Dwellers Guide - Fallout Vaults Deathclaws
Dwellers Guide - Fallout Vaults Deathclaws
ROLEPLAYING SYSTEM
DWELLER’S GUIDE
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Human 19
Ghoul 19
Synth 20
Eastern Super Mutant 21
Western Super Mutant 21
Mole Miner 22
Robots 23
Intelligent Deathclaw 24
Vice & Virtue 25
Traits 26
Mutations 29
Languages 32
Skills 33
Base & Background Skill Points 33
Tagged Skills 33
Skill Limit 33
Spending Skill Points 33
Specializations Perks 33
Skill Formulas & Categories 34
Combat Skills 34
Support Skills 34
Combat Skills 35
Close Skills 35
Ranged Skills 35
Combat Spec Perks 36
Support Skills 37
Crafting Skills 37
Social Skills 38
Utility Skills 39
Support Spec Perks 41
Starter Equipment 44
Buying Equipment 45
Level Advancement 46
So You Leveled Up? What Now? 46
Level XP Chart 46
Skill Progression 47
Starting At A Higher Level 47
Milestone Variant 47
Perks 48
Milestone Perks 49
Roleplay Perks 49
STRENGTH PERKS 50
PERCEPTION PERKS 52
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ENDURANCE PERKS 54
CHARISMA PERKS 57
INTELLIGENCE PERKS 60
AGILITY PERKS 64
LUCK PERKS 67
Surviving The Wasteland 69
Roleplaying 69
Combat Encounters 69
Social Encounters 69
Downtime Activities 69
Currency 70
Musical Instruments 70
Books & Magazines 70
Skill Training 70
Looting 71
Shopping 71
Staying Healthy 72
Breaks & R&R 72
Condition 72
Consumables & Addiction 72
Diseases 73
Fatigue & Nourishment 74
Gas 74
Intense & Extreme Weather 74
Radiation 74
Radiation Zones 75
Radiation Level List 75
Time, Traveling, & Navigation 76
Combat 77
Rounds of Combat 77
Turn Order 77
Surprise Round 77
Action Points (AP) 78
Movement 78
Stances 78
Unarmed Strikes 78
Throwing Actions 78
Improvised Weapons 78
AP Actions 80
Attack Rolls & Hit Chance 83
How To Attack 83
Dice & Flat Damage 84
How To Calculate Damage 84
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Damage Types 85
Weapon Range 85
Types of Attacks 86
Single Attack 86
Targeted Attack 86
Targeted Attack Table 86
Targeted Vehicle Attacks 86
Burst Attack 87
Critical Success & Failure 88
Critical Success Limits 88
Multi-Attack SM Criticals 88
SPECIAL In Critical Success 88
Critical Result Table 89
Special Moves (SM) 90
General SMs 91
Melee Weapons SM 91
Unarmed SM 93
Dual Wielding 95
Comatose & Reaper Checks 96
Unconscious 97
Death 97
Know Your Tactics 98
Attack of Opportunity 98
Cover 98
Difficult Terrain 98
Environmental Penalties 98
Falling & Knockback 98
Flanking 99
Flight 99
Healing & Damage Priority 99
High Acidity & Lava 99
Invisible Targets 99
Mounted Combat 99
Night Vision 99
Poison Coating & Attacks 99
Sneak Attack 100
Status Effects 100
Suffocation 101
Underwater 101
Crafting 102
What Can You Craft Already? 102
How To Craft 103
Teamwork Crafting 104
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Repairing Items 104
Repairing DR 104
Crafting Weapons 105
Crafting Armor & Helmets 105
Crafting Mods 105
Crafting Explosives 106
Crafting Ammo 106
Crafting Chems 106
Crafting Drinks 106
Extracting Poison 107
Crafting Concoctions 107
Crafting Gear 107
Cooking 107
Skinning 108
Stations 108
Dismantling 112
Robot Scavenging 113
Downtime Crafting 113
Implants 114
Cybernetics 115
Cybernetic Pulse Effect 116
Making Schematics 117
Custom Ideas 117
Robot Configuration 118
Memory Core 119
Power Core 119
Additional Perks 120
Head 121
Torso 122
Arms 125
Legs 126
Modifications 128
Armor Plating 131
Vehicles 133
Driver / Pilot & Vehicle AP 134
Vehicle HP 134
Seating & Size 134
Storage 134
Vehicle Damage 134
Falling / Jumping Off A Vehicle 135
Vehicle Travel 135
Vehicle AP Actions 136
Stunts 137
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Vehicles List 138
Lightweight 138
Civilian & Sea 139
Heavy 140
Military 140
Tanks 141
Armored Personnel Carrier 141
Light & Heavy Air 142
Vehicle Frame Crafting 144
Custom Vehicle Suggestions 145
Vehicle Modifications 146
Plating & Chassis 146
Engines 147
Miscellaneous 148
Tires 149
Trailers 149
Dismantling Vehicle Mods 150
Turning Into A Mutant 151
Turning Into A Ghoul 152
Companions 152
Archetypes 153
Party Composition 154
Glossary 155
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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 system.
Acknowledgments
Thank you Black Isle Studios, Obsidian Entertainment, Bethesda Softworks for creating and
working on one of our favorite franchises. We would like to thank all the people that are helping
make this roleplaying system better. This passion project could not have even seen light without
people backing us up. Maybe one day, Bethesda will find this and support it. We would like to
thank the Vaults & Deathclaws Community and their contributions.
Honorable Mentions
DJCP2506, Jose Daniel Cuellar Jr. (Winnings).
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Document Links
Items Guide
To make it easier to load, items are separate from the main rules.
Bestiary Guide
The Bestiary has a wide catalog of several creatures and units from Fallout.
Overseer’s Guide
A guide for those that wish to run their own Fallout Campaign. This includes the Character
Sheets.
Social Media
Discord Server
If you want to get involved with the project, by all means, join our Discord Server!
DragonGooseGames- Twitch
We stream on Twitch our Campaign and games related to Fallout. The more followers, the
closer we can get to number one.
r/FalloutVNDPNP
We have our own subreddit now! Discuss in our thread the wonders of Fallout and the Fallout:
Vaults & Deathclaws Roleplaying System.
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Introduction
Welcome to Fallout: Vaults & Deathclaws Roleplaying System Dweller’s Guide! This Roleplaying
System is inspired by the Fallout franchise. This system is always being worked on by a
dedicated team and community with one goal in mind, to make it official. This project is 100%
free and anyone is free to use it. We take all forms of constructive criticism for improving the
system. If there is something you wish to comment on, join our Discord.
What the system offers is freedom in a literal fashion. The freedom to create the character of
your dreams without the limitation of classes. Character Creation comprises of point-buy. You
put points into the skills and statistics to improve them to give you a higher possibility of
succeeding in actions. The system revolves around percentile dice for the actions.
Fallout has extremely dark elements such as racism, slavery, rape, child labor, etc. This may be
too gruesome for people to stomach. It’s up to the Overseer (known in other systems as the
Game Master, or GM) to set up the expectations they have for the campaign and talk to their
players about the type of game they want to run. If the player(s) are not comfortable with it, try
to come to a compromise. If you want to learn how to become an Overseer of a Fallout
Campaign, look into the Overseer’s Guide. It will provide you with ideas on how to run a Fallout:
Vaults & Deathclaws Roleplaying campaign.
A world like Fallout is filled with despair, corruption, and Deathclaws. The world you’re in
doesn’t have a quicksave button. Treat everything you interact with as if it's the actual world.
The Overseer has created the world around your character, but they’re living in it and it’s
probably your character’s job to save the world, or destroy it once again. Because war, war
never changes.
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Core Rules
The Dweller’s Guide Book, or DGB, is a player and an Overseer’s primary source for most of the
rules you’ll be using in your campaigns. Everything in the rules can be read as written or as
intended. Anything that isn’t stated or covered in the DGB is at the Overseer’s discretion. If you
see a term known as stat, it’ll refer to the statistic of an item; be it the effect, resistances, etc. If
two rules contradict, the specific rule overrides the general rule.
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If the Overseer allows it, you may be able to attempt the same Example: If you have Glow Sight on a Small Gun, you halve
action you failed in, but the penalty may be increased. The Night-Time and Total Darkness penalties. The Night-Time penalty
Overseer must declare the penalty of the check to the player. is -75 and the Total Darkness penalty is -100. With this mod you
This rule can be ignored by the Overseer but you must tell halve it and Night-Time becomes -38 and Total Darkness becomes
your players beforehand. -50. Afterward, apply any other penalties or bonuses you may
have.
All bonuses from tools, perks, Chems, Drinks, that have a
duration, etc., only apply to checks. Penalties from Radiation, Skill Check Example: Bill wants to repair a toaster and the
Disease, etc. They're temporary and only apply to what’s Overseer states he must roll Engineer. Bill’s Engineer skill is 70.
stated. If it states it gives STR +2, this means for STR checks you The Overseer applies a -20 penalty to Bill’s skill. Bill rolls a 1d100
get +2. It doesn’t increase everything that pertains to STR. The and gets a 60. Because his Engineer skill is 70 and the skill penalty
same would apply if it’s STR -2. You can only benefit from the is -20, 70 - 20 = 50. Bill fails the Skill Check because he didn’t roll
same item or perk once for the action. below or equal to his skill. In order to pass he needed to roll a 50
or below.
Example: If you’re using a Tool Set to craft, you can’t benefit
from another Tool Set or another set of tools. SPECIAL Check Example: Tiffany is being chased by a horde of
Feral Ghouls through a collapsed building. Pieces of debris
Refer to Defender & Attacker for additional information. Unlike continue to fall down so the Overseer asks Tiffany to roll AGI to
Attack Rolls, Critical Success and Failures do not apply to dodge the falling debris. The Overseer applies a -2 penalty to
Support Skills and SPECIAL Checks. Refer to the Penalty Table Tiffany’s AGI. Tiffany rolls a 2 compared to her AGI 7. Because her
for examples of Penalties for Skills and SPECIAL Checks. If a AGI is 7 and the penalty is -2, 7 - 2 = 5. Tiffany manages to dodge
perk, item, etc, states that it halves a specific type of penalty, the falling debris because she rolled under 5. If Tiffany rolled a 2,
you halve the penalty first then apply any other penalties or she would still pass the check because she matched her SPECIAL.
bonuses you have.
Penalty Table
Difficulty d100 Penalty d10 Penalty Examples
Mildly Easy 0 0 Convince Easy Pete that you know how to handle dynamite.
Mildly Challenging -25 -2 Bribe the bouncer to let you into the New Reno Casino.
Very Hard -100 -8 Convincing a Legionnaire that you’re not a profligate if you’re NCR.
Nearly Impossible -125 -10 Convincing a Deathclaw that you don’t exist so you can walk away.
How -175 -14 Frank Horrigan will still fight you but he’ll do it with only one hand.
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Attacker & Defender Assist Action
Similar to Skill and SPECIAL Checks, we have Attacker & If someone is attempting to help you in a task that requires a
Defender. The Attacker is the initiator of the action while the Skill, they must have at least 50 in the skill. This’ll give you a +25
Defender fends off the effect of the action. bonus to the Skill or a +2 to SPECIAL. Multiple people can help
but the bonus only applies once. Those that assist are not
Both sides will roll the Skill or SPECIAL that the Overseer asks considered to be the one doing the action.
for. Attacker will roll first then Defender. Once one side rolls
they can reroll before the other can. Whoever has the biggest If a perk allows you to replace a skill for another, the Assist Action
difference in the skill, wins. If both sides somehow rolled a from someone must be of the original skill. The bonus will apply
negative result, whoever is closer to 0 wins. If both sides have to the replaced skill.
the same difference, or tie, the Defender wins.
Base
If the interaction is between characters the rolls must be shown Some statistics will refer to it as being Base. Base is considered
out in the open. If the interaction is a character against an NPC, the natural statistic of a character without any bonuses applied.
the Overseer can choose to do a roll or say the penalty. The After you finish making a character, the Base Stat can never be
choice is theirs. permanently lowered by anything.
Example: Let’s say Butch stole a Sweet Roll from Mrs. Platter Some effects may state that they increase the Base of a Skill or
and ate it. Sarah finds out someone stole the Sweet Roll and SPECIAL. These are permanent increases. For Secondary stats
searches to find the culprit. Sarah stumbles upon Butch sitting they’re all considered a Base increase even though they won’t
in the cafeteria and asks about the stolen Sweet Roll. Butch lies have Base next to it.
and says he didn’t see a thing. Because Sarah initiated first, she
will roll Insight first. She can do rerolls before Butch gets to roll.
Let’s say Sarah rolled a difference of 75. Butch now rolls and Free Action
let’s say after rerolls he gets 56. Because Sarah got the bigger Some perks or equipment may state something along the lines of
difference, she believes Butch is lying. “free” in certain actions such as Reloading, Sneaking, etc. This is
read and applied as stated. It’s free, it costs absolutely nothing to
In the case of Observation as the Attacker vs. Sneak as the do the specific action. During Combat, Free Actions can only be
Defender refers to the Detect Action under Combat. In the case done on your turn.
of Observation as the Attacker vs. Sleight of Hand as the
Defender, it functions in this case only: If the Attacker is Immune
searching someone's body for items and the Defender is trying When you’re immune you’re never affected by specific effects,
to conceal them. Apply the standard Attacker vs. Defender damage, etc.
mechanic.
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Reroll The Overseer decides when Vault Points are given during a
When anything calls for a reroll, you have the option to roll session. Overseers can give them to players after they complete a
again. If you’re satisfied with your first roll, you don’t need to quest, concluding an intense roleplay moment, or someone
reroll. However, if you reroll, you have to take the second remembering to reload. You also get Vault Points up to the
result. You have to say you’re going to reroll before you reroll. maximum of your Vault Limit upon a Level Up. Refer to the
Any bonuses that were added to the previous roll are also Secondary Statistics in Vault Limit.
applied. You do not know the result of your action until you
stop rerolling. You have a limited amount of Vault Points you can have that is
determined by Vault Limit. VPs have a multitude of uses and any
If you’re rerolling a skill with a substitution skill due to a perk of these actions cost one VP, unless stated otherwise. You must
such as Method Acting which allows you to replace any skill declare this before any rolls are made.
with Deception for one check, you have to expend a charge for
the substitution. Additional bonuses cannot be applied after a ● Reroll any roll you made. This includes Skill checks,
reroll. SPECIAL Checks, damage as a whole, etc. You can reroll a
reroll.
● Increase Reaper Check range for Success by +25 and
Substitute increase the range from waking up from Comatose from
Some perks allow you to use a SPECIAL or Skill in replacement 1 - 5 to 1 - 10. This can only be done once per Reaper
of another. Any bonuses to the SPECIAL or Skill are applied to Check.
the check of the substitution used. However, if you have ● Get a +25 to one d100 or +2 to a one d10 roll. This must
bonuses that are applied to the substituted SPECIAL or Skill you be called before the roll is made (Only two can be used
can use that bonus instead. per check and is only applied to one roll). This doesn’t
apply to Reaper Checks and Damage Rolls.
You cannot use the bonus from the original and substituted ● Gain one charge for a Perk or Trait that has charges. This
SPECIAL or Skill at once. You can only pick one. If a SPECIAL Vault Point usage can only be used once per Perk or Trait
replaces a Skill, the bonus from the SPECIAL doesn’t apply to per turn on your turn. Outside of combat this can be
the skill and vice versa. done every 10 seconds.
● If an attack is meant to down you, you can spend 2 VP to
Example: The Overseer asks a player to roll Survival to try and have you stay at 1 HP unless the situation makes it
forage for food. The Player has the perk called Method Acting impossible for them to remain alive.
which allows them to replace Survival with Deception. The ● Gain 2 AP. This can be done up to a max of 4 AP. For
player also has a unique tool that gives them a +15 to Survival. Driver’s using Vehicles you get 5 AP for one Vault Point.
The +15 will apply to the Deception roll because it’s’ the skill This will last for only one round.
being replaced. ● You can add detail to the environment that gives you an
advantage. This can vary from a hanging piano above a
Vault Points Super Mutant that’s about to kill your friend to finding
There are moments in the wasteland when the dice aren’t on that missing keycard you’ve been looking for to continue
your side and you’ve used up all your cool abilities. Maybe you the story. This is upon the Overseer’s discretion. If the
have one bullet left in the chamber against the barely Overseer doesn’t approve of the detail, you don’t lose
breathing Deathclaw glaring down at you while raising its the VP. The Overseer may ask for more than one VP if
bloodied claws. Just one hit and it’ll die. Sadly, you miss your the detail is grand.
shot. This is when you could use a Vault Point!
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Character Creation
Before making a character, read up on the lore of Fallout. Discuss with your Overseer what
backstory you want for your character. Below are the steps to character creation. The book has
been set up for you to learn the main mechanics first. Refer to the step-by-step process below
as you make a character. The character-creating process is sequential; once you finish a step,
you cannot go back and change anything. Once the first session starts you cannot make any
changes to your character. If your campaign is starting above Level 1, refer to Starting At A
Higher Level under Level Advancement.
Step 7: Your Profession Before The Campaign Base & Background Skill Points 37
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Primary Statistics
Each race has a specific amount of SPECIAL points to spend upon Character Creation. These are
your character’s main attributes. You must roleplay your character according to their SPECIAL
Use common sense and distribute your points however you like within the race limitations.
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Secondary Statistics
Secondary Statistics derive from your character's SPECIAL and are used throughout a campaign.
Unless specified, the lowest a Secondary Stat can be is 0. Equations displayed determine what
your Base for the Secondary Stat is.
The max AP anything can have is 20. You cannot go below 0 Large 50 + (20 x (STR + END)) lbs
AP. Vehicle AP cannot go above 30. Robots ignore the
Huge 200 + (50 x (STR + END)) lbs
equation and instead get AP 10.
Gargantuan 500 + (80 x (STR + END)) lbs
Armor Class (AC)
Armor Class determines how easy, or hard it is to attack you.
PER and AGI added together dictate your Base Armor Class. Critical Chance (CC)
This is added with your Under Armor (UA), Armor Set (AS), Critical Chance determines the likeness to get a Critical Success or
Mods, Shield AC, etc. which makes the Total AC. Total AC is Failure. Your LCK dictates your Base Critical Chance. Success
what you use in Combat to determine whether an attack hits or Range is for Critical Success and Failure Range is for Critical
misses you. The max Total AC any character can have is 150. Failures. Refer to Critical Chance for additional information.
The lowest AC you can have is 0.
For every point you have for LCK that is above 10, increase the
AC does not apply as a Hit Chance Penalty for the purposes of Success Range by 1. Failure Range will remain at 100 and it can
Perks. Refer to Attack Roll and Hit Chance under Combat for never go higher. If a perk states it increases CC, it only affects
additional information. Robots ignore the equation and the Success Range. Refer to the chart below for reference.
instead get Base AC 15.
LCK Success Range Failure Range
Carry Weight (CW)
Carry Weight is the maximum amount of weight you can carry. 1 1 91 - 100
CW depends on size. Refer to the CW Table. Refer to Fatigue 2 1-2 92 - 100
3 1-3 93 - 100
and Nourishment for additional information. You gain one
4 1-4 94 - 100
Fatigue everytime you go above 50% of your Max CW. This 5 1-5 95 - 100
can be done up to three Fatigue max. 6 1-6 96 - 100
7 1-7 97 - 100
Creatures that have four or more legs can’t use their CW 8 1-8 98 - 100
without a Saddle that specifies it lets them use their CW. Those 9 1-9 99 - 100
riding a Creature have their weight applied as CW to the 10 1 - 10 100
Creature. This includes any items that the Creature has on it. If
you move large objects around such as a car door, a cabinet,
etc. The Overseer may choose how it’ll affect your CW.
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Detection (DE) Sequence (SQ)
25 + (PER x 5) AGI/2
Detection is a passive number that people who try to Sneak Sequence is your initiative in combat and it determines the order
against you or are trying to pickpocket you with Sleight of Hand of play for combat. The lowest SQ you can have is 0. Refer to Turn
must beat. Those that roll Sleight of Hand or Sneak are the Order & SQ in Combat for additional information. For Robots,
Attackers and they roll with your DE being the penalty. Base SQ is 5 regardless of part change.
If there are multiple targets they only need to roll once for the Skill Points (SP)
entire group. It functions like a d100 check such as a Skill 10 + (INT x 3)
check. This only applies when the target doing Sleight of Hand Skill Points are used when leveling up to increase your Skills.
or Sneak is the Attacker. DE can also be used to detect traps Refer to the Skill Progression under Level Advancement for
without having to roll. additional information.
If an effect allows your Max HP to go above and the effect ends Vault Limit (VL)
while your Current HP is still above your Base Max HP, it goes CHA + 1
down to your Base Max HP. If your Max HP is reduced to 0, Vault Limit determines the amount of VP you can have in total.
you’re dead. Refer to Reaper Checks for additional information. Refer to Vault Points on their usage under Core Rules for
additional information. Your minimum VL is 2. All characters start
Personality (PL) with their max VP. They also reset to max upon a Level Up.
CHA x 10 ft
Personality determines the radius of perks related towards
boosting allies, ruining enemies, sensing who’s in danger, etc.
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Races
Fallout has a few playable races that inhabit the world. Some races are dependent on the
timeline of a campaign. Each Race has unique abilities so choose carefully. Each race also has a
specific Base Unarmed Attack they can do. For additional information, refer to Base Unarmed
Attacks under Combat.
