Targeted and it has four Legs. When tracking they get Survival +50. When extracting Raw Meat and Hide
Observation 75 this is considered Small. Dogmeat is a Creature with Good Karma.
Intimidation 75
Sneak 75 Light Step R2
Survival 100 Sixth Sense
Immortal: When Dogmeat dies, another Dogmeat will appear within 24 hours before you. Dogmeat retains all perks, skills,
and levels.
Search and Mark: You can use Dogmeat when looting. This only applies to one player. Dogmeat can use the Survival Skill
for looting.
-Bite/Claw AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+5 Dmg Type: Normal Rng: 5 ft LR: 3
DR -10% and 1d6 True Damage. PR: 25%
Driver Nephi
Armed with a Golf Driver, Driver Nephi is one you shouldn’t take lightly. A feared member of the Fiends.
Skills Notes
Melee Weapons 150 Driver Nephi is a Human and has Bad Karma. He carries 1 Psycho, 1 jet, adn 1 Med-X.
Small Guns 100
Unarmed 100 Adaptable R1
Observation 75 Armor Breaker R1
Sneak 75 Light Step R2
Rebuke
Birdie: Driver Nephi is always first on the Turn Order for all combat encounters.
Skills Notes
Energy Weapons 100 Can only take Targeted Attacks to the Head. ED-E is a Robot and has Neutral Karma. ED-E has a built-in Radio and
Unarmed 75 Flashlight.
Computer Science 150
Observation 150 Flight
Sneak 100 Light Step R3
Duraframe Terminal: ED-E functions like a Terminal that you can use. He can still give the Assist Action while he’s being
used as a Terminal.
Enhanced Sensors: For the Dodge and Defend Action, ED-E can use PER instead of AGI. Also, he will know how many
individuals are within 500 ft of him. This doesn’t reveal their location.
Skills Notes
Energy Weapons 150 Elijah is a Human and has Neutral Karma. He carries a Pip-Boy.
Throwing 125
Unarmed 75 Adaptable R2
Computer Science 175 Iron Will
Engineer 175 Light Step R3
Observation 125
Sneak 100 Old World Blues: Elijah has a Personality of 50 ft. When Elijah hits a target their skills are reduced by -50 for 1d4 turns.
This doesn’t stack. Elijah always has two Sentry Bots with him and while they’re within his Personality they get +25 Hit
Chance, INT +4, and heal 25 HP at the start of their turn.
Chestplate.
PT 10.
Frank Horrigan
You've gotten a lot farther than you should have, but then you haven't met Frank Horrigan either. Your ride's over, mutie. Time to die.
Skills Notes
Semper Fi: If Frank is reduced to 0 HP, he’ll instantly heal back to Max HP. He can only do this once every 12 hours. Also,
for every 100 HP he loses, his DM is increased by +0.1. This stacks if he regains HP but not when reduced to 0 and brought
back up to Max HP. Upon death, he’ll explode like a Mini Nuke.
Defcon Tier 3> STR: 15 PER: 7 END: 10 CHA: 5 INT: 6 AGI: 10 LCK: 5
Size Large
Max HP 400
AP 10
Sequence 19
Skills Notes
Unarmed 150 Gorris is an Intelligent Deathclaw with Neutral Karma. He has Horns. He carries a Pre-War and Post-War Almanac.
Lore 125
Observation 100 Adaptable R2
Sneak 100 Armor Breaker R2
Survival 125 Light Step R3
Quiver With Fear
Rebuke
Sixth Sense
The Scholar: Goris can substitute Lore for all skills that have IN in their Skill Formula. Goris knows all Unarmed SMs.
-Bite/Claw Robe
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+35 Dmg Type: Normal Rng: 10 ft
AC: 80
N: 19/70%
L: 22/80%
F: 14/70%
P: 17/60%
Ex: 17/60%
LR: 4
PR: 50%
HR 1205
A reprogrammed C-27 Humanoid Robot loyal to the Midwestern Brotherhood of Steel.
Skills Notes
Big Guns 125 Can Crouch and Prone. HR 1205 is a Robot with Neutral Karma.
Energy Weapons 150
Throwing 125 Adaptable R2
Unarmed 125 Armor Breaker R2
Observation 100 Light Step R2
Sneak 100 Two For One
Skills Notes
Small Guns 200 Joshua is a Human and has Good Karma. He carries a Flashlight, 2 Bitter Drink, and the Holy Bible.