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Human
Stats Min - Max Abilities
SPECIAL Points 33 Wanderer: Increasing Starting Tagged Skills by +1 and +2 SPECIAL Points. Also, you get SPECIAL +1 for one
Level Per Perk 1 SPECIAL stat and you can change it every R&R.
Starting Tagged Skills 5
Body Type Humanoid Wastelander: You get two rerolls that can be used for any roll that you make. These rerolls reset after a Break
Size Medium or R&R. Your Max HP is increased by +25, gain RR +15.
RR 0
Lore
Humans are the most common race in the wasteland. You either lived in a Vault or similar isolated facility, or
survived out in the wasteland. The average Human stands between 5 ft to a little over 6 ft and weighs between
120 to 250 lbs. Skin color ranges from pale to black. Hair colors from black to blond with various hair styles. The
average life expectancy is 80 years and You reach adulthood in your late teens. Humans can range from being
evil marauding raiders like the Fiends to kind-hearted people pleasers like the Followers of the Apocalypse.
Opinions of the other races vary on where you’re from.
Ghoul
Stats Min - Max Abilities
STR 1-8 The minimum radiation count is 100. Ignore Radiation Level effects up until 999. Refer to Radiation for
PER 2 - 10 additional information. For Food and Water Servings, you only need one serving instead of two a day.
END 1-8
CHA 1 - 10 Background Perks
INT 3 - 12
AGI 1 - 10 Old World Blues: You get +2 SPECIAL Points, SS +2, Lore is a free Tagged Skill, and Max LP +2.
LCK 5 - 12
Rigor Mortis: If an attack towards you is a Critical Success, you may treat it as a normal hit and ignore all Critical
SPECIAL Points 28 effects and bonuses. If the attack would miss you, it misses. This can only be done once and it resets after a
Level Per Perk 1 Break or R&R. Your Max HP is increased by +10, and you gain +2 to your Max HP every Level-Up.
Starting Tagged Skills 6
Body Type Humanoid You’re RADical: You get Base CHA +1 and VL +3. When you use a VP, roll a d10. On a roll of a 1 - 3 you get a VP
Size Medium back, even after the VP’s effects have expired.
RR +100
Lore
As a Ghoul, you’re a walking zombie that managed to stay alive due to the miracles of radiation. When the
bombs dropped the radiation changed your body down to the cellular level. Some however became ghouls
after the Great War. You don’t age but there is one downside, eventually, you become feral. It may take a year,
a decade, maybe centuries. Ghouls take the same Targeted Attacks as a Human.
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Synth
Stats Min - Max Abilities
STR 1 - 10 Immune to disease and FEV, you don't need to eat, drink or sleep, but you still get all the benefits of a Break
PER 1 - 10 and R&R.
END 1 - 10
CHA 1 - 10 Even though you’re entirely biological, each Gen 3 synth contains a neurological implant inside your brain that
INT 1 - 10 allows for programming and manipulation via voice commands. The implant allows someone to program you
AGI 1 - 10 with orders against your will and knowledge. Only those that know the command word can do this. You can
LCK 1 - 10 attempt to break free with an INT -5 once an hour. The only way to not be programmed is if the implant is
removed.
SPECIAL Points 33
Level Per Perk 1 The implant cannot be detected nor removed without killing the synth. A really good doctor might be able to
Starting Tagged Skills 5 get around the killing part (Doctor Skill Check -175). If the Skill Check is successful the implant is removed and
Body Type Humanoid the Synth lives. It will take one hour to complete this task. If the Skill Check is a failure, the Synth dies instantly
Size Medium and no perks, VP, abilities, etc. can revive them.
RR +50
Background Perks
I Am Human: When you Tag a Skill, instead of a +20, increase the bonus to +35. Also, you get SP +5 when you
Level Up.
I Am Superior: You can increase the Max SPECIAL by +1 for one stat, but you must reduce another Max SPECIAL
by -1. You can do this up to five times. You cannot surpass a Maximum of 12. You also get +3 SPECIAL Points.
I Am War: You get STR +2, Max HP +25, you can Tag one Combat Skill for free, and +20 Hit Chance to one
Combat Skill.
Lore
Synths, specifically, Third Generation Synths are androids created by the Institute that are visually
indistinguishable from natural-born humans down to the cellular level. You were built from lab-grown bones
and muscles, and other tissues.
You can only play as a Gen 3 Synth if the campaign takes place after 2227. Gen 3 doesn’t gain or lose weight. If
you want to be a Prototype Third Generation such as Nick Valentine or DiMA, refer to the Robots Race on being
a Second Generation Synth. All Synths have a Designation which are multiple-character identification codes
specific to the Synth. Below are some examples.
Not all Synths go by Designations and instead have normal names like Humans.
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Eastern Super Mutant
Stats Min - Max Abilities
STR 6 - 15 Max HP +20, Max HP +4 every level (Applies at Level 1), Intimidation +30, immune to diseases, and DT +4 to all
PER 1 - 10 Base Armor.
END 5 - 12
CHA 1-5 Background Perks
INT 1-7
AGI 1 - 10 Me Friend: You reduce CHA Perk Requirements by -3, +2 Max Perk Charges, and PL +25.
LCK 1 - 10
OVERLORD: Your size is increased to Huge, get Base STR and Base END +1. Upon Character Creation you can
SPECIAL Points 30 choose up to two weapons you have to apply the Heavy Guard mod. The Heavy Guard mod can allow you to
Level Per Perk 1 use these weapons.
Starting Tagged Skills 4
Body Type Humanoid Pain Good: Ignore two Targeted Attack Effects. This resets after an R&R. If you’re downed to Comatose, instead
Size Large you’ll be at 1 HP. This can only be done once. This resets after an R&R.
RR Immune
Lore
Originating on the East Coast, Eastern Super Mutants are different from their western counterparts. You’re
mostly hostile, borderline feral, have yellow or green skin pigment, sterile, completely asexual (Although this
may depend on the strain of FEV), and have the potential to become Behemoths. Some also develop a tribe
mentality and aren't hostile towards everyone they meet. There are three known origin areas: Vault 87, the
Institute, and Huntersville. Deciding to play a Huge Eastern Super Mutant means that you’re on the path of
becoming an Overlord, Primus, or a Behemoth. Your massive size will be quite alarming to many and it’s not
easy to conceal.
STR 5 - 13 Max HP +30, Max HP +2 every Level Up (Applies at Level 1), Intimidation +30, immune to diseases and Base AC
PER 1 - 10 +10.
END 5 - 11
CHA 1-7 Background Perks
INT 2 - 11
AGI 1 - 10 The Nightkin: Your skin is blue and you don’t like to be visibly seen. You also get Base AGI +1, SQ +2, and Base
LCK 1 - 10 Sneak +25. You can reroll your SQ once. This resets after a Break or R&R.
SPECIAL Points 29 The Scholar: You get Base INT +1, increase your Starting Tagged Skills by +1, and you can get another Spec Perk
Level Per Perk 1 for two Tagged Skills that you already have a Spec Perk for.
Starting Tagged Skills 4
Body Type Humanoid The Soldier: You get Base END +1, +5 Flat Damage for Close Skills, and DT +5 to all Base Armor. When you take a
Size Large Targeted Attack, True Damage from the attack is halved.
RR Immune
Lore
As a Western Super Mutant you are a byproduct of the Master. Through intricate and constant
experimentation, it was discovered that the more Radiation a person has who is dumped in the unique FEV
created by the Master, becomes unstable and forgets your past life. You may even have the mind of a child.
However, if you’re dumped with no trace of radiation you’re far more intelligent. After the Master’s fall
however, the Enclave also experimented with FEV creating the second generation Super Mutants. You’re sterile,
but unlike your Eastern brethren, you still have working reproductive organs. The usual pigments are dark
green and gray.
21
Mole Miner
Stats Min - Max Abilities
STR 3 - 12 Base AC +10, DT +3 for all Base Armor, and Night Vision 50 ft. You cannot wear Under Armor. You start with a
PER 1 - 10 Gas Mask and without having an item equipped that makes you immune to Gas, you start suffocating. You have
END 1-8 two barely working lungs.
CHA 1 - 10
INT 1 - 10 Background Perks
AGI 1 - 10
LCK 3 - 10 Juggernaut: You get Base DR 20, every Level Up you get Base DR +5, and reduce END Perk Requirements by -2.
SPECIAL Points 31 Purveyor: You get Base CHA +1, PL +20 ft, you're immune to Diseases, and you get SPECIAL +2 and Skills +25 for
Level Per Perk 1 Shopping. Also, you can sell Broken items as if they were Pristine.
Starting Tagged Skills 4
Body Type Humanoid Supervisor: You get Base INT +1, increase Starting Tagged Skills by +1, Night Vision +50 ft, and can learn one
Size Medium additional language.
RR +75
Lore
Mole Miners are mutated humans that have made the caves and mines of Appalachia their home. They’re
trapped within their deteriorating mining suits which cannot be removed, and without their breathing
apparatus they’ll suffocate. It's unknown as to the cause of this. When they speak it’s often muffled by the
breathing apparatus. They remember glimpses of their past and frequently carry important objects from their
previous life. Mole Miners tend to be aggressive to non-Mole Miners but there are a handful that are calm like
Purveyor Murmrgh that made a business. Only those from Appalachia know of the Mole Miners, to those
outside they appear as large Human travelers and scavengers scraping by. It’s unknown as to how long Mole
Miners can live or if they can even procreate.
22
Robots
Stats Min - Max Abilities
PER 1 - 10 Robots cannot wear under armor, the only armor you can have is Armor Plating, and you must follow the Robot
CHA 1 - 10 Configuration section rules for crafting. You can never enter an Exo Suit. Robots automatically know the
INT 1 - 10 language called Binary and it doesn’t apply to the Language limit. You can only distribute your SPECIAL points in
LCK 1 - 10 PER, CHA, INT, and LCK. STR, END, and AGI have a starting value of 1 but the Maximum is dependent on the
Robot Parts attached. Robots are also immune to Crippled and have the Quality Conductive applied to them.
SPECIAL Points 24
Level Per Perk 2 Robots ignore SPECIAL Requirements for Perks regarding STR, END, and AGI. Refer to Robot Configurations for
Starting Tagged Skills 5 additional information.
Body Type Robot
Size - If a perk states you need to take an R&R, four consecutive Breaks will suffice to regain the perk abilities. The
RR Immune same will apply for a level up. Every 24 hours you must take at least four consecutive Breaks. For the purposes
of perks or abilities, this is considered an R&R. If you don’t, you'll gain a Fatigue every two hours. Robots can
only be healed through repairing. Refer to Engineer under Skills for additional information.
For Robots, if a Skill Formula includes STR, END, or AGI, they’re replaced with 5 and can never be changed.
Because Robots can change their body parts, their Max HP increases by 8 every Level-Up instead of the
standard equation.
You can’t eat or drink. You ignore nourishment. You can’t use or be affected by Chems, Concoctions, Drinks,
and Food. They’re immune to all Poisons and Bleed. Water doesn’t damage you in any way, but you’ll sink if the
water is too deep. You can never die from Suffocation. Immune to Disease, Gas, and FEV.
You may choose the following Robots to play as and you gain the benefits from all their parts: Any Protectron,
any Mr. Handy / Ms. Handy, 1st Gen Synth, 2nd Gen Synth, or any Eyebot except the Hopeville Eyebot.
If you want to play a different kind of Robot, ask your Overseer. You can flavor some of the Robots to resemble
other parts.
Background Perks
Military Personality Core: During Combat you can reroll one of your Attack Rolls once a round. You also get Base
DR +50.
Specialist Personality Core: Increase your Starting Tagged Skills by +1. For one Support Skill only, you may have
an extra Spec Perk. You can change the Skill upon a Level-Up.
Lore
As a Robot you come in various shapes and sizes in the world of Fallout. Most Robots are primarily in the and
serve several purposes such as construction workers, security, nurses, etc. In your case, you’ve somewhat
evolved from your programming and developed a personality. You could also be a prototype Artificial
Intelligence that was given a body to roam for your own protection. Robot names are usually based on their
voice and are sometimes an acronym. The acronym could stand for the robot's purpose, or just a nickname by
its creator.
23
Intelligent Deathclaw
Stats Min - Max Abilities
STR 8 - 16 All Armor and Helmets must be specifically designed for them. Can communicate with Creatures and can learn
PER 3 - 12 Languages. Being able to talk to Creatures doesn’t count as a Language. You cannot wield weapons. Upon
END 5 - 15 Character Creation you can choose up to two weapons you have to apply the Heavy Guard mod. You can
CHA 1-5 Crouch and Prone.
INT 4 - 10
AGI 3 - 12 Max HP +4 every Level-Up, Intimidation +30, inflict DT -4 for Unarmed Attacks only, Unarmed is Tagged (This
LCK 1 - 10 doesn’t count to your Tagged Skills Limit), Groin cannot be Targeted, CW functions the same as a Humanoid,
and every 3rd Level to Level 18 you get the following bonuses: DT +2 to all Base Armor, Base DR +10, Base AC
SPECIAL Points 27 +5, inflict DT -2 (DT only applies to Unarmed Attacks).
Level Per Perk 1
Starting Tagged Skills 4 They get the following Base bonuses.
Body Type Creature AC: +15
Size Large N: 15
RR Immune L: 13
F: 5
P: 11
Ex: 6
DR: 50
Background Perks
Gatorclaw: You don’t have Horns and you're a Gatorclaw instead. You mutated from an alligator to a Gatorclaw
through radiation, then somehow got injected or bathed with FEV. You’re still considered an Intelligent
Deathclaw. You can hold your breath for up to 30 minutes. Ignore Difficult Terrain penalties for when in water. If
you do a Target Attacked with your mouth to the arms or legs of your target, the Alligators can do the Death
Roll Action. For 4 AP, roll Attacker STR +2 vs. Defender STR. The Attacker is the Creature. If the Creature wins,
the Defender is Crippled. If the Defender succeeds, they’re able to break free and nothing happens.
Hairy Deathclaw: You’re a mammal with fur covering your body. You can climb without movement being
penalized and it costs 1 AP to climb 10 ft with no SPECIAL Check required. You ignore Intense Cold Weather
effects and get Max HP +15.
Jackson Chameleon: You get Survival as a free Tagged Skill and DR +50. You no longer have to roll AGI for Long
Jump up to 15 ft. The penalty starts at 20 ft. For High Jump you can do up to 10 ft.
Lore
Deathclaws originate from the Jackson Chameleon and were created before the Great War by the U.S.
Government as a cheap replacement for human troops in combat situations. The project was successful, but
after the Great War, they escaped into the wild. As an Intelligent Deathclaw however, you are a Deathclaw that
was exposed to FEV. The FEV gives you higher intelligence thus allowing you to speak with a broken speech
pattern and perceive the world similar to that of a Human.
If you plan on roleplaying as an Intelligent Deathclaw, it’s recommended you research a couple of examples.
The biggest one being Goris, a companion from Fallout 2. Or Gruthar, the leader of the Vault 13 Intelligent
Deathclaws. As a Deathclaw you’ll most likely get shot on sight, or everyone will run away. It’s best to find a
means to hide yourself in a crowd like a robe of some sort. Since you can talk you can sound and look
convincing on having some form of deformity you don’t want people to see. If you just wander into a town
filled with wastelanders, the most likely outcome is you’ll be killed. If you somehow convinced people that you
won’t attack them, you would get attention from all types of people. Especially the OSI, the Enclave, and the
Brotherhood of Steel. Best to keep that under wraps unless you want them coming for you.
24
Vice & Virtue
Vice and Virtue are a means of helping you make your character come alive. Your Vice refers to
what your weakness is. Weakness does not refer to Combat, it refers to what your character is
subject to. Perhaps their vice could be that they’re impatient or impulsive. Virtue refers to your
moral standing. These can be small things, such as that you don't like to steal, or you will only
steal from thieves. For every Virtue you have, you also have a Vice. It's recommended to have a
minimum of three Vices and Virtues.
When you play towards your Vice or Virtue, the Overseer can reward you a VP as you’re
roleplaying as your character. Don’t give out Vault Points just because they roleplayed or
exercised a Vice or Virtue everytime. Give VP when it matters. These only apply to Player
Characters.
It’s possible for Vices and Virtues to change during a campaign. You may lose them or gain new
ones. It all depends on you. Some may be considered both a Vice and a Virtue but that’s upon
the Overseer’s discretion. Below are some examples of several Vices and Virtues. Overseers, if
your players are experienced, you don’t need to use this.
Vices Virtues
● I need a beer at least once a day. ● I donate to the poor when I can.
● I strongly dislike Super Mutants. ● I help anyone who’s injured.
● I’m impatient when people take too long at ● I’m loyal to my allies.
something. ● I give mercy to those deserving.
● I get angry when someone tries to swindle me. ● I will assist anyone in need, even if they don’t
● I make jokes at the worst times and it usually believe in Atom.
pisses people off. ● I will never side with the Legion.
● I have trust issues with everyone. ● I will never side with the NCR.
● I’m a shopaholic. ● I will try to use my words before seeking violence.
● I’m a pathological liar. ● I will kill anyone who’s a Slaver, even if they’re a
● I always choose violence. former Slaver.
● As long as caps are involved, I’ll do the job. ● I must respect the dead even if I hate them.
25
Traits
Traits are modifiers that affect your character that give a benefit and a penalty. Traits can only
be applied to Player Characters. You do not have to choose a trait but you are limited to
choosing up to two upon Character Creation only. You cannot choose the same trait twice. If
you get a Trait and a SPECIAL stat goes below the starting Minimum or above the Maximum, it
doesn’t. It stops at the racial Min/Max. Traits cannot be removed.
2077 Vision - You get Base PER +2, Base Utility Skills +10, and ignore up to -10 Hit Chance penalty. However you get
a Base STR and Base END -1, you cannot add your PER to your AC, and SQ -3.
Anti-Darwin Only Intelligent Deathclaws You don’t get the benefits of the Intelligent Deathclaw 3rd Level bonuses. But your size is Medium,
can get this trait. you get an extra Tagged Skill, and you ignore CHA Requirements for Perks.
Bad Natured Intelligent Deathclaws and You get a Base +20 to Archery, Big Guns, Energy Weapons, Melee Weapons, Small Guns, and
Robots cannot get this trait. Unarmed. However, you get a Base -20 to Charm, Deception, Doctor, and Insight.
Bruiser Intelligent Deathclaws and You get Base END +2 and +5 Flat Damage for Close Skills, but you get Base INT -1 and SQ -3.
Robots cannot get this trait.
Berserker Robots cannot get this trait. You get Max HP +5 every Level-Up, get DR +5 every 30 minutes, but you don’t add your AGI to your
Base AC and get Base AGI -1.
Big Boned Only Humans, Ghouls, and Your CW equation is now that of Large, get Max END +2 and Base END +2, but you get Base AGI -1
Synths can get this trait. You and SQ -2. If you take both this trait and Dwarf, your CW equation is still that of Large.
can’t get this trait if you picked
Giant or Small Frame.
Blind Monk Robots cannot get this trait. You cannot see and you automatically fail any checks that require only sight. You get Base AGI +1, DE
+20, and Base +20 to Melee Weapons, Unarmed, and Observation. However, the following skills will
have a Base Skill of 1: Computer Science, Pilot, Archery, Big Guns, Energy Weapons, and Small Guns.
All your Ranged Weapon Attacks get -150 Hit Chance except Throwing. These skills cannot be
increased. Replacing your eyes doesn’t remove this Trait, you’ll still be blind. This includes
Cybernetics as you lack an optic nerve.
Bloody Mess - This does not mean you kill them any faster or slower, but when they do die, it will be dramatic. This
applies to you as well. When you kill a target the Overseer must describe the death as the most
horrific description possible. Luckily you get Base CHA +1 and +1 Dice Damage to all Attacks.
However, when you’re Comatose, you require one less Reaper Check to succeed/fail.
Chem Reliant Intelligent Deathclaw and Increase the Addiction Chance penalty for all Chems and Concoctions by -2, but all Chem ATs are
Robots cannot get this trait. halved with the minimum being 1, and you get SS +2.
You cannot get this trait if you
picked Chem Resistant.
Chem Resistant Intelligent Deathclaws and You get Base END +1 and the effects of Addictions are doubled and the duration of all Chems and
Robots cannot get this trait. Concoctions are halved when used on yourself.
You cannot get this trait if you
picked Chem Reliant.
26
Trait Restrictions Description
Courser Training Only Synths can get this trait. All Base Combat Skills get a +20, Base END and Base AGI +1, and Night Vision 50 ft. However, you get
Base CHA and Base LCK -2.
Cyborg All Races except for Robots can You may choose up to two of the following Cybernetics to start with: Eye, Arm, or Leg. Refer to
get this trait. Cybernetics for additional information.
Don’t Fear The Only Mole Miners can choose You get Max PER +2, Base PER +2, DE +20, Base Observation +50. However you get Base STR and Base
Light this trait. CHA -2.
Dwarf Only Humans, Ghouls, and Your size is Small and you can grow no taller than 4 ft 6 in. Your CW is still that of Medium. You also
Synths can get this trait. get Base END +1, but you get AGI -2.
Fast Shot Intelligent Deathclaws cannot Whenever you use Big Guns, Energy Weapons, or Small Guns, the AP Cost of Single and Burst Attacks
get this trait. You can’t get this is reduced by -1. However, you cannot do Targeted Attacks and the Burst penalty cannot be halved
trait if you have the Trigger when in Set-Up. These benefits apply to weapons that share one of the mentioned skills.
Discipline.
Finesse - Half all Flat Damage after applying all bonuses. However, you gain CC +5 for Single and Burst Attacks,
and CC +10 to Targeted Attacks.
Giant Only Humans, Ghouls and Your size is now Large, get Max STR +2, Base STR +2, and Max HP +2 every Level Up. However you get
Synths can get this Trait. You Base CHA and Base AGI -1, and Base Sneak -25. Your Base Unarmed Attack is now Large Fists & Feet.
can’t get this trait if you picked For Ghouls the Servings are that of Medium.
Dwarf, or Small Frame.
Gifted Robots cannot get this trait. You get +7 SPECIAL points, but you get all Skills -10, SP -5 per level, and -1 to the Starting Tagged Skill.
You can’t get this trait if you
have the Skilled trait.
Glowing Only Ghouls, Intelligent You emit a Radiation Aura up to 5 ft that emits 50 Rads an hour. Because you are glowing, you ignore
Deathclaws, and Mole Miners darkness penalties within your Radiation Aura. You’re immune to Radiation and if you’re inflicted
can choose this trait. with it it’ll heal you. Your Radiation Aura doesn’t activate perks that require you to stand in radiation
to activate. Refer to the Radiation for additional information. If you’re a Ghoul or Mole Miner, you
can never go Feral. Wearing Armor that’s Rad-Proof doesn’t emit the Radiation Aura.
Good Natured Intelligent Deathclaws and You get Base CHA +2 and Base Social Skills and Doctor get +15. However, you get Base STR -1 and -10
Robots cannot get this trait. to all Combat Skills except Throwing.
Ham Fisted Only Super Mutants can get You get to Tag the Unarmed skill for free and get +10 Flat Damage to Unarmed. This doesn’t count
this trait. towards your Tagged Skill limit. However, you get Base -25 to Computer Science, Doctor, Engineer,
Gunsmith, and Sleight of Hand.
Heavy Handed Intelligent Deathclaws and For Melee and Unarmed Attacks, add your END to the Flat Damage and get CC +5. However, all
Robots cannot get this trait. attacks with Melee Weapon and Unarmed cost AP +1.
Jack of all Trades - Every time you level up you get 50% more SP after applying all bonuses, but you can only go up to
125 in a skill through Level Up SP and Perks. Sadly, you get one less Tagged Skill.
Jinxed LCK <4. Increase your Failure Range to 81 - 100 and it can never be changed. If you or anyone within 50 ft of
you rolls within your Failure Range it’s a Critical Failure. Refer to the Critical Chance for additional
information.
Kamikaze - You get Base END -1 and Max HP -3 every Level-Up, but you get SQ +5 and AP +2.
27
Trait Restrictions Description
Lucky Stormtrooper Intelligent Deathclaws cannot You get a Base Gambling +40, Base LCK +1, and VL +3. You suffer Base PER -1 and Base -25 to all
get this trait. Combat Skills.
The Muscle Robots cannot get this trait. You get Base STR +1, Base Intimidation +25, and inflict DT -5 for Melee and Unarmed Attacks. But you
get Base CHA and Base AGI -1.
Night Person Robots cannot get this trait. You gain the following bonuses at night: PER +2, Observation and Survival +25. During the day
however the night bonuses become penalties. You can’t sleep from the hours of 6:00 PM to 5:59 AM.
However, you only need to spend five hours taking an R&R and they all have to be sleep. You also get
Base INT +1.
No Need For You can’t get this trait if you You can choose any perk to start with (you must meet the requirements for them), but since
Backstory picked a Mutation or Skilled. backstories are for chumps, you can’t get your Background SP. If a perk states it takes effect at the
level you obtain it, it doesn't at Level 1 unless it relates to SP. You choose the perk before spending
your Skill Points from Level.
Non-Phenomenal Only Synths can get this trait. You get Base CHA and Base INT +2, but all Base Combat Skills get -20 and DE -15.
Civilian
One Hander - You have a -40 Hit Chance with H2 Weapons, but get a +20 Hit Chance with H1 Weapons or H3
weapons wielded in one or both hands. This Trait does not apply to the Throwing and Dual Wield
Attacks. If wielding an H2 Weapon in one hand, the penalty applies. Doesn’t apply to Unarmed.
Rabid Only Intelligent Deathclaws Whenever someone who isn’t a Robot dies within 50 ft of you, you get AP +1 and DT +5 to all Base
can get this trait. Armor for the rest of the combat encounter with the Max AP being 3 and the Max DT being 15 from
this trait. Chems and Concoctions don’t affect you in any way shape or form.
Sex Appeal CHA 5<. Only Humans, Ghouls, You get a +40 to Charm and Deception checks when interacting with characters that would be
and Synths can choose this attracted to your sex in Social Encounters. For the opposite sex the bonuses become penalties. You
trait. also gain Base CHA +1. The Overseer can apply the bonus and penalty in reverse if applicable.
Skilled You can’t get this trait if you All your skills are increased by +10, gain 5 additional SP to spend every level, and your Background SP
picked Gifted, Jack of all are doubled. However, you must remove 4 SPECIAL points from your SPECIAL that isn’t at the
Trades, or No Need For Minimum.
Backstory.
Small Frame Only Humans, Ghouls, and You get double the Base AC bonus from PER and AGI, AGI +2, but your CW equation is 10 + (STR x 15)
Synths can get this trait. You lbs and AP from Crippled is increased from +1 to +2.
can’t get this trait if you picked
Big Boned, Dwarf, or Giant.
Targeting Computer Only Robots can get this trait. You get +20 Hit Chance for all Combat Skills, but a Base -10 to all Support Skills.
Tinkerer - You get Base +25 to Blacksmith, Chemistry, Computer Science, Engineer, and Gunsmith. However you
get Base CHA -2 and Base -15 Charm, Deception, and Insight.
Trigger Discipline Intelligent Deathclaws cannot When using Big Guns, Energy Weapons, and Small Guns, increase the AP Cost of Single and Burst
get this trait. You cannot get Attacks by +1. This also counts for weapons that share the skill with another. However, you get +20
this trait if you have Fast Shot. Hit Chance, +1 Dice Damage, and CC +5 to all Ranged Weapon Attacks of the mentioned skills and
types of attacks.
Utility Bot Only Robots can get this trait. You get a Base +20 to all Support Skills, but you get a Base -20 to all Combat Skills.
28
Mutations All mutations change the character’s physiology which must be
discussed by the Overseer and the Player. For custom mutations,
Mutations are rare and unique Traits. Unlike Super Mutants, these talk to your Overseer. Some mutations can be acquired during a
mutations are more specific, like comic book super powers. Super campaign by accidentally stepping into FEV, getting injected with
strength, hyper intelligence, being able to communicate with FEV, but that all depends on the Overseer. You cannot have more
Creatures, and shooting lightning from your hands are but a few than one Mutation trait. When you choose a Mutation the
examples of these. The mutations in this section are gained from following restrictions apply:
exposure to FEV, either through experimentation, accidental
contact, or through your parents before you were born. ● You can only choose one Mutation.
● You get one less Tagged Skill.
A word of caution, if you plan to reveal yourself you might attract ● You only get half your Background SP.
unwanted attention from those wanting you dead for having such ● Robots and Synths cannot get Mutations.
an ability, or worse, capture you to experiment. The world does
not look too kindly on people with Mutations and word spreads Traits that have charges have a limit on how many you can use in
fast if you display your inhuman abilities. This is upon the one Attack Roll or action. The limit is determined by your Level.
Overseer’s discretion.
Example: If you’re Level 2, you can put up to 2 Charges for one
Attack Roll.
Mutations Description
Amphibious You can breathe underwater and on land normally, ignore Difficult Terrain penalties when in water, and get RR +30. Intelligent Deathclaws
cannot get this Mutation.
Arachno- You can climb without movement being penalized and it costs 1 AP to climb 5 ft with no SPECIAL Check required. You may be able to scale off
Creep walls and ceilings but it depends on the durability of the surface. Your hands and feet can stick to surfaces and you have control of when you
can stick; this effect also works when your hands and feet are clothed. You may stand upright on most surfaces. While climbing you may Run.
Biokinesis You learn to wield the power of cell manipulation in one’s body. You get Base INT +3 but you get Base PER and Base CHA -1. You can place
your hand on someone and learn if they have any diseases and you can also change your eye and hair color upon command as a Free Action.
Additionally, you have a maximum number of charges equal to your INT and can spend one or more charges to use any of the following
abilities:
• You can spend 4 AP to heal yourself for 5 HP or someone adjacent to you instantly. Heals from Biokinesis removes Bleed.
• You can use a Free Action to imbue your next Unarmed Strike with 5 Poison Damage with END -1. If the target succeeds the check they take
half the Poison Damage. This trait cannot be used if the Unarmed Weapon doesn’t let you do Hold actions. Missing an attack doesn’t waste
the charge. If you’re in combat and have an opponent in a move like Hold, at the cost of 2 AP, you can inflict the Biokinesis Poison Damage
without having to make an Attack Roll.
If you spend more than one charge, you heal an extra 5 HP or inflict 5 extra Poison Damage and increase the END penalty by -1. If you have
no charges remaining and attempt to use any of the charge-based abilities, you gain one Fatigue per. Whenever you finish a Break, you
regain 1d4 charges. Whenever you finish an R&R, you regain all expended charges.
Bonsai Through careful nurturing, you have a small fruit tree growing out of your head. You grow one Fruit every 12 hours and you’re immune to
Poisons. Only Ghouls can get this Mutation.
Deathly You get Base Intimidation +20. You get one Deathclaw Hand that allows you to do the attacks like Intelligent Deathclaws. You can get
Features Intelligent Deathclaw perks with this mutation. The Heavy Guard mod isn’t required on items to use. Intelligent Deathclaws cannot get this
Mutation. Physiology features a massive Deathclaw hand.
29
Mutations Description
Dreamer You’ll be able to see into the dreams of others. You get Base INT +1. You roll 1d20 and whatever you roll you’re able to look into that person’s
dream. Roll in secret Overseers. Because of this trait, you’re unable to take an R&R. You instead can only take Breaks. You’re not sleep
deprived when looking into other people’s dreams. If a perk states you need to take an R&R, you only need to take eight consecutive Breaks.
This also applies to Fatigue and Level-Up.
1 - 5: No Dream
6 - 10: Party Member Dream
11 - 20: Random Individual
Eagle Eyes You get Base PER +1, PER +3, Base Observation +25, DE +20, and ignore up to -20 Hit Chance penalties. You cannot get this Mutation if you
have Blind Monk and vice versa.
Egg Head You get Base INT +1, Base Crafting Skills +15, INT +3, and learn an additional Language.
Electrokinesis You wield the power of electricity. You get Base INT +2, you’re Immune to Electricity, but get a Base PER and Base END -1. For free, you can
touch a surface and detect if there's any electricity behind them, you can power on up to three small objects with power like a toaster or a
radio (You function as a battery) for 30 minutes, and you’ll be able to power one large object, such as a generator or a working desk terminal
for 5 minutes. Additionally, you have a maximum number of charges equal to your INT and can spend one or more charges to use any of the
following abilities:
● You can spend 4 AP to toss a Lightning Bolt at a target that you can see within 100 ft of you. It functions as a Throwing Weapon.
Whenever you hit someone they’ll be inflicted with END -2 and they must roll to see if they’re stunned. If the opponent fails,
they’re stunned for one turn. You can only use one Electrokinesis charge per Attack Roll.
● You can use a Free Action to imbue your next Unarmed Strike or Melee Weapon attack with an Electrokinesis charge.
● Fully recharge for one charge an EC, MFC, or ECP. Four charges can charge a Fusion Core by 0.1%.
● For 2 charges you can wake up someone Comatose and they’ll be at 1 HP.
If you have no charges remaining and attempt to use any of the charge-based abilities, you gain one Fatigue per. Upon a Break, you can roll
1d2 to gain back charges of your trait. You’re immune to all effects that would stun you through an item that’s powered. Whenever you finish
an R&R, you regain all expended charges. This includes Cybernetics.
Experiment You get Max HP +5 every Level-Up (This applies at Level 1), your size is now Large, and a Base +15 to a Combat Skill of your choice. Can get
35 Super Mutant perks with this mutation. You can’t select the following traits: Dwarf, Giant, or Small Frame. Intelligent Deathclaws and Super
Mutants cannot get this Mutation.
Green Thumb You get Base END +1. Telepathically communicate with live plants within 50 ft of you that you can see. Instead of using Social Skills, you can
use Survival instead for Social interactions with plants.
Half Ghoul Increase RR equation from END x 2 to END x 5 and all Unarmed Attacks inflict 20 Rads and 1d6+2 True. Can get Ghoul perks with this
mutation. Only Humans can get this Mutation.
Healing You heal 1 HP every 10 seconds. This doesn’t apply if you’re Unconscious, Comatose, or Stunned and it doesn’t remove Bleed. You also
Factor succeed on Reaper Checks on results up to 60 instead of 50.
Man of Steel You get Base STR & Base END +1, CW +100, STR and END +2, and reduce all Min STR Requirements by -1. Intelligent Deathclaws and Super
Mutants cannot get this Mutation.
Monkey Tail You get AGI +2, AP +1, and Base AC +10. Intelligent Deathclaws and Super Mutants cannot get this Mutation.
One With Telepathically communicate with Creatures within 50 ft of you that you can see. Increase your Base Survival by +25 and get END +2 against
Nature Poisons. Intelligent Deathclaws cannot get this Mutation.
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Mutations Description
Pyrokinesis You wield the power of fire. You get Base INT +2 but you get Base PER and Base END -1. You prefer your food to be charred and can use a
Free Action to snap your fingers and either snuff out small flames that you can see within 20 ft of you or emit a small light source from
yourself which extends up to 20 ft in darkness until you extinguish it (no action required). Additionally, you have a maximum number of
charges equal to your INT x 2 and can spend one or more charges to use any of the following abilities:
• You can spend 3 AP to toss a Fireball at a target that you can see within 50 ft of you. It functions as a Throwing Weapon and inflicts 3d4+4
Fire Damage.
• You can use a Free Action to imbue your next Unarmed Strike, Melee Weapon attack, or use of ammo such as an arrow or bolt, with fire.
You deal an extra 3d4+4 Fire Damage in addition to your attacks Damage. This is counted as separate.
If you spend more than one charge, you inflict an extra 1d4+4 Fire damage for each charge you spent beyond the first. Whenever you deal
Fire damage to a target from this Trait, they suffer 10 Burn. If you have no charges remaining and attempt to use any of the charge-based
abilities, you gain one Fatigue per. Whenever you finish a Break, you regain 1d4 charges. Whenever you finish an R&R, you regain all
expended charges. Perks that affect Fire Damage that don’t specify the Pyrokinesis Trait do not affect your Pyrokinesis Fire.
Scorpion Tail Gain a Radscorpion Tail and the Stinger attack of a Radscorpion with a +25 Hit Chance for this attack only. This is considered an Unarmed
Attack. END +3 against Poisons. Intelligent Deathclaws and Super Mutants cannot get this Mutation.
Stinger: S: 3 T: 4 Dmg: 2d8+15 Dmg Type: N Rng: 10 ft
If Stinger hits, the target suffers roll END -3. If the target fails, they take 25 Poison Damage. If the target succeeds, they take half the Poison
Damage. You can only use the Poison up to your END. This resets after an R&R. One charge of the Poison can fill up to one serving. This
Poison is considered to be Defcon Tier 4 Poison.
Speedster You get Base AGI +1, AP +1, double your AGI towards your Base AC. When Walking, increase movement distance from 5 ft to 10 ft. When
Running, increase movement distance from 10 ft to 20 ft. Intelligent Deathclaws and Super Mutants cannot get this Mutation.
Technopath You get Base INT +1 and Base Computer Science +25. Telepathically communicate with powered machines within 50 ft of you that you can
see. Powered machines such as desk lamps, terminals, Protectrons, VertiBots, etc. are aware of their surroundings and are able to relay it to
you. Instead of using Computer Science, you can instead use Social Skills when interacting with powered machines. Intelligent Deathclaws
cannot get this Mutation.
Telekinesis You wield the power to move objects with your mind. You get Base INT +2 but get Base STR and Base END -1. Within an area of 50 ft, you can
use your mind to lift an object that you can see that weighs 5 lbs or less, and move it to another location within 50 ft. You can only lift one
object at a time. If you wish to attack someone with this object, you must use the Throwing skill. Telekinesis does not get bonuses from the
Throwing and Spec Perk. The damage inflicted is based on the weapon or object. The AP Cost in combat is that of the Weapons’s AP to move
an object. Weapon STR Requirements are ignored when using Telekinesis. You can do Single and Targeted Attacks only.
You can attempt to remove a weapon that someone has in their hands. You roll Attacker INT vs. Defender STR. If you succeed, the weapon
flies to whatever direction you wish. If you fail the weapon remains in their hand. You must replace STR with INT for the bonus Flat Damage
when using Telekinesis for an attack. Perks and abilities that increase this don’t apply unless it's through Telekinesis.. You can’t Telekinetically
make Ranged Weapons fire when using Telekinesis to lift them. You can only use one Telekinesis charge per Attack Roll.
You can use your abilities in a day, up to your INT x 3. This resets after an R&R. If you have no charges remaining and attempt to use any of
the charge-based abilities, you gain one Fatigue per. Upon a Break, you can roll 1d4 to gain back charges of your trait. For free, you can equip
items on your person or within 5 ft of you for free once per round within your Telekinetic weight limit in combat.
Telepathy You get INT +2 and Base CHA +1. Telepathically communicate with Humanoids within 50 ft of you that you can see. To talk telepathically you
must concentrate on your target.
Third Arm You’ve grown another arm that can be anywhere on your body. You can Tri-Wield Weapons. Exo Suits must be custom made for you and only
you.
Wings You can fly. You get two Wings that count as Arms. Refer to Flight under the Combat section for additional information. Wing design is upon
the player's choice. Overseer discretion is advised. Exo Suits must be custom made for you.
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Languages
Language is basic communication in both spoken and written form. Languages can only be
chosen during Character Creation and you’ll know how to read, write, and speak the language
enough to communicate with others. Up to INT 5, you’ll be allowed to know one language. You
may learn an additional language if you have INT 6, a third for INT 8, a fourth for INT 10.
If your INT is below 3 you can’t read nor write, only speak the language at a basic level. Your
speech pattern is simple and big words hurt your brain. INT 3 allows you to read and write at an
elementary level.
Overseers may limit the language options depending on the character’s origin or create
languages unique to a character’s backstory or region. Below are some examples of Languages
you can choose from.
Arabic German Morse Code
Binary Italian Russian
English Japanese Sign Language
French Mandarin Tribal Language of Choice
Languages like Binary, Morse Code, and Sign require you to know another language beforehand.
They’ll count as a Language if chosen for Character Creation and it’ll apply to all Languages you
know.
If you wish to learn a new language, you’ll either need a Language & You Book or someone to
teach you. The person teaching you must have at least INT 5 and must know how to read, write,
and speak the language. Both have the same process. You must spend 480 hours learning a new
language. No rolls are necessary, only time. You cannot learn if you have more than one Fatigue.
All Creatures can communicate with each through a unique language only they speak. They
can’t learn any other language. This language has no name, it cannot be written, it can only be
spoken through gestures and sounds by Creatures, no one else can learn this language, and it
cannot be taught.
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Skills
Skills are your specializations, or your worst nightmare. If you want to tinker with a gun, you
have a Gunsmith. Wanna set up that 107mm Mortar? Roll Big Guns. Wanna charm that
Deathclaw? Roll Survival? Almost anything is done with skills.
Example: If your Survival skill is 200 and you have a bonus +15.
The bonus is ignored. If you had a penalty of -30 on this check,
you would count as having Survival 170, not Survival 185, as
bonuses are calculated before penalties, and they cap at 200.
This also applies to Hit Chance in Combat. Refer to SPECIAL &
Skill Checks in Surviving the Wasteland for additional
information.
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Skill Formulas & Categories
Combat Skills Support Skills
Close Skill Formula Crafting Skills Formula
Melee Weapons 5 + STR + AGI + LCK Blacksmith STR + END + AGI + LCK
Unarmed STR + END + AGI + LCK Computer Science PER + INT + INT + LCK
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Combat Skills
Combat skills are your proficiency with different types of weaponry and fighting styles. These
skills are what are used to attack. Bonuses determined by how high a skill is are not cumulative
and they only apply to the specific skill. There are two types of Combat Skills: Close and Ranged.
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Combat Spec Perks
Melee Weapons Spec Perks
Archery Spec Perks
Blademaster For Swords get CC +5 and +20 Hit Chance when you
Agincourt Inflict DT -5 and ignore up to a -10 Hit Chance Parry or Counter Attack.
penalty for Bows and Crossbows.
Hunter For Pole Arms inflict AC -20.
Amazonian Inflict AC -5 and ignore Run penalties for Archery.
Lumberjack For Axes get +10 Flat Damage.
Stealth Archer For Sneak Attacks with Archery get +2 Dice Damage.
Phalanx AC +10 (Must have Shield equipped) and for Shields
Unconventional For Special Archery Weapons inflict AC -20, 5 True, get +20 Hit Chance when you Parry.
and if Poison is applied, increased the END penalty
by -2. Pinch Hitter For Bludgeons get +1 Dice Damage and DT -5.