Melee Weapons 200
Throwing 150 Adaptable R4
Unarmed 150 Armor Breaker R3
Lore 150 Iron Will
Observation 150 Light Step R2
Survival 150 Rebuke
Sneak 150 Sixth Sense
Gunsmith 150
The Burned Man: When reduced below 50% of his Max HP, Joshua Graham’s attacks inflict DM +1.0. When Joshua
Graham scores a Critical Success Hit, he may roll twice on the Critical Table and choose which result to use. Graham will
automatically succeed in any Disarm Action regardless of Critical Success.
PT 8.
Legate Lanius
It does not matter, victory shall be ours, it shall be swift, and it will be honest, purchased with blood.
Skills Notes
Melee Weapons 200 Legate Lanius is a Human and has Neutral Karma.
Throwing 200
Unarmed 200 Adaptable R4
Small Guns 150 Armor Breaker R4
Intimidation 150 Iron Will
Lore 150 Light Step R3
Observation 150 Quiver With Fear
Rebuke
Sixth Sense
Two For One
Monster of the East: When reduced to half HP, heal back up to max and increase DM by +0.5. This can only be done once
every 12 hours. Also, once during Lanius’s turn for one attack roll, ignore all DT and DR. This must be declared before the
attack is rolled.
Skills Notes
Melee Weapons 150 Lillian is a Western Super Mutant and has Good Karma.
Throwing 125
Unarmed 125 Adaptable R2
Observation 100 Armor Breaker R2
Sneak 100 Assassin
Survival 100 Iron Will
Light Step R3
Rebuke
Two For One
Our Favorite Granny: Lily always has a Personality of 50 ft. Allies within her Personality get +20 to Skills and +2 to SPECIAL
checks.
Stealth Mode: Can turn invisible at will for up to three hours. This can be turned off/on up until the three hours are used
up throughout a day. While invisible they get Sneak +50 and all attacks toward them get a -25 Hit Chance. This resets after
an R&R.
Defcon Tier 3> STR: 12 PER: 8 END: 10 CHA: 5 INT: 7 AGI: 9 LCK: 6
Size Huge
Max HP 300
AP 10
Sequence 15
Skills Notes
Big Guns 150 Marcus is s Western Super Mutant with Good Karma.
Energy Weapons 125
Throwing 125 Adaptable R3
Unarmed 150 Armor Breaker R2
Charm 75 Iron Will
Intimidation 125 Light Step R3
Lore 100 Rebuke
Observation 100 Two For One
Sneak 75
For A Friend: If an ally of Marcus ever fails a check, they can reroll the result after knowing the result. Marcus can use this
ability up to 10 times. This resets after 24 hours. The range of this ability is infinite except in death.
Skills Notes
Unarmed 190 Mother is an Intelligent Deathclaw with Neutral Karma. She has Horns.
Charm 100
Observation 125 Adaptable R3
Intimidation 150 Armor Breaker R3
Sneak 125 Climber
Survival 125 Light Step R2
Quiver With Fear
Rebuke
Sixth Sense
The Matriarch: Mother has a PL of 50 ft. All allies within Mother’s Personality get SQ +5, DT +5 and DR +10% to all Base
Armor.
Skills Notes
Melee Weapons 150 Motor Runner is a Human and has Bad Karma. He carries 6 Beers.
Small Guns 100
Unarmed 100 Adaptable R2
Observation 75 Armor Breaker R1
Sneak 75 Light Step R2
Decapitation: Motor Runner can ignore LR and PT up to four times. This resets after 12 hours. He also has two dogs with
him called BoneGnash and GhashBone. Their DM is increased by 0.5 while Motor Runner is still alive.
Defcon Tier 4> STR: 6 PER: 6 END: 4 CHA: 3 INT: 8 AGI: 8 LCK: 5
Size Medium
Max HP 125
AP 9
Sequence 17
Skills Notes
Small Guns 125 Raul is a Ghoul and has Neutral Karma. He carries a Multi-Tool, a Flashlight, and 2 Beers.