Energy Weapons Spec Perks Marksman For Rifles halve the penalties for Targeted Attacks and
inflict AC -10.
Critical Shot Get CC +10 for Laser Weapons only.
Terminator For Shotguns inflict AC -10 and DT -5.
Melting Point Inflict AC -10 and DT -5 for Plasma Weapons only.
Trooper For Assault Rifles get +5 Flat Damage and reduce the
Start Blasting AP -1 for Single or Burst Attacks with Laser Weapons Targeted Attack AP Cost by -1.
only. You can change this every R&R.
State of Matter Get +2 Dice Damage with Plasma Weapons only. Unarmed Spec Perks
Blitzer Once per round on your turn, you may make a Single or
Throwing Spec Perks Targeted Attack as a Free Action. Cannot do this if you’re
Knocked Down or Dazed.
Curve Ball Inflict AC -15.
Brawler +1 Dice Damage and inflict DT -5.
Dodge This! Increase SPECIAL penalties by -2 for items you throw
with a radius. Defender DT +3 to all Base Armor. When wearing Armor, get DR +20.
AP -1 for Counterattack, Parry, and Disarm.
Go Long! Double your Base Throwing Range.
Grappler STR +2 for SM that have Unarmed Handy. If you maintain
Special For every 25 points in Throwing, you can do the an SM that has Stay until the end of the round, inflict True
Delivery Equip/Switch Item Action as a Free Action. This resets equal to your STR to the opponent. If the move doesn’t
after an R&R. have Stay, the True is inflicted at the end of the SM.
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Support Skills
Support Skills are the skills you’ll be utilizing in out of combat situations. For skills such as
Blacksmith, Computer Science, Engineer, Gunsmith, Chemistry, and Survival, refer to the
Crafting Section for additional information. There are three types of Support Skills: Crafting,
Social, and Utility.
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Engineer also covers robots such as Eyebots, Assaultrons, Whenever you interact with an NPC, you may ask your Overseer one
Protectrons, etc. You can design them to heal other robots or of the following questions, and they must answer to the best of
organics. If you want to give your robot some upgrades, refer to the their ability depending if you succeed or fail the check, or just come
Robots section. Repairing takes an hour and the one doing the up with one of your own. You must roll per question or upon the
repairs can’t take a Break. You need at least 2 lbs of Scrap Metal to Overseer’s discretion.
heal a Robot but 5 lbs for a Vehicle for one hour. The penalty for
repair is -25 and if you succeed you heal a robot or vehicle for ● Do they have hostile intent towards me?
1d10+10 HP. Failing a check could result in not being able to craft ● How are they feeling right now?
the item or accidentally shock yourself while fixing a toaster. ● Does this person know me?
● What is their attention focused on right now?
Gunsmith ● What do they want most at this moment?
A very handy skill in the wasteland for all your gun needs, the
Gunsmith skill is the ideal skill for gun makers of all sorts. Gunsmiths Intimidation
can be used to repair Big Guns, Small Guns, and Energy Weapons Intimidating someone is always the best way to get people to pee
but you’ll need a set of tools for this to be done (Tool Set or their pants. You can use Intimidation to scare people away or make
Gunsmith Tools). Failing a check could result in not being able to someone shit themselves and let you into the raider gang leaders
craft the item or identifying a gun. base. Failing a check could result in raiders not being scared of you
and they immediately attack you.
Social Skills
Social Skills are Support Skills that focus on interaction in Social
Gambling
Gambling is a tricky skill. Whenever you’re gambling, games and
Encounters with NPCs. These skills are Charm, Deception, Gambling,
special situations that have to do with bidding, tend to go your way.
Insight, and Intimidation.
Gambling can also be used to roll for one hour to determine how
much money you make or lose in a gambling environment such as a
Charm casino or an alleyway where wastelanders bet their caps. You must
Charm lets you talk your way through situations and inspire others state what you’re planning to bid for the hour.
to follow you into battle. You can try to convince someone to do you
a favor, convince the bouncer to let you into a club, or try to If you succeed you get double of what you bid. If you lose, you lose
convince a gang leader to spare you. Beware of these dastardly everything you bid. There is a limit on how large your bid can be
charmers. Failing a check could result in failing to sweet talk and depending on the environment. You can try to gain information this
instead making them annoyed or even angry with you. way but that’s upon the Overseer’s discretion.
Deception Gambling possesses the ability to have Gamble Points (GP) that
Deception is the art of lying and bullshitting; it’s a very handy skill if depend on how high your Gambling skill is. However, you can only
you love to pit people against each other. Deception has a variety of use GP if you have above LCK 5. For every 25 points in the
social implications be it disguising yourself, telling an obvious lie to a Gambling skill, you get 1 GP. This doesn’t count as Perk Charges.
bouncer to get into the club. Just make sure to keep track of all your You can spend one GP to reroll your LCK, ignore having to roll a
lies. Failing a check could result in someone knowing you lied to Gambling check against the dealer, get SPECIAL +1 (Max of two per
them. roll), or you can substitute another skill with Gambling. You can’t
substitute Gambling for Lore.
Insight
Insight is a handy skill not only used to determine if someone is You cannot have GP above your max. Failing a check could result in
lying, but to get an idea of someone’s motives. You catch little failing to gamble a bid, failing the check for the substituted skill, or
twitches on their body, the sound of their breath, the intent in their losing a good amount of your money. Gambling Points reset after an
eyes. You get an idea of their intentions and this can also be applied R&R.
to animals. Failing a check could result in believing the person you
think is lying to you or they’re difficult to read.
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Environment Max Penalty Tracking Surface Type Penalty
Lore possesses the ability to have Lore Points (LP) that depend on Sleight of Hand
how high your Lore skill is. However, you can only use LP if you Sleight of Hand is the art of concealment, lockpicking, pickpocketing,
have above INT 5. For every 20 points in the Lore skill, you get 1 LP. and trap dismantling. You need at least one hand to dismantle traps,
This doesn’t count as Perk Charges. You can spend one LP to reroll lockpick, or pickpocket. For dismantling traps refer to the Dismantle
INT, get +10 to Skill checks (max of two per check), or substitute Action in AP Chart. You can hide weapons on your person if you’re
Lore for any Support Skill. You can’t substitute Lore for Gambling. trying to sneak them into a casino or an establishment. You can steal
You cannot have LP above your max. Your LP resets after an R&R. what is in people’s pockets but also give them a nice surprise inside,
like a ticking Frag Grenade. You cannot do Sleight of Hand if you’re
Observation seen.
Unlike PER, Observation is focused on looking for those in stealth,
listening to nearby footsteps, looking for traps, trying to spot a For lockpicking, you must use a bobby pin or a Lockpicking Set.
pickpocket in a crowd, thoroughly searching an area in depth to Whenever you fail, the Overseer rolls a 1d2. On a 1, your bobby pin
hopefully find a clue, or trying to find a mechanism that reveals a or Lockpicking Set is broken. On a 2, the lock you’re picking is
secret passageway. broken. Picking a lock usually takes 10 seconds to 5 minutes
depending on the difficulty.
If you succeed in an Observation check you’ll see the individual
who’s done the action or failed to find anything interesting in the For Sleight of Hand you may be able to see additional items in
area. Failing will cause you to be oblivious of what’s around you. someone’s inventory that are not currently equipped or obvious
The environment will affect your Observation if too many such as armor and two-handed weapons. You can determine how
environmental obstacles are in the way. Refer to Attacker & many items they have if you can see your target within 10 ft. Your
Defender for additional information. Sleight of Hand skill determines up to how many items you see on
the target.
Observation can be used for tracking targets. Depending on the
terrain, a penalty will be applied to a check. Sometimes you may be
able to get a bonus. The time it takes to find tracks ranges from 10
minutes to one hour. The easier it is, the faster you can find it. Refer
to the table.
39
The type of item refers to something like Gear, Materials, Small When not traveling that’s upon the Overseer’s discretion as you may
Guns, Big Guns, etc. No specifics are given away. The player may have an encounter with instead. Refer to Time & Traveling for
learn of the specific items if they’re adjacent to the target. The additional information. You roll Survival first to see if anything is
Overseer can give specifics of the items that they believe the player found. If you succeed you roll the Forage Equation once. What you
may be able to assume are on the target. Some items may be more roll is how much food and water you scavenge separately. The food
difficult to pickpocket and may increase the skill penalty for Sleight found will either be uncooked meat, fruits, or vegetables. The water
of Hand. Failing a check could result in getting caught while trying to can vary but it’ll usually be Dirty Water. The Overseer decides how
steal something. For Combat applications refer to Pickpocket in much of each.
Combat under the AP Chart.
Water found will always be one serving of Dirty Water unless
specified by your Overseer. Foraging in the same place twice may
Skill Items Concealment Penalties Item Type
increase the penalty for foraging. Failing the check will result in not
25 2 -25 H1 finding any food or water. Foraging in the ocean will only provide
you with Food.
50 4 -50 H3
Food & Water Availability Penalty Forage Equation
75 6 -75 H2
Plentiful (Tropical Forest) -25 1d6+(LCK/2)
100 10
Average (Valley Forest) -50 1d4+(LCK/3)
125 14
Scarce (Desert / Abandoned Urban Town) -75 1d2+(LCK/4)
150 18
Survival
Survival allows one to make healing powder, traps, poison, and
alcohol. Refer to the Crafting Section for additional information.
Survival is also used to find tracks, identify signs of animal
movement or dens, find food and water out in the wild, or anything
else regarding the great outdoors. Failing a check could result in not
finding tracks or failing to find fresh water to drink. During your
travels, you may attempt to forage food and water. This action can
only be done every ten miles during traveling only.
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Support Spec Perks
Chemistry Spec Perks
Blacksmith Spec Perks
It’s Only My You only require half a serving to get the benefit of
Master Armors you crafted get AC +5 and DR +20. Add * to the First Concoctions or Drinks. For Concoctions this only applies
Armorer item's name. to those that give a Water Serving.
Metal Bender You can craft or repair the same two Ammo, Armors, Not Strong Ignore up to -1 for the Addiction Chance penalty.
Mods, or Weapons in batches of two. Roll as if you Enough
were crafting or repairing one. Materials for each
required. Oktoberfest Reduce time for distilling Drinks from 7 days to 3 Days
and 12 Hours. You can do the Use Item Action for Drinks
Preferred Choose one Combat Spec you don’t have between as a Free Action up to INT/4. This resets after an R&R.
Fighting Style Archery, Melee Weapons, and Unarmed. You must
already have a Spec Perk in one of the skills. Recycle Whenever you craft a Chem that only uses Pharma
Supplies, you get 0.1 lbs back.
Steel Shaper When you craft a weapon, it ignores up to a -10 Hit
Chance penalty. Add * to the item's name.
Computer Science Spec Perks
Charm Spec Perks
Deconstructor When attacking Robots you get +10 Flat Damage.
Birds Of A Get PL +25 ft and VL +3.
Feather Patch v69.0 If you attach at least two Robot Parts that you
crafted (Head, Torso, Arms, or Legs) to a Robot, the
Kama Sutra You’re the greatest sex-machine alive. Every person mod limit increases from 8 to 12.
Master you’ve done the dirty deed remembers you. You get +50
to Skill checks for Social Encounters when interacting Tries Reset Whenever you fail to hack with Computer Science,
with a character you’ve previously slept with. you can attempt to hack it again. You reroll with a
+20 to the check. This resets after a Break or R&R.
It Still Works When buying Broken items, decrease the value by -25%.
When selling Broken items, increase the value by +40%. Version Update Half the cost and time of leveling up a Robot
You also get CHA +1 when Shopping. Companion. Half the time it takes to copy
information to and from any holotape.
You’re A When dancing, singing, playing an instrument, or overall
Bard! doing any bardic activities such as entertainment or
storytelling, get a SPECIAL +2 and Skills +15. Overseer Deception Spec Perks
discretion. When you take a Break you can instead use
that to perform. If you perform roll CHA -2. The spec Maintain When rolling for Addiction Chance, you can use CHA
doesn’t apply to the check. If you succeed you get caps Composure instead of END.
equal to 1d20 + (CHA x 2). You can do this twice and it
resets after an R&R. Master of When you're disguised as someone else, all Social Skills
Disguise get +20 to Skill checks.
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Doctor Spec Perks Gunsmith Spec Perks
Analytical When rolling for Addiction Chance, you can use INT American When you craft a weapon, it ignores up to a -10 Hit
instead of END. Made Chance penalty. Add a * to the item's name.
Awareness You know the HP of everyone in sight. You can also Ammosmith When you craft any bullets, shell, or Special Ammo, you
identify any Addictions or Consumable effects that can double the batches with one Skill check. Materials
your allies and opponents are currently under the are still required.
effects of.
Science When you craft Energy Ammo that’s charged with
Stay With Me Reduce the AP Cost of the Stabilize Action by -2. You or Master electricity, it has a full charge instead of empty. Energy
someone you’re helping that has a Disease can do the Ammo can be crafted in batches of two. Materials are
check for Recovery twice a day with the first one being still required.
after an R&R ends.
Weapon Of Choose one Combat Spec you don’t have between Big
A Stitch Or You can choose to heal a number of targets up to your Choice Guns, Energy Weapons, and Small Guns. You must
Two INT/3 at once with the Doctor Skill. already have a Spec Perk in one of the skills.
Emergency When fixing broken items, you only need 25% of each 4th Wall You know the AP, CC, and DE of everyone in sight.
Duct Tape material to repair it with the Engineer skill.
Body If you encounter someone you’ve previously Insighted,
Here’s The When attacking Robots you get +10 Flat Damage. Language you can ask one Insight question to your Overseer and
Off Button they have to answer it to the best of their ability. This can
only be done once per Social Encounter. This does not
The When healing robots, they get an additional 1d10+10 require an Insight check.
Mechanist HP.
Judge of When you look at someone’s face, you’ll know how they
Tune Up! For every 5 Robot Parts you craft that are attached to a Character feel towards you and your allies. This can range from
Robot, they get SPECIAL +1. Parts include mods and trustworthy to indifferent to pure hatred. This is upon the
cores. Mods that don’t count towards the mod limit Overseer’s discretion.
don’t apply.
Strategist Get INT +2 for Surprise Rounds and SQ +2.
Testing Fate When rolling in the Critical Failure / Success Table, Texas END +2 against Poisons, SS +1, and if you are affected by
you can spend two GP to reroll the result. Ranger a Disease, you can roll Intimidation -100 to be rid of the
Disease instantly. This can only be done upon the start of
the Disease.
Thick Skin For every 10 points in Intimidation get your Base AC +1.
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Lore Spec Perks Sleight of Hand Spec Perks
I Read That If you do the Assist Action, you can use Lore instead of Locksmith Locks don’t break if you fail to lockpick. In addition,
Somewhere other Skills. you can pick a lock in half of the normal time.
Textbook If you observe someone for more than 1 minute, you Prison Wallet You can succeed at Sleight of Hand checks to conceal
know its SPECIAL stats. During combat, you may only an item up to your AGI/3. This resets after an R&R. If
learn one SPECIAL stat per turn. This costs no AP and the item is impossible to conceal this cannot apply.
they have to be alive and you have to be able to see
them. Steady Hands You can succeed in a Reverse Pickpocket up to your
AGI/5. This resets after an R&R. If the item is
Voracious Increase LP Skill bonus check to +20. impossible to Reverse Pickpocket this cannot apply.
Reader
Watch The You can automatically succeed in pickpocketing a
Wasteland Select either Creatures, Humanoids, or Robots to get +1 Hands target’s currency up to AGI/5. This resets after a
Expert Dice Damage and +5 Flat Damage. You can change this Break or R&R. If the item is impossible to pickpocket
every R&R. this cannot apply. You can do the Equip/Switch Item
Action as a Free Action once per turn during Combat.
Pilot Spec Perks Anything Is When scavenging for food and water, you may replace
Edible LCK with END or INT to what you forage. You can use
Clown Car For Vehicles you’re in, reduce the Seating for Large and Survival for Looting.
Huge by -1 and double the Storage.
Big Game When attacking Creatures you get +10 Flat Damage. This
Grease When healing Vehicles, they get an additional 1d10+10 Hunter also applies to one Animal Companion.
Monkey HP.
Explorer You always know your cardinal directions, even if you
My Baby You can spend a Break to customize a chosen Vehicle. don’t have a compass. Your travel time and that of your
After the Break, this Vehicle gains AP +1, Max HP +25% party is reduced by -25% on foot. This does not stack with
(After Totaling) and gains HP equal to that amount. You others that have the same specialization. If you have
can change another Vehicle to apply this effect with items that give you a compass or other type of
another Break, but you cannot have more than one navigational assistance, you get Survival +25 when trying
Vehicle affected in this way at one time. to find routes to specific locations.
Put It In When driving a Vehicle, all allies in a Vehicle ignore half Master of When you are mounted on a Creature, both you and the
Cruise the Speed Action Hit Chance penalties when attacking. the Saddle Creature get +1 Dice Damage and you may use Parry and
This doesn’t apply to the Driver. Counter Attack when an attack targets your mount.
43
Starter Equipment
Starter Equipment is the equipment you get at the beginning of a campaign. This is all decided
before the first session. This method is best applied for Levels 1 - 3. To know what you can
equip, refer to What Can I Equip in the Items section.
For Weapons, the Combat Skills you Tagged will allow you to choose weapons in those weapon
categories of Common rarity. If it’s an Archery Weapon or a weapon with a Capacity less than 5,
you can choose up to 20 Common Ammo that the weapon can use. If the ammo is a Material,
you get 1 lb of the Material. For Big Guns and Small Guns you get ammo equal to two capacities
worth of ammo.
For Energy Weapons you get two Energy Ammo that the weapon uses. If it uses none, you get
nothing. For Melee and Unarmed Weapons you can choose up to two weapons. For Throwing
you can choose up to five Melee or Explosives.
For Robots, check first what Combat Skills the specific Robot can use. Starter Equipment items
are in Pristine Condition. Refer to Condition for additional information.
Armor is adjusted depending on the size and body type of the individual. Robots cannot get
armor as starting equipment. Intelligent Deathclaws can only get Robes during Character
Creation. All other races may choose one Common Armor Set or one Common Under Armor. If
you choose the Common Armor Set, you get a set of Normal Clothes. Faction specific Armor
such as NCR and Caesar’s Legion can only be chosen if you come from that faction and it’s upon
the Overseer’s discretion.
After Armor and Starting Caps, the rest of the equipment relates to the character’s backstory.
Each player is given three days worth of Canned Food and Purified Water. Depending on what
Support Skills you have Tagged they’ll get additional items. Additional items can be granted
upon the Overseer's discretion. Refer to the Crafting section under What Can I Craft Already?
for additional information.
You’ll know how to play the musical instrument you select. Refer to Instruments under Surviving
the Wasteland for additional information.
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Buying Equipment
Support Skill Additional Equipment An alternative to Starting equipment at Level 1 is you start with 340
caps. For each point in your LCK, add 20 caps to the starting. You can
Blacksmith Blacksmith Tools use these caps to buy your equipment. For characters above Level 2,
multiply it by your level and then multiply it again by the Caps
Charm Harmonica or Guitar
Multiplier in the chart below. The Overseer can also limit some item
Chemistry Brewing Kit selections or increase caps. If you buy instruments, you can only
know how to play up to the skills you have Tagged.
Computer Science Computer Parts 5 lbs, Blank Holotape
Apply Buying Equipment if your campaign starts at Level 4 or
Deception Bass or Harmonica above.
Doctor Medical Kit Players could also buy items for other people if the Overseer allows
it. This is only applied during Character Creation and this is upon the
Engineer Tool Set
Overseer’s discretion. If you use this alternative ruling, apply it to all
players. For Robots, if you wish to get new parts, you may sell your
Gambling Deck of Cards
current parts for the full value.
Gunsmith Gunsmith Tools
If a Player Character has a Crafting Skill Tagged with at least 150 in
Insight Harmonica or Banjo the Skill, it’s assumed that you crafted the item but you still have
to buy it. Value reductions are applied for Buying Starter
Intimidation Triangle or Banjo Equipment.
Lore Blank Book and Pen (Pen has no weight) When it comes to Legendary Items, Players are allowed to buy one
starting at Level 10. Every 5th level it’ll increase by 1. It’s upon the
Observation Binoculars or Flashlight with fully charged EC
Overseer’s discretion to allow Legendary items to be obtained.
Pilot Binoculars or Compass or Tool Set
Level Range Rarity Caps Multiplier
Sleight of Hand 5 Bobby Pins
1-2 Common x2
Sneak Flashlight with fully charged EC or 50 ft of Rope
3-5 Uncommon x2
Survival Cooking Tools or Skinning Kit or Compass
6 - 10 Rare x4
11 - 15 Radical x7
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Level Advancement
As you explore the world of Fallout you’ll start to gain some experience out in the wasteland.
This experience is awarded to players as Experience Points, or XP, which are given by the
Overseer. The Overseer can give out XP throughout a session when players complete actions,
after encounters, or at the end of a session.
Next, you can spend your Skill Points. Refer to Skill Progression for additional information.
Afterward, you may choose a perk. Refer to the Races section to know when you gain a perk.
Level 1 doesn’t count as a Level-Up. If it states that a race gets a perk every level, upon every
level, your character can get a perk. If it states that your character gets a perk every second
level, upon every second level up, your character gets a perk. You can withhold from choosing a
perk but you’ll have to wait for the next Level-Up to get it.
Example: If you’re playing a Robot, instead of getting a perk at Level 2, you’ll get to pick one at
Level 3, and then another at Level 5.
Refer to the table below to know the experience cost for leveling up. The max level is 20. In
most circumstances, Level 12 is a great stopping point for a campaign if you start from Level 1, 2
or 3.
Level XP Chart
Level XP Level XP Level XP Level XP
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Skill Progression Milestone Variant
When you Level Up, you can spend your SP for Skills. You do this by An alternative to XP is milestones. Milestones are simple. A Level-Up
spending SP for the next number above your current skill. For is given by the Overseers to the players after a specific period of
Tagged Skills from 1 - 100, 1 Skill Point equals 2. A special case is time or special events. These events could be the end of a story arc,
when a Tagged Skill is at 99. In this case, you still get the 2 Points to the end of a boss fight, etc. They’re a reward to show progress
increase it to 101. You may choose to hold some Skill Points instead through the campaign. Below are two examples of when a level up is
of spending them. However, you have to wait for the next Level-Up given depending on how many sessions have passed since Level 1.
to spend them. This is merely a reference as the Overseer gives Level-Ups anytime
they want.
Example: If you have an untagged Skill that’s 50, you must spend 1
SP to increase it to 51. If you have an untagged Skill that’s 100, you
Level Session Level Session
must spend 2 SP to increase it to 101. If the skill was Tagged, you
only need to spend 1 SP to increase it to 101. 2 2 2 2
3 4 3 6
4 7 4 12
Skill Range Untagged SP Cost Tagged SP Cost
5 11 5 20
6 16 6 30
1 - 100 1 1:2 7 22 7 42
8 29 8 56
101 - 150 2 1 9 37 9 72
10 46 10 90
151 - 200 3 2 11+ Every 10 11+ Every 20
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Perks
Perks are a fun way to make your character unique. They’re your abilities and with over 200
perks, the possibilities are endless. There are four types of perks: SPECIAL, Bestiary, Roleplay,
and Milestone. SPECIAL Perks are perks gained through Level-Up. In this section, assume
information regarding perks refers to SPECIAL Perks. Bestiary Perks are perks that can only be
applied to entries in the Bestiary. Player Characters can never get Bestiary Perks. Roleplay Perks
are perks gained in campaigns that can be taught or gained through circumstances stated by the
Overseer. And Milestone Perks are perks that are automatically obtained through Leveling Up.
You may only benefit from one instance of a perk.
SPECIAL Perks are determined by your SPECIAL and Skills. The Perk Rank is the SPECIAL
requirement needed for the perk. Once you pick a perk, you can’t get it again. Some have ranks
that allow you to gain an upgrade of the perk. You must start with the first rank of a perk before
advancing to the next. Perks are earned upon level up with the restriction being Level Per Perk.
Make sure to look over the perks and make sure you meet the requirements for the perk you
want. You can only get perks with your Base SPECIAL and Skills.
Example: If two party members have Teamwork, you do not get Skills +30 and SPECIAL +4, you
only get Skills +15 and SPECIAL +2. Inspiring Words doesn’t stack with another Inspiring Words.
Bonuses and penalties to checks and Hit Chance are ignored. Some perks are Race and/or Trait
specific as well. Perks only affect you unless specified. Under the Extra Requirements column,
you’ll find two types of texts: bold and italic. Texts in bold mean that you need that stat as a
prerequisite for the perk. Texts that are italicized are special. For texts that are italicized, if you
meet a skill requirement for one skill and not the other, it doesn’t apply to the other skill.
However, if you have it for both, you can use it for both. Perks with Skill requirements only
apply to the specified skills.
Example: The perk Martial Master requires 100 in Melee Weapons or Unarmed. If you have a
100 in only Unarmed, you can get the perk. However, the perk will never activate if you attempt
it in Melee Weapons. If you eventually decide to level up your Melee Weapons to 100, you can
use the perk for both Unarmed and Melee Weapons. Perks that state “Any Combat Skill” also
follow this condition.
If a perk states it’s towards allies, it doesn’t count towards you unless specified. Customize to
your heart's content, and reason.
48
Milestone Perks
Below are the Milestone Perks. Apply these perks before the Max HP increase.
Intense Training Every 5th Level You choose one of two options below:
Option 1: Increase any one Base SPECIAL by +1 without surpassing your maximum. Be sure to update any
stats, skills, etc. related to your SPECIAL. For skills they’re flat bonuses. If you’re using the Standard Base 25,
the skill increase doesn’t apply. If you ever put a point into a Base SPECIAL stat and it surpasses the
requirement (Lone Wanderer, Idiot Savant, etc.) you do not gain the benefit from that perk anymore. If you
increase INT you don’t recover Skill Points from previous levels nor learn another language. If you increase
your STR or END, your Base HP does not update. Additionally, for your new END, apply to the current HP Level
Up, but not to previous Level Ups. Robots can only use this to increase PER, CHA, INT, and LCK.
Option 2: You may Tag one untagged skill.
Screw The Rules Every 5th Level You may choose ANY perk you desire except for perks you already have. You ignore SPECIAL, Skill, and Race
starting at Level 10 requirements. If you choose a perk that has several ranks, you start from the lowest rank available to you. If
you choose to pick your Screw the Rules perk at a later level, you may. You must state which perks this applies
to. You can only use this to get SPECIAL Perks.
Roleplay Perks
Below are a few examples of Roleplay Perks.
Airplane Pilot You need at least a Pilot 75 to begin the training. Someone will have to teach you or This perk allows you to ignore the double
you can find a book that can do it for you. It’ll take one hundred hours to learn. No penalty when piloting Air Vehicles.
rolls are necessary, just your downtime. Once you complete the training you’ll earn
the Airplane Pilot Perk. You cannot learn this when you’re Fatigued.
Musical Talent You must spend time learning a Musical Instrument with it depending on the rarity. This perk halves the penalty of one
Common starts at 30 hrs and each rarity above increases by +30 up to 120. You roll instrument before any bonus, ignore
CHA or INT halfway with the penalty starting at Common being a 0 and each rarity penalty effects, or penalties, apply. You
above increasing by -1. If you succeed, you spend the rest of the time learning and must do this for each instrument. If you
roll again the same check. If you succeed this perk applies to that Musical perform during a Break, increase the caps
Instrument. If you fail the first check you have to start all over. If you fail the second gained by 1d20+10.
check, you’ll go back to the time of the first check. You cannot make progress if you
have a Fatigue.
Power Armor If someone who already has this perk trains you, it’ll take 24 hours. By yourself it’ll This perk allows you to do actions when in
Training take 56 hours. You must have a powered Exo Suit for the training. No rolls are an Exo Suit as if you were wearing Heavy
required, just time. You cannot learn this when you’re Fatigued. Armor.
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STRENGTH PERKS
STR Rank Perk Extra Requirements Description
R1: 1 Forager Survival 75 When foraging, add your STR/2 to what you forage. Instead of being allowed to forage
every 5 hours, you can forage every 2.5 hours for Slow and Normal travel speed. You can
now forage when going Fast travel speed but only every 5 hours. You can instantly
identify if something is poisoned if you smell it. Instead of having to wait to Level Up to
change your Survival Spec Perk, you can instead change it after an R&R.
R1: 1 Phone Booth - Halve the time to equip all types of Armor. Entering or Exiting an Exo Suit or inserting a
Closet Fusion Core into an Exo Suit is a Free Action. All Armor weight is halved. This doesn’t
affect crafting or dismantling. You get Base DR +50 as long as you’re wearing one Armor.
R1: 2 Strong Back - For each rank of this perk get CW +100, STR +1, and Max HP +10.
R2: 3
R1: 4 Puny Weapon - All Weapon weight is halved. All Weapon Min. STR Requirements are reduced by -2. This
doesn’t affect crafting or dismantling.
R1: 5 Heave Ho Throwing 75 When doing the Throwing Actions, you can add your Base STR again to the Flat Damage.
This doesn’t apply to Explosives. For Explosives change the bonus Range per STR from 5
ft to 10 ft.
R1: 5 Hold Your Breath - Ignore up to -20 Hit Chance penalty for all Attack Rolls.
R1: 5 Outdoorsman END 5 When Climbing, Long Jumping, or High Jumping, reduce the AP Cost by -1. For Climbing
AGI 5 and High Jumping you don’t have to roll SPECIAL checks for these actions. For Long
Jumping you don’t have to roll up to 15 ft. Double your suffocation time. Reduce all
Difficult Terrain penalties by one Difficulty.
R1: 5 Slugger Melee Weapons 75 You can add your Base STR again to the Flat Damage and inflict AC -15. This does not
apply if you’re using AGI instead.
R1: 5 Steady Aim - +20 Hit Chance for all Combat Skills.
R1: 6 But Wait, There's Big Guns 125 For Set-Up Actions, apply the following effects:
More ● Reduce the Set-Up AP Cost by -3.
● While using a weapon in Set-Up, all attacks towards you get -25 Hit Chance.
● Reduce the Reload AP Cost of the weapon in Set-Up by -1.
R1: 6 Follow Your Eye Archery 100 Inflict AC -15 and CC +5 to all Attacks.
R1: 6 Hell of an Arm Throwing 75 Inflict AC and DT -5 and reduce the AP Cost by -1.
R1: 6 Iron Fist Unarmed 75 For each rank, inflict AC and DT -5, +1 Dice Damage, and +5 Flat Damage.
R2: 6
R1: 6 Stonewall - R1: For one charge remove one Status Effect on your turn. You can also do this before
R2: 8 any Status Effect apply such as Bleed or Burn. You can do this up to your STR/2 and it
resets after an R&R. If an ally is adjacent to you and an attack hits them, you can take the
hit instead but it ignores your AC and Hit Chance.
R2: Change the above equation from STR/2 to STR. You can use the Disarm, Parry, and
Counter Attack on an opponent attacking an ally. The opponent must be within your
Melee/Unarmed range. This doesn’t work against Handy SMs.
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STR Rank Perk Extra Requirements Description
R1: 7 Mighty Man of Steel Mutation For every rank in this perk get STR and END +1, CW +200, and you get Max HP +20.
R2: 7 Level 4<
R1: 7 The Big Bang PER 5 When using Artillery and Launchers, double the weapon’s base range, and if it includes a
Big Guns 100 radius increase it by +10 ft, and increase the SPECIAL penalty by -2.
R1: 7 Gladiator Melee Weapons 125 When you're the Attacker or Defender for SMs, you get a SPECIAL +2. If you’re executing
the SM Charge and you hit, apply Attacker STR vs. Defender STR. The one doing the
Charge is the Attacker. If the Defender fails, they’re Knocked Down. For Melee Weapon
Targeted Attack SMs ignore up to -20 Hit Chance.
R1: 7 Martial Unarmed 125 When you're the Attacker or Defender for SMs, you get a SPECIAL +2. When you Disarm
Practitioner someone, you can equip the item for free if you succeed. You may also choose to let it
fall to the ground. Disarm can be used outside of your turn just like Parry and Counter
Attack. When you Parry and succeed, roll Attacker STR vs. Defender STR. The one doing
the Parry is the Attacker. If the Defender fails, the Defender is Dazed for one round.
R1: 8 Adrenaline Rush END 8 When you’re below 50% of your Max HP, you get DT +10 to all Base Armor and AP +3.
You cannot get this perk if you have Nerd Rage and vice versa.
R1: 8 Toughen Up Human For 3 AP and one charge, you may heal an amount of HP equal to triple your STR. You can
Mole Miner only do this during combat. You can do this up to your STR/3 and it resets after an R&R.
Synth
R1: 8 Two For One - All items with H2 can be used like an H3. This does not apply with Archery Weapons,
Artillery, and Heavy Cannons.
R1: 9 DIE Super Mutant For one charge, double the Dice Damage after rolling for one Attack Roll. This must be
Level >4 declared before the attack is rolled. You can do this up to your STR/2 and it resets after
Melee Weapons 100 an R&R.
Unarmed 100
R1: 9 Unity Western Super Mutant For 4 AP and once charge, you can heal up to 10% of your Max HP. Also, until your next
Level >4 turn, get Base AC +10, DT +5 to all Base Armor, and +15 Hit Chance. This can also be used
upon reaction to an attack but the AP is taken from your next turn. This can only be done
once per turn. You can do this up to your STR and it resets after an R&R.
R1: 10 The Demon Intelligent Deathclaw +2 Dice Damage to your Unarmed Strikes. Whenever you hit a target, inflict 1d10 True.
Unarmed 100
Level >4
R1: 10 Guts Level >4 For one charge double the damage after rolling the damage. This must be declared
Melee Weapons 125 before the attack is rolled. You can only do this with a Single Attack. You can do this up to
Throwing 125 your STR/2. This resets after an R&R. You cannot use a charge from this perk and the
Unarmed 125 perk Omae Wa Mou Shindeiru for the same Attack Roll. For Throwing this can apply to
Explosives.
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STR Rank Perk Extra Requirements Description
R1: 10 Omae Wa Mou Level >4 For a Single Attack only and one charge, inflict AC -50 and ignore all DT. For Throwing this
Shindeiru Melee Weapons 125 doesn’t apply to Explosives. This must be declared before the attack is rolled. You can do
Throwing 125 this up to your STR/2. This resets after an R&R. You cannot use a charge from this perk
Unarmed 125 and the perk Guts for the same Attack Roll.
R1: 12 Mythic Intelligent Deathclaw For one charge, reduce the AP Cost for all Actions by 1 AP (Minimum being 1 AP unless
Level >4 specified), +15 Hit Chance for all Combat Skills, and SPECIAL +2 for SMs at the start of
your turn. This will last for one round. This can be done up to your STR/2. You cannot use
multiple charges at once. You cannot get this perk if you have Savage.
R1: 12 Savage Intelligent Deathclaw For one charge, you enter an enraged state and get +1 Dice Damage and instantly heal
Level >4 for 1d10+10 HP at the start of your turn. This will last for one round. This can be done up
to your STR. You cannot use multiple charges at once. This resets after an R&R. You
cannot get this perk if you have Mythic.
PERCEPTION PERKS
PER Rank Perk Extra Requirements Description
R1: 1 I Can Smell You - Instead of using DE, you can use your Base Observation against Sneak.
R1: 1 One Eye Open - You get DE +20, SQ +2, and ignore up to -10 Hit Chance penalty.
R1: 5 Chauffeur Pilot 100 When you’re driving a Vehicle, increase the Vehicle’s AP +5. All Speed and Stunt penalties
are halved.
R1: 5 I Saw It Coming - You get Base AC +5. If you roll an AGI check against an item that has a radius, you can use
PER instead.
R1: 5 Scout - Increase the Base Observation skill by +25. There is no limit on how many times you can
get this perk.
R1: 5 Surgical Precision Melee Weapons 100 You get CC +5 and Targeted Attack AP Costs are reduced by -1.
Unarmed 100
R1: 6 Center of Mass Big Guns 100 When making Targeted Attacks to the Torso: inflict AC -10, double the True inflicted, and
Energy Weapons 100 increase the CC by +5.
Small Guns 100
R1: 6 Driving City Style - Increase the Base Pilot skill by +25. There is no limit on how many times you can get this
perk.
R1: 6 Sharpshooter Archery 75 Add your PER to your Flat Damage and get +1 Dice Damage.
Big Guns 75
Energy Weapons 75
Small Guns 75
R1: 6 Deadeye Archery 75 For one charge, double the reduction for AC and DT for one Attack Roll after applying all
Big Guns 75 bonuses. You must declare this before you roll. For Burst Attacks this only applies to the
Energy Weapons 75 first Shot. This can be done up to your PER/2. This resets after an R&R.
Small Guns 75
Throwing 75
52
PER Rank Perk Extra Requirements Description
R1: 6 Peripheral Vision - You’re Overwatch is now 360 degree and it's based on sight rather than the line of attack
for Ranged Attacks. For Melee Overwatch, those hit cannot Parry or Counter Attack. You
can substitute the skill associated with the weapon type for Melee Weapon attacks.
Instead of rolling LCK for Looting and Shopping, you can roll PER instead.
R1: 6 Riposte AGI <6 For Attacks that use AGI instead of STR in the Flat Damage, you can instead use your PER
Melee Weapons 75 instead. Depending on the skills you meet the requirements for you’ll get the bonuses
Throwing 75 below:
● Melee Weapons: Increase range by +5 ft and reduce the AP Cost for Counter
Attack and Parry by -1.
● Throwing: Instead of STR you can use your PER for Throwing Range only. For
Throwing Actions get +15 Hit Chance.
R1: 7 Death Sense Intelligent Deathclaw If you inflict at least 1 Damage after DT to an opponent or smell their blood, you’ll know
their location at all times for the next hour with no checks required. You know where all
dead bodies are within 200 ft of you.
R1: 7 Desert Ranger Big Guns 100 Big/Small Guns you have a Spec Perk in, AP -1 to Targeted and Burst Attacks, +1 Dice
Small Guns 100 Damage, and inflict DT -5. This doesn’t apply if the Spec Perk applies to all Big/Small
Guns.
R1: 7 Laser Commander Energy Weapons 100 For Laser Weapons only inflict AC -10, DT -5, +1 Dice Damage, and +5 Flat Damage.
R1: 7 Night Eyes Eagle Eyes Mutation You can now see in the dark. Ignore Night-Time and Total Darkness penalties.
Level 4<
R1: 7 Sniper Energy Weapons 100 Inflict AC -5 and ignore up to -20 Hit Chance penalties. Doesn’t apply to Night Time and
Small Guns 100 Total Darkness.
R1: 8 Headshot Archery 100 For one charge, double the True and Status Effects, after rolling, for a Targeted Head and
Big Guns 100 Groin Attacks. You can only do this once per turn per target. You can do this up to your
Energy Weapons 100 PER/2 and it resets after an R&R.
Small Guns 100
Throwing 100
R1: 8 Quick Scope Archery 100 Inflict AC -15, +5 Flat Damage, and reduce Targeted Attack AP cost for all weapons with
Big Guns 100 Scopes by -1.
Energy Weapons 100
Small Guns 100
R1: 8 Shotgun Surgeon Small Guns 100 With Shotguns inflict AC -10. When you hit with a Shotgun with a Single or Burst Attack,
the target rolls END -3. If multiple shots hit with a Burst Attack, this only applies once. If
they fail they're knocked back 10 ft. You can choose not to activate this effect before
rolling the Attack Roll. Knock Back does not work on Groups. You can only do this once
per target per turn. You cannot do Knock Back with this perk outside of your turn.
R1: 8 Someone’s Here Observation 100 If a Sneak Attack is attempted on you, you retain half your AC. You can do the Sense
Action twice per turn.
R1: 9 Military Training Small Guns 125 With Assault Rifles, you get +1 Dice Damage and if you do a Duo Burst Attack, ignore the
Level >4 Burst Penalties.
R1: 9 Mr. Anderson Level >4 For one charge ignore all Hit Chance penalties for one Attack Roll. You can do this up to
Big Guns 125 your PER and it resets after an R&R.
Energy Weapons 125
Small Guns 125
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PER Rank Perk Extra Requirements Description
R1: 9 One For My Baby Small Guns 125 This perk only affects Rifles. Inflict AC -10 and +5 Flat Damage, and double the True for
Level >4 Targeted Arm and Leg Attacks. For one charge, you can ignore Hardplate (X) for Targeted
Attacks. You can do this up to your PER and it resets after an R&R.
R1: 10 Better Criticals LCK 6 When you get a Critical Success, you can roll a second 1d10 and choose which Critical
Level >4 Effect activates. If you get the same result for both rolls, roll until a different result
appears.
R1: 10 Meltdown Energy Weapons 125 Get +10 Flat Damage for all Energy Weapons. When you reduce an opponent to 0 HP
LCK 5 with an Energy Weapon, they explode in a blast of energy. Anyone within a 10 ft radius
Level >4 takes damage equal to your damage roll. The damage type depends on the weapon.
Anyone caught in the radius can attempt to dodge by rolling AGI -6. If they succeed they
take no damage, but if they fail they take full damage. Anyone that is brought down to 0
HP from the radius also explodes in a blast of energy. This works with any Energy
Weapon that can use the skill. You can choose to not activate the explosion before you
make the Attack Roll. If Meltdown activates on a Group, the radius is doubled.
R1: 10 Vault-Tec Assisted LCK 6 Whenever you make an attack and roll damage but don't get a Critical Success, you can
Targeting System Level >4 roll PER -3. If you succeed, your attack becomes a Critical Success. If you fail, nothing
(V.A.T.S) Archery 90 happens and you expend a use of this Perk. You cannot use this Perk if the initial roll of
Big Guns 90 the attack is a Critical Failure. You can do this equal to your PER. This resets after an R&R.
Energy Weapons 90
Small Guns 90
Throwing 90
ENDURANCE PERKS
END Rank Perk Extra Requirements Description
R1: 1 I Am A Tree Bonsai Mutation You can now grow two fruits every 12 hours. The fruit growing out of your head has
unique healing properties that if anyone eats it, they’ll heal 10 HP. However, the fruit has
a life span of 3 days. You’ll also get Base AC +5 and DT +5 to your Normal and Explosive
Base Armor.
R1: 1 Walk It Off - For each rank in this perk, increase the number of Reaper Check failures by 1 and
R2: 2 increase the range of the 1d100 roll to get back up to 1 HP by 10.
R1: 2 Addictive - For each rank of this perk, increase your SS by +2 and ignore up to -1 of the Addiction
R2: 3 Personality Chance penalty. This has no effect if the penalty is positive.