Unarmed 100
Observation 75 Adaptable R1
Computer Science 100 Light Step R2
Engineer 125
Gunsmith 125 Full Maintenance: Whenever Raul removes all CMs from an item through repair, instead of 10, the CM is assumed to be at
Sneak 100 20. Raul can do this to one item once every 24 hours. If an item is broken, Raul may use 1 lb of Scrap Metal to quickly
repair it and ignore all CM for 1 minute. This costs 5 AP to do during combat. This can only be done once a day per
weapon. In addition, Raul may fix broken items for half of the materials.
Old Vaquero: Whenever Raul attempts a Targeted Attack to a Weapon in Hand, he can shoot it out of their hand instead.
If the weapon is an attachment this cannot be done. The weapon will land within the same space as the individual that
held it. This can be done up to ten times and it resets after 12 hours.
Skills Notes
Unarmed 125 Arms cannot be Targeted and it has four Legs. When tracking they get Survival +50. When extracting Raw Meat and Hide
Observation 100 this is considered Small. Rex is a Dog and has Good Karma.
Sneak 100
Survival 125 Adaptable R1
Armor Breaker R1
Light Step R4
Sixth Sense
LEO: When Rex does a Handy SM, the AP Cost is 2. Doesn’t apply to SMs above 100.
Search and Mark: You can use Rex when looting. This only applies to one player. Rex can use the Survival Skill for looting.
-Bite/Claw AC: 50
Skill: Unarmed S: 1 T: 2 Dmg: 2d4+12 Dmg Type: Normal Rng: 5 ft N: 11/40%
1d6+2 True Damage. L: 8/50%
F: 5/35%
P: 6/30%
Ex: 8/45%
LR: 4
PR: immune
Skills Notes
Melee Weapons 75 Rose is a Human and has Good Karma. Rose carries 1 Bourbon, 1 Rum, 1 Scotch, 1 Vodka, and 1 Whiskey.
Small Guns 125
Throwing 100 Adaptable R1
Unarmed 75 Light Step R1
Gambling 100
Observation 75 Heartache by the Number: Rose has a System Shock of 5. For each drink effect Rose has, her DM is increased by 0.2 and
Sneak 75 her Max HP is increased by +20.
Survival 100 Whiskey Rose: Rose always has a Personality of 50 ft. If Rose or her allies use a Drink within her Personality, they get
double the bonuses. Negatives are ignored. Stepping outside returns the effects back to normal. This ability doesn’t apply
if you already have the perk Party Boy / Girl.
Conductive.
PT 2.
Tycho
A noble Desert Ranger that roams the wastes.
Skills Notes
Melee Weapons 100 Tycho is a Human with Good Karma. He carries a Handheld Radio and 3 Stimpaks.
Small Guns 125
Throwing 125 Adaptable R2
Unarmed 125 Armor Breaker R2.
Lore 100 Assassin
Observation 100 Iron Will
Sneak 125 Light Step R2
Survival 125
The Man In The Trench Coat: Inflict AC -10, DT -3, and DR -15% with Small Gun Ranged Attacks.
Defcon Tier 3< STR: 7 PER: 6 END: 8 CHA: 3 INT: 8 AGI: 8 LCK: 5
Size Medium
Max HP 300
AP 9
Sequence 18
Skills Notes
Energy Weapons 75 Veronica is a Human and has Good Karma. She carries a Tool Set, a Handheld Radio, and a Flashlight.
Unarmed 125
Engineer 125 Adaptable R2
Lore 125 Armor Breaker R2
Observation 75 Light Step R2
Sneak 100 Rebuke
Scribe Assistant: Veronica functions like a Workbench that you can use. She can still give the Assist Action while she’s
being used as a Workbench.
Scribe Counter: When Veronica does the following Unarmed SMs: Deflect, Counter Attack, and Feint, the AP Cost is 2.
PT 4.
Violet
Accompanied by multiple guard dogs whom she breeds herself, she’s a cannibal that feeds her dogs human flesh. A feared member
of the Fiends. She’s usually with eight Raider Hounds she considers her family.
Skills Notes
Melee Weapons 100 Violet is a Human and has Bad Karma. She carries 1 Afterburner Gum and 1 Psycho.
Small Guns 125
Unarmed 75 Adaptable R1
Observation 100 Armor Breaker R1
Sneak 75 Light Step R1
The Pack: Violet always has 10 Dogs with her and all their DMs are increased by 0.25. Whenever one of her dogs dies,
Violet’s DM increases by 0.1.