R1: 2 I Drink My Milk - For each rank of this perk get Base DR +30 and RR +30.
R2: 3
R1: 2 Toughness - For each rank of this perk get CW +100, END +1, and DT +5 to all Base Armor.
R2: 3
R1: 3 Fast Metabolism - Double the HP gained from a Break. When you succeed in rolling towards Addiction
Threshold, double the progress towards Addiction Threshold.
54
END Rank Perk Extra Requirements Description
R1: 4 Cannibal - When you eat a serving of Raw, Dried, or Cooked Meat from a Humanoid you heal for
+10 HP. If you’re an Intelligent Deathclaw the heal increases to +20. Reduce the AP Cost
when eating by -1. The sanity of a character will decrease upon consumption except for
Intelligent Deathclaws. This is upon the Overseer’s discretion. Robots cannot get this
perk.
R1: 5 Cowboy Archery 75 Get +1 Dice Damage and inflict AC -10 for the skills you meet the Skill requirement for
Melee Weapons 75 the specific categories below. Also, if you’re wearing Heavy Armor you get AC +5.
Small Guns 75
Archery: Bows.
Melee Weapons: Daggers and H1 Axes.
Small Guns: Revolvers, Rifles, and Shotguns.
R1: 5 Harsh Words Intimidation 100 Select one target within 50 ft that can see or hear you. For 4 AP, the target must roll INT
-4. If they fail they’re Stunned for 1d2 rounds. If they succeed, nothing happens. You can
do this up to your END/2. This resets after an R&R.
R1: 5 It Ain’t Over - R1: Get DR at the beginning of your turn equal to your END x 2. You can choose to not
R2: 5 use this effect. Outside of Combat you get DR back every 10 seconds.
R2: Change from END x 2 to END x 5.
R1: 5 Lead Belly - You gain no Radiation when eating food or drinking. You remove a number of Rads every
hour equal to your END.
R1: 5 Life Giver - Your Level Up HP equation is changed to 3 + (END x 2). This takes effect on the level you
obtain this perk. Robots cannot get this perk.
R1: 5 Shield Harmonic Synth Get Laser, Fire, and Plasma Base DT +10. Base RR +100.
R1: 5 Survivalist - Increase the Base Survival skill by +25. There is no limit on how many times you can get
this perk.
R1: 5 Scorched Earth Any Combat Skill 75 Increase all Burn you inflict by +5. Targets suffering from Burn from your attacks take a
Pyrokinesis Mutation penalty to all Skill Checks equal to the total Burn, and an equal amount divided by 10 on
their SPECIAL Checks.
Example: If a target is suffering from 30 Burn, they suffer a -30 on all Skill checks, and a
-3 on SPECIAL Checks.
R1: 6 Rad Child Ghoul You heal HP +5 when in an irradiated area that gives out 50 or more rads an hour. This
Mole Miner applies once per minute. If you spend 8 hours in a source of radiation as listed above,
Crippled is removed. Ghouls can’t get this perk if they have the perk Cancerous Growth
and vice versa.
R1: 7 Steel Body - Add your STR and END to your Base AC.
R1: 8 Brick Wall - Every time you’re struck by a Melee Weapon or Unarmed Attack, reduce the AP of your
attacker by -2 for that round. This effect does not trigger if you’re Stunned.
R1: 8 Brutish Hulk Mole Miner Double the Max HP you get when you Level Up. This applies on the level you get the
Super Mutant perk. You can’t get this perk if you have Lifegiver and vice versa.
Intelligent Deathclaw
55
END Rank Perk Extra Requirements Description
R1: 8 Cancerous Growth Ghoul You gain HP equal to your END during a Break and when you’re Crippled, it’ll go away
after you take an R&R. You can also regenerate a missing Arm, Leg, or Eye after an R&R
as well if you lost it.
R1: 8 Nuclear Survival 75 When in an irradiated area, for every 20 Rads an hour the area gives out up to 100 Rads,
Ghoul get SPECIAL +1, Base AC +5, and DT +3 to all Base Armor. For Ghouls and Mole Miners,
Intelligent Deathclaw only those with the Glowing Trait can get this perk. If you have the Glowing Trait you can
Mole Miner choose to increase it up to 15 ft. You can change this at any time but in combat it's only
Super Mutant on your turn.
R1: 8 Third Lung - If you’re attacked when holding your breath underwater, you don’t lose the 10 seconds
of air you normally would lose. Double your suffocation time. If you have the perk
Outdoorsman then triple it. If you’re attempting to do an SM that is Handy and it
includes Suffocation and you’re the Attacker, the Defender’s suffocation time is halved.
You also get END Charges +2.
R1: 8 Tough Hide Super Mutant You gain Base AC +15 and DT +5 to all Base Armor.
R1: 9 Adamantium Level >4 For one charge ignore Targeted Attack Effects or remove Crippled up to your END. This
Skeleton resets after an R&R.
R1: 9 Bulwark Level >4 When attacked, you can double one of your Total DTs. You can do this up to your END.
This resets after an R&R.
R1: 9 Die Hard Level >4 R1: If you’d go Comatose, roll END. If you succeed, stay at 1 HP instead. For every 25
R2: 10 damage that you would have of the final damage result, subtract 1 from END, this
negative bonus persists through the rest of the combat encounter.
R2: Increase damage increment for R1 from 25 to 50. For Criticals, you ignore the
damage bonus for initial damage and up to your END ignore Critical Success Effects. This
resets after an R&R.
R1: 9 Sleep It Off Healing Factor Mutation Healing Factor heal now occurs when you’re Stunned, Unconscious or Comatose, but it
Level >4 doesn’t wake you up.
R1: 10 Alpha / Matriarch Intelligent Deathclaw You get the following bonuses: Max HP +30, Base AC +10, and Base DT +5. You cannot
Level >4 get this perk if you have Lone Claw.
R1: 10 Lone Claw Intelligent Deathclaw You get the following bonuses for Unarmed Attacks: Inflict DT -5, +5 Flat Damage, and +1
Level >4 Dice Damage, and get Range +5 ft. You cannot get this perk if you have Alpha /
Matriarch.
R1: 10 Lunar Powered Level >4 You get STR and END +2, Max HP +50, and heal 1 HP every 5 minutes between the hours
of 6:00 p.m. and 5:59 a.m. You also heal 50 HP at the beginning of the time.
R1: 10 Solar Powered Level >4 You get STR and END +2, Max HP +50, and heal 1 HP every 5 minutes between the hours
of 6:00 a.m. and 5:59 p.m. You also heal 50 HP at the beginning of the time.
R1: 10 Walking Armory Big Guns 125 You Inflict AC -15 for Burst Attacks. When doing a Burst Attack with a Big Gun at a target
Level >4 within 50% of your Base range to the nearest 5 ft, you can combine the damage for every
shot that hits into one Damage and apply it once against DT. If you split the Burst Attack
between multiple targets, the damage of the Shots that hit the specific target are
combined. This can also be used on weapons with the Flexible (Big Guns) Quality. You
can do this up to your END/2. This resets after an R&R.
R1: 10 Warlord Eastern Super Mutant You get Max HP +50. For 4 AP, you can heal up to 25% of your Max HP. This can be done
Level >4 up to END/5. This resets after an R&R.
56
CHARISMA PERKS
CHA Rank Perk Extra Requirements Description
R1: 1 Food Connoisseur Survival 75 Any food that you eat or cook has double the bonuses. If you eat food you cooked it’s not
quadrupled. Add a + next to the time to identify this. This doesn’t apply to Servings.
R1: 1 Low Morale Intimidation 100 Select one target within your PL and they must be able to see or hear you. For 4 AP, the
target must roll CHA -4. If they fail they’re Dazed for 1d4 rounds. If they succeed, nothing
happens. You can do this up to your CHA. This resets after an R&R.
R1: 1 Terrifying Presence Intimidation 100 All attacks towards you and your allies within your PL get -20 Hit Chance.
R1: 1 Vault Plus - For each rank in this perk get VL +5.
R2: 1
R3: 1
R1: 3 Fight As One Survival 75 Choose one allied Creature that isn’t a Player Character. You and the Creature will get the
bonuses from this perk as long as both of you aren’t Comatose and within your PL. If you
don’t have an ally creature you can’t get the benefit of this perk. Get +2 Dice Damage
and when both you and the allied Creature roll for SQ, you can choose to either have
them go the turn after or before you. If you decide to do this you cannot change it. You
can also choose to not do this at all.
R1: 3 Say That To My - Increase the Base Intimidation skill by +25. There is no limit on how many times you can
Face get this perk.
R1: 3 Thicker Than - Allies within your PL get +10 Flat Damage and AP +1.
Blood
R1: <5 Lone Wanderer - You get a +15 to all Skill Checks and +1 to all SPECIAL when at least 25 ft away from all
other party members.
R1: 5 Silver Tongue - Increase the Base Deception skill by +25. There is no limit on how many times you can
get this perk.
R1: 5 Something Feels - Increase the Base Insight skill by +25. There is no limit on how many times you can get
Off this perk.
R1: 5 Speaker - Increase the Base Charm skill by +25. There is no limit on how many times you can get
this perk.
R1: 5 Stop Copying Me PER 5 You’re able to mimic the voices of people and the sounds of creatures. You must hear the
Charm 50 sound or dialogue for 1 minute in order to mimic it. Due to your vocal abilities, you gain
Deception 50 Deception +20 when disguising yourself as someone else.
Insight 50
Intimidation 50
R1: 6 Master Orator Charm 50 You immediately know the emotional state of anyone whose face you can see, such as
Deception 50 anger, sadness, jealousy, etc; this does not require a check. When you choose this perk,
Insight 50 choose one of the associated skills. You can substitute that skill for any one of the perk’s
Intimidation 50 prerequisite skills up to your CHA. This resets after an R&R. You can use any of the skills
you meet the requirement for instead of CHA or LCK when Shopping.
57
CHA Rank Perk Extra Requirements Description
R1: 6 Quack Surgeon - You may heal and awaken Comatose, Unconscious, or Stunned characters using Drinks
with an ACH depending on their rarity. You can use the heal on yourself.
Common: 1d4
Uncommon: 1d6+2
Rare: 1d8+4
Radical: 2d6+6
Atomic: 2d8+8
R1: 6 Wingman Charm 50 When doing the Assist Action, double the bonus. Reduce the AP Cost for the Assist
Deception 50 Action in combat by -1 and increase the range needed by 20 ft. For the range you must
Intimidation 50 be within sight of each other. If an ally fails a check that you were assisting on, you can
use your related skill as a reroll, with the assist bonus applied. This can only be done
once per check.
R1: 7 Ferocious Loyalty Charm 100 All allies within your PL require an additional Reaper Check failure to die. Also, allies
Deception 100 within your PL get DT +5 to all Base Armor if you’re below 50% of your Max HP.
Intimidation 100
R1: 7 Follow My Lead Charm 75 Allies within your PL gain AP +1 and AC +10.
Deception 75
Intimidation 75
R1: 7 Hero Complex END <5 Your Level Up HP equation is changed to 6 + (CHA/2). This takes effect on the level you
obtain this perk. Robots cannot get this perk.
R1: 7 Inspiring Words Charm 75 For 3 AP and one charge, you can give yourself or an ally within your PL a bonus for one
Deception 75 check. This can be done outside of your turn before or after the check is rolled but
Intimidation 75 before knowing the result at the cost of 3 AP from your next turn. The person receiving
the bonus must be able to see or hear you. Roll 1d20+(CHA*2) for one d100 roll, and 1d2
for one d10 roll. If you have CHA 8 - 9, change the d10 bonus dice to 1d4. If you have
above CHA 9 change the dice to 1d6. For Reaper Checks it increases your Success
Chance. This cannot apply to Damage Rolls. The player can choose when to use these
Inspiring Words within the next five minutes. You can do this up to your CHA. This resets
after an R&R.
R1: 7 Life of the Party END 5 R1: You can double the positive effects of Drinks on yourself up to your CHA/2. This
R2: 7 resets after an R&R.
R2: Get SS +1. You can apply the effects of a Chem from R1 to your allies and the
duration is doubled for all Drinks except instant. Increase charges from CHA/2 to CHA.
R1: 7 Sticks & Stones Charm 75 For 3 AP and one charge, you can give someone within your PL a penalty for their next
Deception 75 check. This can be done outside of your turn before or after the check is rolled but
Intimidation 75 before knowing the result at the cost of 3 AP from your next turn. The person receiving
the penalty must be able to see or hear you. Roll 1d20+(CHA * 2) for one d100 roll, and
1d2 for one d10 roll. If you have CHA 8 - 9, change the d10 bonus dice to 1d4. If you have
above CHA 9 change the dice to 1d6. This cannot apply to Damage Rolls. You can do this
up to your CHA. This resets after an R&R.
R1: 7 Tag-Team - After a Break or R&R, choose one ally to Tag-Team with that is a Humanoid until your
next Break or R&R. Your ally must be within your PL in order to get the benefits. You can
only have one Tag-Team on you at a time. The effects of this perk end if your Tag-Team
partner is dead, if they’re at 1 HP, or outside of your PL. You and your Tag Team get +10
Flat Damage and you get Bonus AC equal to your CHA. If your Tag-Team partner is
Comatose you get AP +2.
R1: 8 Teamwork Charm 75 Allies within your PL gains a +15 to all Skills and SPECIAL +2.
58
Deception 75
R1: 8 Bodyguards Charm 75 After a Break or R&R, choose allies up to your CHA/2. You and those allies will get the
Deception 75 bonuses from this perk as long as they're not Comatose and within your PL. All allies
Intimidation 75 chosen within your PL get Base AC +2 and DT +2 to all Base Armor per ally affected by
Bodyguards. You gain these bonuses, but you count separately from the CHA/2.
R1: 8 Confirmed - When attacking someone of the same sex, get +1 Dice Damage. You also get a CHA +2
Bachelor / and +15 to Social Skills when in a Social Encounter with them. If you cannot identify their
Cherchez La sex, this perk doesn’t apply. If you have Lady Killer / Black Widow, both perks are always
Femme active. This perk doesn’t work against Super Mutants, Creatures and Robots. Intelligent
Deathclaws and Robots cannot get this perk.
R1: 8 Distraction Charm 75 On your turn, distract an opponent and cause them to lose 3 AP on their next turn within
Deception 75 your PL. You can do this up to twice per target per round. You can do this up to your CHA.
Intimidation 75 They have to hear you or see you. This resets after an R&R.
R1: 8 Lady Killer / Black - When attacking someone of the opposite sex, get +1 Dice Damage. You also get a CHA +2
Widow and +15 to Social Skills when in a Social Encounter with them. If you cannot identify their
sex, this perk doesn’t apply. If you have Confirmed Bachelor / Cherchez La Femme, both
perks are always active. This perk doesn’t work against Super Mutants, Creatures and
Robots. Intelligent Deathclaws and Robots cannot get this perk.
R1: 8 Method Acting Deception 100 You can substitute Deception as a substitute for another skill. You can be done up to your
CHA/2 and it resets after an R&R.
R1: 8 Sharing is Caring Charm 75 On your turn, give an ally 3 AP on their next turn within your PL. You can do this up to
Deception 75 your CHA. You can do this up to twice per round. They have to hear you or see you. This
Insight 75 resets after an R&R.
R1: 9 Captain Level >4 During combat, you reduce the AP Cost of the following actions by -1 for any allies within
Charm 100 your PL: Equip / Switch Items, Reload, and Use Held Item. Additionally, for one charge
Deception 100 you can have an ally within your PL reroll a roll. You can do this up to your CHA and it
Intimidation 100 resets after an R&R.
R1: 9 Learn From The Insight 125 You can copy a SPECIAL perk of an ally and you’ll have it for one hour. The ally and
Best Level >4 yourself must take at least a minute to copy the perk. You ignore requirements except for
Race, Mutations, and Traits. If the perk has more than one rank, you copy only the first
rank. If the perk has charges you apply your stats, not your ally’s. You can’t get perks that
increase Base SPECIAL, Base Skill, increase HP, increase SP, or let you get another perk.
This also includes Bestiary, Milestone, and Roleplay Perks. This resets after an R&R.
R1: 10 Divine Favor Level >4 Anytime you fail a check, for one charge you have the option to reroll. This can be done
after learning the result of the failed check. You can do this up to your CHA/2 and it
resets after an R&R.
R1: 10 Singing in the Rain Charm 125 For one charge, you can use the perks Inspiring Words, Sticks & Stones, Distraction, and
Level >4 Sharing is Caring but only through this perk. You can do this up to your CHA and it resets
after an R&R. If you already have one of these perks, you get +4 Max Perk Charges for
the specific perk.
59
INTELLIGENCE PERKS
INT Rank Perk Extra Requirements Description
R1: 1 Bon Appetit Survival 75 Reduce your Food and Water Servings by -1. Anytime you consume a Food or Drink, you
heal 5 HP. Robots cannot take this perk.
R1: 1 Improvise, Adapt, Human You can reroll any check and get +25 to the check if it’s a d100 and +2 if it’s a d10. This
Overcome Synth bonus only applies once per check. For Reaper Checks you increase the success range by
+10. This can be done up to INT/3. This resets after a Break or R&R. Those with
Mutations cannot get this perk.
R1: 3 Another Tag! - For each rank in this perk you can Tag another skill that isn’t Tagged.
R2: 3
R3: 3
R1: 3 Educated - Every rank of this perk will add +10 SP when your character gains a level. This takes effect
R2: 3 on the level you obtain this perk. You cannot take this perk if you have Idiot Savant or
Study Guide and vice versa.
R1: <4 Idiot Savant - Upon a Level Up when you would get a perk, you may choose a second perk. This perk
applies to the level you get it and beyond. This cannot be used on Milestone and
Roleplay Perks.
R1: <4 Study Guide - Choose ten Skills. Those Skills are treated as if they’re Tagged for Skill Progression only. If
a Skill is already Tagged, nothing changes. Upon a Level Up, increase a skill’s Base by +10.
Do this after spending your Level Up SP. You can’t get this perk if you have Idiot Savant
and vice versa. This perk applies on the level you get it and beyond.
R1: 4 Comprehension - When training a skill, double the points you earn when you succeed and increase the
Skill training limit for you to 75. For you or for someone you train, Instead of training for
an hour, it takes 30 minutes per check.
R1: 4 Half Machine One Cybernetic If you’re Pulsed or Stunned, you can ignore the Status Effect up to your INT/2. This
doesn’t apply to items you’re carrying. This resets after an R&R.
R1: 5 Chemist Chemistry 75 When dismantling or crafting Chems and Concoctions, ignore penalties up to -25.
Survival 75 Crafting these items takes half the time.
R1: 5 Crunch The - Increase the Base Computer Science skill by +25. There is no limit on how many times
Numbers! you can get this perk.
R1: 5 Explosions? Chemistry 75 R1: When creating or dismantling Explosives, ignore penalties up to -25 for the
R2: 6 EXPLOSIONS! Engineer 75 associated skills. This also applies to Mods. Crafting these items takes half the time.
Increase damage of Explosives by +1 Dice Damage and increase the radius by +5 ft.
R2: All Explosives that inflict damage that you craft additionally inflict DT -5. If a SPECIAL
Check is involved in an Explosive you craft, increase the penalty by -1. Increase damage
of Explosives by +1 Dice Damage.
R1: 5 Gun Nut Gunsmith 75 When dismantling, crafting, repairing, or modifying Big / Small Guns, Bullets, Heavy,
Shells, and Special Ammo, ignore penalties up to -25. This also applies to mods. Crafting
these items takes half the time.
60
INT Rank Perk Extra Requirements Description
R1: 5 Hammer & Steel Blacksmith 75 R1: When dismantling, crafting, repairing, or modifying Armor, Helmets, Melee /
R2: 6 Survival 75 Unarmed Weapons, Bows, and Arrows, ignore penalties up to -25. This also applies to
mods. Crafting these items takes half the time.
R2: When you finish crafting an Armor Set or Power Armor Plating, it gets AC +5, all DT
+5, and DR +30. Add a + to the item's name. The value of Armor Sets and Power Armor
Plating you craft increases by +25 caps per rarity starting with Common. Instead of
having to wait to Level Up to change your Blacksmith Spec Perk, you can instead change
it after an R&R.
R1: 5 Healer Doctor 50 Increase the heal from Doctor by 1d6+4, reduce the Stabilize Action AP Cost by -1, and
half the time to heal with the Doctor skill.
R1: 5 I Can Fix It! Engineer 75 R1: When using the skill to create, dismantle, or repair Gear, ignore penalties up to -25.
R2: 5 Survival 75 Crafting these items takes half the time.
R2: When healing Robots or Vehicles, apply an additional 2d10+15 HP. When repairing a
Robot or Vehicle, the HP gained is doubled after rolling. Traps you craft that have a
SPECIAL check are increased by -2. Instead of having to wait to Level Up to change your
Engineer Spec Perk, you can instead change it after an R&R.
R1: 5 Medic! Doctor 50 Double the HP gained after rolling when you use an item that only heals. Increase the
heal from Doctor by 1d6+4. Double bonuses when taking the Assist Action to assist your
patients in overcoming Addictions and Diseases.
R1: 5 Nuclear Physicist Gunsmith 75 When dismantling, crafting, repairing, or modifying Energy Weapons and Energy Ammo,
ignore penalties up to -25. This also applies to mods. Crafting these items takes half the
time.
R1: 5 Pack Rat - Change your current CW Equation to one size higher. Halve the weight of all items in your
inventory. For Shopping, you can use INT instead of CHA. If you have the trait Small
Frame, your CW doesn’t change.
R1: 5 Poisoner Chemistry 100 R1: For Poisons you craft increase the END penalty by -2 and you may add your INT to
R2: 6 Survival 100 the damage of the poison. This also applies to hourly poisons.
R2: Increase the END penalty by another -1 from R1 and any targets that you poison will
get -20 to Skills while they’re poisoned. For Poisons that are not hourly, the Skill penalty
applies until the end of the target's next turn.
R1: 5 Quick Patch Blacksmith 75 During Combat and for one charge, you can recover up to 50% of your Max DR this costs
Engineer 75 6 AP. This can be done up to INT/2. This resets after an R&R.
R1: 5 Robotics Expert Blacksmith 50 When creating, dismantling, or repairing Robots Parts, ignore penalties up to -20. This
Computer Science 50 also applies to mods. Crafting these items takes half the time. When repairing Robots
Engineer 50 apply an additional 2d10+15 HP.
R1: 5 Storyteller - Increase the Base Lore skill by +25. There is no limit on how many times you can get this
perk.
R1: 5 Swift Learner - Increase a skill that isn’t Tagged by Base +25. There is no limit on how many times you
can get this perk.
R1: 6 Computer Whiz Computer Science 75 You immediately know what’s wrong with any computer you see. This can vary from it
having no battery, weather damage, perfect condition, etc. For one charge, instead of
having to roll Engineer, you can substitute it with Computer Science. You can do this up
to your INT and it resets after an R&R.
61
INT Rank Perk Extra Requirements Description
R1: 6 Lock-On Observation 75 The Focus Action AP cost is reduced by -1. When you Focus, add your INT x the number
of Focus Actions taken to the damage of your next Attack up to a maximum of three
Focus Actions.
R1: 6 Proper Dosage Chemistry 100 You get Max HP +20. When you use a Chem, Drink, or Concoction that, you only need
Survival 100 half of a use to count as one use for yourself. This doesn’t work on allies.
R1: 6 Tactical Thinking PER 5 Whenever you do an Attack Roll that uses a Combat Skill against a target, you can get Flat
Observation 75 Damage equal to your INT. This must be declared before you roll. This can be done up to
your INT. For Burst Attacks it only applies to the first shot. This resets after an R&R.
R1: 7 Book Smart Lore 125 You can use LP to reroll PER, CHA, and Lore Skill checks. Total LP +5.
R1: 7 Chem Master END 5 R1: You can double the positive effects of Chems on yourself up to your INT/2. This resets
R2: 7 Chemistry 75 after an R&R.
Survival 75 R2: Get SS +1. You can apply the effects of a Chem from R1 to your allies and the
duration is doubled for all Chems except instant. Increase charges from INT/2 to INT.
R1: 7 The Doctor Is Doctor 125 As long as you have an ally, that isn’t a Robot, within your PL get AP +2. You can
Here! temporarily remove Crippled at the cost of 5 AP and it’ll last for 5 minutes. Increase the
heal from Doctor by 1d6+4. Instead of having to wait to Level Up to change your Doctor
Spec Perk, you can instead change it after an R&R.
R1: 7 Mind Link Telepathy Mutation You can create a mental link up for Humanoids to communicate telepathically to each
Level 4< other while within your range. You can link Humanoids equal to your INT excluding
yourself. For mental link you don’t have to see the Humanoids but if they’re outside your
range you have to be able to see them to relink them. When combat begins, anyone in
the mental link at the start of the round gets SQ +2.
R1: 7 Plasma Spaz Big Guns 75 Reduce the AP Cost for all attacks with Plasma Weapons by -1 and inflict AC -10.
Energy Weapons 75
Throwing 75
R1: 8 Big Brain Energy Engineer 125 You may substitute your Engineer or Computer Science when making attacks with Energy
Computer Science 125 Weapons or Small Guns.
R1: 8 Burn Baby, Burn Pyrokinesis Mutation For each rank in this perk, increase your Pyrokinesis Fire Damage by 2d4+4. Inflict DT -5
R2: 8 and +5 Burn to Pyrokinesis.
R1: 8 Jury Rig Blacksmith 100 It’s not broken, we just need some wonderglue and it’s good to go. If an item is Broken,
Engineer 100 you may use 1 lb of Scrap Metal to quickly repair it and have it be Pristine for 5 minutes.
Gunsmith 100 If you do this to broken Armor it’ll get all its DR back. This costs 5 AP to do during
combat. This can only be done once a day per item. This resets after a Break or R&R. In
addition, when you fail to repair an item that’s not through Jury Rig, you get one reroll.
This resets after a Break or R&R. You can use the aforementioned skill instead of Sleight
of Hand for lockpicking.
R1: 8 Nap Time Dreamer Mutation Within 50 ft, for 4 AP you choose a target you can see and you must roll Attacker INT vs.
Defender INT. You are the Attacker. If you succeed, they’re Stunned and Knocked Down
for one round. If you fail, nothing happens. This can be done up to INT/2. This resets
after an R&R.
62
INT Rank Perk Extra Requirements Description
R1: 8 Shocker Electrokinesis Mutation You can now put additional charges into Electrokinesis. For each charge added, increase
by END -2 and the Stun duration by one for the dice type up to five charges. Two charges
are 1d2, three charges 1d4, four charges 1d6 and five charges 1d8. You can use this as a
reaction to a Melee Weapon or Unarmed Attack towards you for 2 AP from your next
turn. Multiple charges can be used for this.
R1: 8 Tactician - Whenever you roll SQ, you and your allies within your PL can reroll SQ once and choose
which roll to use.
R1: 8 The Force Telekinesis Mutation R1: Increase the weight limit for Telekinesis to 10 lbs. Reduces Telekinesis Attacks with
R2: 8 the Throwing skill by AP -1. You can fire Ranged Weapons with Telekinesis with the
R3: 8 Throwing skill. The AP cost of the attack is that of the Weapon. You cannot do Targeted
Attacks with this. Apply Burst Penalties are normal for Burst Attacks. For Burst Attacks it’s
one charge per Shot.
R2: Increase the weight limit to 20 lbs. You can do the Unarmed SM Counter Attack
within half of your Telekinesis' range against thrown items. This costs one charge. The
attack doesn’t have to be directed towards you and it cannot be done to Sneak Attacks.
For Explosives the radius must be within your Telekinesis Range.
R3: You can spend additional Telekinesis charges to move certain things such as
Humanoids, Creatures, Robots, larger objects with no defined weight. You can move
what is specified up to half your Telekinesis range. When moved it’s as if they’re Falling.
3: For 3 AP move something of Small size.
5: For 5 AP move something of Medium size.
10: For 7 AP move something of Large size and Lightweight Vehicle.
20: For 9 AP move something of Huge size and Civilian/Sea Vehicle.
35: For 11 AP move something of Gargantuan and Air/Heavy/APC/Air Military/Tank
Vehicles.
R1: 8 Vampiric Touch Biokinesis Mutation For each rank in this perk, increase your Base Heal and Poison Damage for Biokinesis by
R2: 8 +5 and increase the END penalty by -1 per two charges.
R1: 9 Hacker Computer Science 125 R1: For 6 AP during combat, you can attempt to hack a robot within 50 ft of you once per
R2: 10 Level >4 Robot. This can only be done against Defcon Tier 5, 4, and 3. The AP Cost for this perk
can never be lowered. You roll Attacker INT vs. Defender INT. You are the Attacker. This
does not work on Player Character Robots, the Robot has to be able to hear you, and it
doesn’t work on Turrets. If you fail, the robot will be aware of your presence and will
respond however the Overseer deems fit. If you succeed you may give the robot one of
the following commands: turn off or self-destruct. They can be turned on if you’re
adjacent to the Robot with 6 AP which also can’t be lowered. Only you can do this action
and this action can only be done if you use the Turn Off command on a Robot. Robots
without an explosive will inflict the damage and effect of a Pipe Bomb.
R2: Get INT +1 when attempting this perk. The Robot will be yours to freely command
and you can give it specific orders such as: Attacking your enemies, making them wait at
a specific location until your return, being your best friend, or putting a baby to sleep.
R1: 9 Mind Over Matter Telekinesis Mutation R1: You can now lift two objects at the same time but both objects cannot exceed a
R2: 10 Level >4 combined weight of your Telekinesis weight limit. You can do a Dual Wield Attack. When
telekinetically disarming a target get INT +1 to check, and inflict DT -5 with attacks using
Telekinesis.
R2: Increase your Telekinesis range to 100 ft and increase the equation for charges from
INT x 3 to INT x 4. When hit by an attack roll that isn't a Sneak Attack or Critical Success
or from an Energy Weapon, you can expend one charge to stop the attack from hitting
you.
R1: 9 Nerd Rage Level >4 When your HP is below 50% of your Max HP, you get AC +15, DT +8 to all Base Armor,
and AP +3. You cannot get this perk if you have Adrenaline Rush and vice versa.
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INT Rank Perk Extra Requirements Description
R1: 9 Phoenix Pyrokinesis Mutation R1: Change the Pyrokinesis Fire Damage from 3d4+4 to 6d4+12. Charge Damage is
R2: 10 Level >4 changed from 1d4+4 to 2d4+8. Increase the equation for uses a day from INT x 2 to INT x
3.
R2: For two charges and 4 AP, summon a line of fire that can be manipulated in any way
that extends up to 50 ft. The line doesn't have to originate from you but must be within
50 ft of you. Damage depends on your Fire Damage roll equal to two charges. Every
charge put into Hellfire increases its duration by one round and the damage. Anyone in
the line must roll AGI -4. Increase the penalty by -1 for each additional charge that
doesn’t include the two spent already. If they succeed, they take half the Fire Damage, if
they fail they take the full Fire Damage.
R1: 9 Reaper’s Favor Biokinesis Mutation R1: When using a charge of Biokinesis to Heal, the HP gained is doubled.
R2: 10 Level >4 R2: Every time you inflict damage to an opponent with Biokinesis, you gain HP equal to
the damage dealt from Biokinesis before END is rolled. You can inflict Crippled to a target
you hit for four charges. You can also cure a Disease for four charges..
R1: 9 Unlimited Power! Electrokinesis Mutation Increase the equation for uses a day from INT to INT x 2 and every time you attack
Level >4 someone with your Electrokinesis, inflict 10 True. For each additional charge increase the
True by +5. Whenever you hit someone with your Electrokinesis, anyone within 10 ft of
the individual you hit (except for you), will also suffer the Electrokinesis attack. This will
also continue to spread to anyone within 10 ft of them as well. This cannot target
someone that is already affected by the attack.
R1: 10 Changeling Biokinesis Mutation Biokinesis equation changed from INT to INT x 2 and you also heal 10 HP an hour. You
Level >4 can rearrange your skin color, face, hair, and voice to look like someone else for one hour.
You cannot make drastic changes that make you look like another race. This costs two
charges. You’ll get a bonus +50 to Charm, Deception, and Intimidation to individuals that
are familiar with the face you chose. This is upon the Overseer’s discretion as to which
applies.
R1: 10 Eureka! Three Skills at 125 Upon a Level Up when you would get a perk, you can spend 35 SP to get another perk.
Level >4 You can choose this perk before you spend SP. This can only be done once every Level
Up. You cannot get this perk if you have Jack of all Trades or Skilled.
R1: 10 Math Wrath Computer Science 125 Decrease all AP Costs by -1 except for Attacks. Also get AP +2.
Engineer 125
Level >4
AGILITY PERKS
AGI Rank Perk Extra Requirements Description
R1: 2 Nimble - Each rank of this perk adds SQ +2, AGI +1, and ignore up to -10 Hit Chance penalties.
R2: 2
R1: 2 Vault Action - For each rank in this perk, increase your Base AC by +10 and AP +1.
R2: 2
R1: 3 Weapon Master Melee Weapons 100 Melee Weapons you have a Spec Perk in, get +1 Dice Damage, inflict AC -10, and if you
fail a Parry or Counter Attack you take half the damage from the attack after DT. This
doesn’t apply if the Spec Perk applies to all Melee Weapons.
R1: 4 Evasion - For the Dodge Action, increase the AC bonus from +5 to +10. Also, for the Defend Action
you increase the Hit Chance penalty from -20 to -30.
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AGI Rank Perk Extra Requirements Description
R1: 4 Hit the Deck! - You get the following bonuses: Fall Damage is halved, Explosive Base DT +10, SPECIAL +1
against anything that includes a radius, traps with Attack Rolls against you get -50 Hit
Chance, and you can use Observation to dismantle Traps.
R1: 5 Nerves of Steel - When you roll SQ, for one charge you can choose to increase your AP by +1 per 5 points
of the result of the SQ. This will last for one combat encounter. You can use this up to
your AGI/5. This resets after an R&R.
R1: 5 Pyromaniac Any Combat Skill 75 +2 Dice Damage to all Fire Damage you inflict. Increase Burn by +5 after adding all other
Pyrokinesis Mutation effects.
R1: 5 Quick Pockets Sleight of Hand 50 You get AGI +1 and reduce the AP Cost by -1 for the following actions: Disarm Trap,
Pickpocket, Reload, Equip/Switch Items, and Use Held Item.
R1: 5 Rubber Bumper Pilot 100 Vehicles that you drive take half damage after DT when driving into or getting hit by a
Vehicle/Environment. Instead of having to wait to Level Up to change your Pilot Spec
Perk, you can instead change it after an R&R.
R1: 5 Swinger Melee Weapons 100 Your attacks with H1 Melee Weapons get +1 Dice Damage and DT -10.
STR <4
R1: 5 Thief - Increase the Base Sneak skill by +25. There is no limit on how many times you can get
this perk.
R1: 6 Duelist Energy Weapons 75 When wielding an H1 or H3 weapons with one hand of the associated skills and with
Melee Weapons 75 your other hand empty or carrying a non-weapon item such as a Stimpak or Binoculars,
Small Guns 75 for that weapon you get the following bonuses: Base AC +10, inflict AC -20, and CC +5.
R1: 6 Energy Weapons Energy Weapons 75 Min. STR Requirements for Energy Weapons are reduced by -3 and ignore up to -15 Hit
Expert Chance penalties.
R1: 6 Flexibility - You get the following bonuses: Changing Stances is a Free Action, you can enter any
stance from Knocked Down for 1 AP, you can move as if you’re Walking while Crouch or
Prone (Doesn’t apply to Run), ignore Run Sneak penalties, and Run no longer ends Sneak.
R1: 6 Hussar Survival 100 Ignore Run Hit Chance Penalties when on a mount. The mount also ignores the penalties
when it’s being ridden. Reduce the Disengage AP Cost for the mount by -1. Also, you can
mount two to three legged Creatures, Humanoids, or Robots. The mount cannot do
Stances while Mounted.
R1: 6 Pickpocket - Increase the Base Sleight of Hand skill by +25. There is no limit on how many times you
can get this perk.
R1: 6 Study Your Mark Sleight of Hand 75 You can identify exactly what items are on another individual within the Sleight of Hand
range that are visible. For one charge you can also do the Equip/Switch Item Action as a
Free Action up to your AGI/2. This resets after a Break or R&R.
R1: 6 Small Guns Expert Small Guns 75 Min. STR Requirements for Small Guns are reduced by -3 and ignore up to -15 Hit Chance
penalties.
R1: 6 Sure Shot Big Guns 50 When using H2 Weapons for skills you meet the requirement for get +20 Hit Chance and
Energy Weapons 50 ignore up to -20 Hit Chance penalties.
Small Guns 50
65
AGI Rank Perk Extra Requirements Description
R1: 7 Dual Master Big Guns 70 Reduce the Dual Wield Hit Chance penalty from -40 to -20 for the associated skills and
Energy Weapons 70 reduce Weapon Min. STR Requirements by -1.
Melee Weapons 70
Small Guns 70
R1: 7 Mag Dump Small Guns 100 R1: Pistols inflict AC -10 and get +1 Dice Damage.
R2: 7 R2: Reduce the Burst Attacks AP Cost for Pistols by -1. When doing a Burst Attack with
Pistols at a target within your Base range, you can combine the damage for every shot
that hits into one damage roll and compare it once against DT.
R1: 7 Ninja Sneak 100 You’re able to do up to two Sneak Attacks a round. You have to be in Sneak for the
second Sneak Attack to activate. You can also do the Sneak Action twice a round. In the
case when you do a Burst Attack while Sneaking, the 2 and 4-Shot will be the two Sneak
Attacks.
R1: 7 Robin Hood Archery 75 When doing a Targeted Attack on a Body Part to a target you already hit with a previous
Targeted Attack, you get CC +5, +1 Dice Damage, and ignore up to -10 Hit Chance
Penalties. The Body Part must be the same as the previous one. This stacks up to three
times max. This resets when you miss the Targeted Attack or hit another Body Part with a
Targeted Attack.
R1: 7 Six-Gun Kid PER 4 All Revolvers you use now get the following bonuses: They get the Line Quality for Single
Small Guns 100 Attacks but it cannot pass a third target. You can choose not to apply this but it must be
said before the attack is rolled. Also, the AP cost for Targeted Attacks are reduced by -1.
R1: 8 Baba Yaga Big Guns 125 For all H1 and H3 Weapons you get the following bonuses: Get +1 Dice Damage, CC +5,
Energy Weapons 125 inflict DT equal to your Base AGI, and you may equip and swap these weapons and
Small Guns 125 reload as a Free Action.
R1: 8 Big Leagues Melee Weapons 75 Inflict DT -10. Once a round for one charge on a Targeted Attack, you can ignore one
Hardplate (X). You can use this up to your AGI/ and it resets after an R&R.
R1: 8 Slasher Sneak 100 When you attack from Sneak, your attack is considered a Critical Success if it hits. It does
Any Combat Skill 100 not work with Explosives and Traps.
R1: 8 The Wrath of Khan Survival 100 Reduce Hit Chance penalties for Mounted Combat by -20, reduce the AP Cost to get on
or off the Mount by -1, and the rider can do Crouch Stance while riding.
R1: 9 Capone’d Small Guns 100 When doing a Burst Attack with an SMG at a target within your Base range, you can
Level >4 combine the damage for every shot that hits into one Damage roll and compare it once
against DT. If you split the Burst Attack between multiple targets, the attacks that hit the
specific target are the damages that are combined. You can do this up to your AGI/2. This
resets after an R&R.
R1: 9 Spray N Pray Small Guns 100 With SMGs you inflict AC -10. For one charge, you can use the Set-Up Burst penalties for
Level >4 a Burst Attack with an SMG. You can do this up to your AGI/2 and it resets after an R&R.
R1: 9 Sturmgewehr Small Guns 125 With Assault Rifles get the following bonuses: Reduce the AP cost of Single and Burst
Level >4 Attacks by -1 and inflict DT -10.
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AGI Rank Perk Extra Requirements Description
R1: 9 Yoink! Sleight of Hand 100 For 3 AP, you may attempt to steal any item from a character adjacent to you. Roll
Level >4 Attacker AGI +1 vs Defender PER. You are the Attacker. If you succeed, you may
immediately steal any item from the Defender that isn’t Armor they have equipped or
items that are attached and put it in your hand. You must have a free hand in order to do
this and you must know the item is present to use this perk.
R1: 10 Mister Sandman Sneak 125 While Sneaking, get +10 Flat Damage. Outside of combat only while Sneaking, the first
Any Combat Skill at 125 attack you do ignores all DT and DR and inflict quadruple damage after rolling for one
Level >4 attack to a target. This is before Critical Successes. If you do this with an H1 Melee
Weapon or an Unarmed Attack, inflict 10 Bleed. If you do an attack that includes multiple
Attack Rolls, it only applies to the first Attack Roll. If the attack would cause a target to
die, you can choose to instead render them Unconscious for 1 hour. This doesn’t apply to
Explosives.
R1: 10 Slayer LCK 6 Whenever you make an attack and roll damage but don't get a Critical Success, you can
Level >4 roll AGI -3. If you succeed, your attack becomes a Critical Success. If you fail, nothing
Unarmed 125 happens and you expend a use of this Perk. You cannot use this Perk if the initial roll of
Melee Weapons 125 the attack is a Critical Failure. You can do this equal to your AGI. This resets after an R&R.
LUCK PERKS
LCK Rank Perk Extra Requirements Description
R1: <4 I Make My Own Human For one charge when a LCK check is required, you can roll your highest SPECIAL instead.
Luck Synth You can do this up to your highest Base SPECIAL/3 and it resets after an R&R.
R1: <4 Murphy’s Law Jinxed Increase the range of Jinxed to 100 ft and increase the Failure Range by +10 for all
enemies within your range. All allies within the Jinxed range get CC +5.
R1: 5 More Criticals - For each rank in this perk get CC +10, LCK +1, and increase your CC limit by +5.
R2: 5
R3: 5
R1: 5 Lucky Stash - Replace CHA with LCK for the VL equation.
R1: 5 Poker Face - Increase the Base Gambling skill by +25. There is no limit on how many times you can get
this perk.
R1: 6 Hold My Beer - For one charge you can reroll any roll within your PL up to your LCK/2. This resets after
an R&R.
R1: 7 Precise Criticals Any Combat Skill 125 Whenever you get a Critical Success or Failure, you may choose to adjust your roll on the
result on the table by one up or down.
R1: 7 Royal Flush Gambling 125 You can spend one GP to gain a charge for a perk you have. You can only do this up to
twice a round on your turn. Total GP +3.
R1: 7 Mysterious - Roll 1d100 and on a 1 - 50 a Mysterious Stranger appears, and helps you in a hostile or
Stranger dangerous encounter. This resets after a Break or R&R. This Mysterious Stranger is a
random NPC, generated by your Overseer and usage of the perk is upon the Overseer’s
discretion. You can use your VPs on an ally within your PL twice a round. Also, the first
time during a session that you would gain a VP, you would gain two instead.
67
LCK Rank Perk Extra Requirements Description
R1: 8 It Just Works - For one charge, critically succeed in any Attack Roll, succeed as if you rolled 1 regardless
of the penalty on any SPECIAL check, or succeed in a Support Skill check that you have at
least 50 skill in. You cannot do this for something you already rolled for. This can be done
up to LCK/4. During Combat you can only use up to two charges of this perk once a
round. This resets after an R&R. This perk must be declared before you take the action.
R1: 8 Was That Meant - For one charge, ignore any attack with Attack Rolls that would hit you. It doesn’t work
For Me? against Critical Successes and Sneak Attacks. This perk only works on yourself. This can be
done up to your LCK/2. This resets after an R&R.
R1: 9 Grim Reaper’s Any Combat Skill 125 Whenever you get the finishing blow on a target, once per turn, regain all of your AP
Sprint Level >4 after you use all of it. When you kill a target, you can choose to not activate the perks
effect when it occurs.
R1: 9 Divine Level >4 For one charge if you’d go Comatose, you can instead remain at 1 HP. You can also do this
Intervention to allies within your PL. This can be done up to your LCK/2 and it resets after an R&R.
R1: 9 Vault Forever Level >4 You gain one VP at the start of every session or adventure. When you, an ally, or an
enemy get a Critical Failure within your PL, you gain a VP, even if the Critical Failure is
rerolled. As long as you the player have participated in the session, you gain the VP
regardless of whether your character was present when the roll occurs.
R1: 10 Black Cat Level >4 For one charge as a reaction to an attack towards you, roll Attacker LCK +1 vs. Defender
LCK. You are the Attacker and the Defender is the one who attacked. If you succeed, the
attack is considered a Critical Failure and it misses. If you fail, follow standard combat
rules. This cannot be done to Critical Successes or Sneak Attacks. This can be done up to
your LCK/2. This resets after an R&R.
R1: 10 Four Leaf Clover Level >4 For one charge, if an ally within your PL gets a Critical Failure, instead of them rolling, you
choose which result they get. But if an enemy gets a Critical Failure you can also roll on
the d10 and you may choose either your roll or the enemies roll for the result. You can
do this up to your LCK/2. This resets after an R&R.
R1: 10 Return To Sender Level >4 For one charge when being attacked by an opponent with an attack roll using a Combat
Skill that inflicts at least 1 Damage, you roll Attacker LCK +1 vs Defender LCK. This only
applies to one attack roll at a time that hits you. You are the Attacker. If you fail, the
attack hits you. If you succeed, the attack redirects and hits the Defender. All effects
except those that are Handy are also redirected. You can do this up to your LCK/2. If you
and any allies are within the same radius, on a success, your allies take no damage.
Doesn’t work against traps, placed Landmines, Sneak Attacks, and Critical Successes. This
resets after an R&R.
R1: 12 Round Two Level >4 If you would be killed, you’re immediately healed to Max HP and any Status Effects on
Ghoul you are removed. You can only do this once. This resets after an R&R. The damage that
Synth would be needed to instantly kill you is doubled for an Attack Roll. However, if the
damage is above the doubling, this perk does not activate.
68
Surviving The Wasteland
The wasteland is a harsh environment filled with many dangers ranging from thieves to
Deathclaws. Knowing how to survive such a harsh land will ensure your ability to lead mankind
to greatness.
Staying Healthy
The hardest part of surviving in the wasteland isn't the wildlife, but keeping yourself in shape.
Be sure to note all the ways you can die just from putting the wrong thing in your body, or not
having enough.
69
Diseases The Overseer in secret rolls with your END with the penalty being
Diseases are quite common in the wasteland. They can specific to the Disease. If the check is a success, nothing happens.
drastically affect your overall performance and the more you Upon a failure, the character will get a Disease but it’ll activate
have the worse it gets. Diseases are not the same as viruses the next day. The Overseer can roll on the Disease Table to give a
because Diseases are easier to remove. You cannot have two Disease. Overseers can also create their own and expand the list.
of the same Disease.
You can remove the Disease through a process called Recovery. It
A disease can be transmitted from a creature carrying a disease functions the same as removing Addiction. Recover is the
and they strike at you, getting coughed on or constantly Addiction Threshold and each has their own penalty. Recovery
touched by someone who is sick, eating a pound or more of does not reset. Unlike Addiction, only one person with Doctor
rotten food, drinking a serving or more of dirty or toxic water, 100 can do the Assist Action to someone with a disease during a
touching a specific plant, etc. Break.
1 Blight 10 -3 Green spore marks all over the body. Max HP -20, SPECIAL -3, and Skills -25.
2 Bone Worms 5 -1 Extreme soreness in the arms and legs. END -2. All Movement Actions cost AP +2.
3 Buzz Brain 7 -2 Constant headache that shifts all around the Crafting Skills -50.
brain.
5 Dysentery 5 -1 Constant diarrhea. Total AP -1 and SPECIAL -1. Requires double the Water
Servings in a day.
6 Flap Limb 7 -2 Constant muscle soreness and ache. All Flat Damage is ignored for Close Skill Attacks. This
doesn’t apply to Explosives. STR -2.
7 Glowing Pustules 5 -1 Green pustules all over your body. Max HP -20. Gain Rads +5 every 12 hours. This cannot be
reduced with RR and will not go away from an R&R.
8 Heat Flash 10 -3 Flushed appearance with red blotchy skin Cannot take Breaks, Max HP -20, END -3.
9 Jelly Fingers 5 -1 Cannot feel your fingers. AGI -1 and all Attacks cost AP +2.
70
Fatigue & Nourishment Intense & Extreme Weather
Anything that isn’t a Robot needs food and water to survive. Intense and Extreme Weather will often affect your adventuring
This is referred to as servings. Your size dictates how many throughout the wasteland. There are two types, cold and hot.
servings you need to consume in a day. Small requires 1 Cold being low temperatures with ice and snow, and hot being
serving of each day and each size above increases by +1. The the desert. When in Intense or Extreme Hot Weather, you have to
minimum serving is 1. consume double your water servings or risk getting a Fatigue. The
Overseer decides when this applies.
When you ignore sleep for a day or don’t eat or drink for a day,
you suffer one Fatigue. This can stack for each day you don’t do Intense Weather is less taxing on the body than Extreme. The
this. You can remove one Fatigue a day by taking your servings environment is comparable to light snow storms for cold and light
and an R&R. You can only remove one Fatigue every 12 hrs. deserts for hot. If you’re in Intense Weather, you roll END every
This can only be done with Fatigue gained through lack of sleep hour. If you fail, you take 1d20+5 True. If you succeed you take
and nourishment. Fatigue gained by other means has its own half. The penalty will increase by -1 every time you fail.
process. Fatigue effects are cumulative.
Extreme Weather is far more dangerous and the temperature
In some circumstances, Fatigue may apply if you’re lifting and levels are not meant for anyone to travel through. This can range
moving something incredibly heavy like a generator or a table. from the ice fields of Antarctica for cold, to the desolate heat of
When you drop them you lose the Fatigue. This is upon the the Mojave Desert in the middle of the day for hot. Every hour
Overseer’s discretion. you roll END -2. If you fail you get one Fatigue. If you succeed,
you take 1d10+5 True. The penalty will increase by -1 every time
you fail.
Fatigue Effects
Both END penalties reset when you’re not affected by the Intense
1 All Skills -25, SPECIAL -1
or Extreme Weather for at least an hour. The END penalty does
2 SPECIAL -2 not stack with a different weather, but it does stack for the same
one.
3 Support Skills -50, SPECIAL -1
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Radiation Zones
Zone Type Rads Per Hour Descriptions
Miniscule 5 - 20 This can range from a small pond, a small crater, an old Mini Nuke explosion, a light Radiation Storm, or radioactive
material that spilled a long time ago.
Minor 20 - 100 Leftover radiation from the Great War that was probably from a smaller nuclear missile. It covers a small neighborhood
or a barren forest. This can also apply when drinking from a toilet, the ocean, or a moderate Radiation Storm.
Medium 100 - 300 Leftover radiation from a blast radius that’s roughly the size of a neighborhood.
Major 300 - 400 Leftover radiation from a blast radius that’s roughly the size of a quarter of a city like New York.
Extreme 400 - 1000 These extremely irradiated areas are towns that took direct hits from nukes and the blast turned it into a hell hole.
No Man’s Land 1000 - 5000 No Man’s Land are irradiated areas that are most likely testing areas from before the war or populated cities like New
York City and Philadelphia that got hit with a few extra nukes.
200 You begin to feel weak and achy, your skin itches slightly, and a sunburn-like rash appears.
400 You feel weaker and your muscles, your joints hurt, some hair begins to fall out, your skin itches, and small open sores begin to develop.
600 You begin to vomit and experience diarrhea and the previous descriptions intensified. You develop a nice glow at night. As a Ghoul, your
memories slowly fade away.
800 You vomit blood, all your hair is gone, and you experience bloody diarrhea. Ghouls start to turn feral as only a hair of themselves
remains.
1000 The Radiation poisoning will be too much for your body to handle. You’ll instantly become Comatose and VP cannot be used to keep you
at 1 HP. Reaper Checks are applied but items and the Assist Action cannot help you in this circumstance.
For Humans, if you get three Reaper Check successes first, you become a Ghoul with your rads reset to 100. No stat changes are applied
except for RR +80. As a substitute, mutations may apply upon the Overseer’s discretion. If you get three Reaper Check failures first, you
die and cannot be resurrected by anything.
For Ghouls and Mole Miners, if you get three Reaper Check successes first, your character maintains their sanity and gains the Glowing
Trait. But if they get three Reaper Check failures first, they become a feral and the character cannot be played anymore.
72
Roleplaying
Roleplaying is the essence of tabletop roleplaying games. It’s how you interact with the world
around you as the character you created. This section will assist you in roleplaying in the Fallout
world.
Combat Encounters ● Think about your character's goals when doing any
Combat Encounters only occur when combat initiates between actions. Does it benefit them in any way or are they just
Player Characters and NPCs, or NPCs and NPCs with the Player having fun?
Characters being witnesses. Combat Encounters are the core of ● Describe not only their action, but their reaction. If you
self defense in roleplaying for your words alone may not always smell something grotesque, say that you gag a bit and
be the best solution to a problem. Refer to Combat for cover your nose from the awful stench.
additional information. ● Think about how people will respond to your character’s
actions. If they decide to pull a gun out in the middle of
the bar, expect every gun in the bar to be aimed at
Social Encounters them.
Social Encounters are when you can truly roleplay as your ● When you’re going to say something, say it as the
character. Social Encounters take many forms varying from character and be as clear and descriptive as you can.
bartering with the local shopkeep to attempting to let the
Deathclaw let you walk away without any trouble. The
Overseer takes up the mantle of playing the NPC and acts
Currency
accordingly to the NPC they created. It’s just like interacting Currency is a necessity in the wasteland to maintain balance in
with a real person. They could be friendly, neutral, or hostile the economy. Bottle Caps are the most common form of currency
towards you. but some societies have created their own like the New California
Republic and Caesar’s Legion. Below is a conversion between
Always pay attention to an Overseer’s description of an NPC. currencies and their weight.
Learn their moods, habits, their looks, these small things will
help you along the way. When interacting with an NPC or
Caps N.C.R. Dollars Caps Legion Coin
anything in the world in general, you must be descriptive so
your Overseer and the other players know what you’re doing. 1 $2.50 5 1 Denarius
As long as everyone understands what you want to do or say, 2 $5.00 100 1 Aureus
everything should be fine. Every action you make affects the
world around you, be it big or small. The Overseer responds to 4 $10.00
your actions in a matter that makes sense for the situation. This W Currency
is also when Skill and SPECIAL Checks may come into play such 8 $20.00
as a Charm check to try and sweet talk someone or use 0.01 Legion Coin
Deception to get past some guards with a lie.
0.001 N.C.R. Dollar / Cap
If applicable, during Social Encounters with Robots, you might
use Computer Science; for Creatures, Animal Handling. Here
are a few things to keep in mind when describing your actions:
73
Downtime Activities Literature
Fighting isn’t the only thing you do out in the wasteland. In the wasteland, you’ll sometimes come across knowledge in the
Sometimes in between your gallant adventures in the wastes form of literature. Literature comes in the form of books,
you’ll have time to relax and have some me time. Below are a holotapes, magazines, anything that can store data. Literature
few suggestions on what you can do throughout your day possesses knowledge that can give you unique effects. If you
during downtime: acquire a Literature, you have to spend time reading it. Once you
finish reading it, the effect of the Literature is permanent and it’s
● Craft items for your journey or sell them for a profit. considered a Roleplay Perk.
● Go shopping if you're in a town or city.
● Hunt for meat and Fabric (from mostly weak You can only benefit from the same Literature once. Literature
creatures), or forage in rural areas. has a limited amount of uses. The Overseer rolls 1d6. The result
● Learn about the area around you either from an NPC determines how many times it can be read per person before it's
or scouting around yourself. destroyed.
● Roam around the town or settlement and interact
with NPCs to gain a few contacts for future jobs or Skill Training
favors. Skill training allows you to improve their skills without a Level Up.
● Do odd jobs for a few caps. You cannot train a Tagged Skill nor a Skill with a Base above 49.
● Train a skill. You spend an hour training the Skill you want to improve. At the
end of the hour you roll the Skill with a 0 penalty. If you succeed,
Musical Instruments the skill increases by +1 permanently. If you’re interrupted during
A wasteland without music is a travesty. Bring life to the wastes the training and it causes you to stop, you automatically fail the
with a saxophone and play that smooth jazz. Another action check.
you can do in a Break is performing by playing an instrument.
Singing is upon the Overseer’s discretion. At the end of the You must explain how you are training the skill and it must be
Break, you roll CHA or INT with the penalty depending on rarity approved by the Overseer. If the Overseer deems the training to
of the instrument. Refer to the table below for the penalty. not be acceptable, you cannot train the skill.
Someone can give you the Assist Action but they must have at
Rarity Penalty
least 50 in the skill. Alternatively, as long as someone is doing the
Common 0 Assist Action, you can spend double the time to improve the skill
but you don’t have to roll the check.
Uncommon -2
Rare -4
Radical -6
Atomic -8
Upon success, you can give your allies SPECIAL +1 for one hour.
The bonus from this does not stack with others. If you perform
in front of a crowd that aren’t other players, you’ll earn
1d20+10 caps. The Assist Action cannot be done to this but if
others perform, they can also earn caps. If you fail the crowd
will boo you and possibly your allies because you were off tune
and kept playing the wrong notes. If you want to learn how to
play an Musical Instrument, refer to the Roleplay Perk Musical
Talent.
74
Looting Shopping
Looting in the wasteland is the most common way to survive. Across the wasteland you’ll encounter several vendors that sell
There are two types of Loot: Loot set by the Overseer for the and buy all kinds of items. Buying or selling items at these
area that cannot be changed by players, and loot the players vendors is known as Shopping. What you can buy or sell is
roll for in addition. The Overseer decides when to roll for Loot. dictated by the shop itself. Gun stores only sell guns and ammo,
Refer to the OGB for additional information. If you do the General Stores sell general gear, etc. How the shop is setup is
Assist Action for an ally Looting, you cannot roll for Looting. upon the Overseer’s discretion.
So how do you loot? Roll LCK to see if you can find anything in The item options are dictated by the rarity. Some shops may sell
the area that catches your eye. If you pass the check, the Common and Uncommon, only Common, etc. The Overseer can
Overseer will give you additional loot which can be one or two also limit the item selection within the rarity as well. Sometimes
items of the Overseer’s choice. If you fail the LCK check you’ll a shop can have a roll attached to the rarity to try and obtain the
get no additional loot. This additional loot doesn’t count as the item. This can be Uncommon -2 or Rare -4. This is referred to as a
loot already found in an area set by the Overseer. Shopping check.
Below is a chart of location and loot examples. If you have You can only do one Shopping Check a day per store type. The
perks that let you use a skill, refer to Skill & SPECIAL Checks to store type is dictated by the type of items they sell. If you roll at a
determine what penalties align. gun store, you cannot roll for another gun store, even if it sells
different guns. This is upon the Overseer’s discretion and if the
Overseer allows it you can roll more than once. The Overseer
Locations Penalty
decides when another roll can be attempted. It’s recommended
Raider Camp +2 for a shop to reset after a few days.
Pre-War Weapons Factory 0 If multiple player are in the same shop, they share the same
items available in the shop. Overseer’s be aware that some shops
RobCo Facility -2 are limited in how much they buy from players and some won’t
accept them outright. Below are a few store examples.
Military Bunker -4
Store Check
Raider Camp RobCo Facility Gun Store that sells up to Uncommon Roll -4 for Rare Gun.
Location Loot Location Loot Big and Small Guns, Bullets, and Shells,
Dirty Water 2 Computer Parts 1d6 lbs but no Mods. They have the option to
Combat Knives 2 (Broken) Plastic 1d6 lbs sell Rare but with a penalty.
Handmade Rifle 4 Scrap Electronics 1d20 lbs
7.62 2d100 Scrap Machinery 1d10 lbs General Store that only sells Common Roll -2 for an Uncommon
Gear and Common Melee Weapons. Gear or Melee Weapon
153 Caps Scrap Metal 1d20 lbs
They have the option to sell
Uncommon with a penalty.
Player Loot Player Loot
DKS-501 (Broken) Eyebot Parts 1d10 lbs
Radio with four holotapes Protectron Parts 1d10 lbs
containing music Half Charge EC 1d4
Healing Powder 1d2 Power Core
Jet 1d2 Mechanic Jumpsuit
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Time, Traveling, & Navigation Areas such as forests, mountains, and swamps decrease your
miles by half. Weather can also affect this such as thunderstorms
Keeping track of the passage of time in a campaign is important and radiation storms and may decrease the distance by 1 - 3
so you can gauge how much you can do in a day. The Overseer miles depending on the severity. Destructive storms such as
determines the time for tasks that aren’t covered in the DGB. hurricanes decrease your travel distance by 10 miles. You can
never go below 0 miles traveled. Traveling 0 miles means you’ll
Time depends on the area and the circumstance and the have to wait or travel through another path.
Overseer is to be as realistic as needed. A few examples are a
simple stroll down the street of a town should take a few min, For each point of TR you have, you can travel an extra 30 min. If
exploring and seeing what a city has to offer may take an hour you attempt to continue traveling past this, you’ll get one
or two, or wandering through the wasteland for five uneventful Fatigue for each extra hour traveled.
days only to be sidetracked by an army of rad rats. Time during
combat however is covered in the Combat Section.
Normal 20 -
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Combat
In the wasteland, you’ll end up in a scuffle or two. In combat, the amount of actions you do
depends on your Action Points (AP). What you can do with them is covered in this section. If
you’re new to this system, take your time to learn the combat process. Have a calculator ready
and test a few combat scenarios. During combat, each square, tile, or space, counts as 5 ft.
Combat is meant to be tactical and cooperative. If you don’t work together, you’ll die
together.
Rounds of Combat Turn Order starts from the highest result going first to lowest
A round pertains to those in Combat Encounter each having a going last. If allies tie for SQ, they go on the same turn. If a Player
turn. Once everyone's turns have passed a new round begins. Character ties with their opponent, whoever has the higher SQ
Everyone that’s in the environment, or on the way to the bonus, goes first. If they still tie, both sides roll Attacker AGI vs.
environment of the combat will get a turn to participate. Defender AGI with the Player Characters being the Attacker. Only
one of the Player Characters that tied can roll. The result will
A round of combat is 10 seconds. Within a turn, you can only affect all who were tied. Whoever wins, goes first. The same can
say up to 15 words when speaking to another character, apply to enemies rolling the same SQ.
animal, NPC, etc. in character. If you go beyond this, the
Overseer may take AP from your turn. It’s possible to talk Players moving on the same SQ must coordinate and dictate in
outside of your turn but you cannot exceed the word limit. If what order they are doing their actions. If both do an attack at
it’s not your turn, your character cannot take any actions unless the same time, go by the order of the checks or rolls they make
a specific action lets them in the AP Chart or if the Overseer for attacks and actions.
allows it.
The first Attack to a target starts the Combat Encounter, however,
Combat starts when either someone is attacked or the the AP of the attack will be taken out of your first turn. Attacks
Overseer declares that the situation calls for Combat. Combat from different allies can be done at the same time as yours but it
ends by either all your enemies being killed or unless the can only be one type of Attack. Once all attacks are complete
Overseer declares the combat over by other means. Combat starts.
Some actions or perks may state that they can be used once a Surprise Round
round or once a turn. For once a round, if you do the action or If a party or group of NPCs are successful in ambushing or
perk on your turn or before your next turn, you can’t do it sneaking up on someone, they get a Surprise Round. A Surprise
again until the beginning of your next turn. Once a turn Round is when one group gets to attack another group for one
means you can only do the action or perk on your turn. turn through ambush for the first round of combat. The Overseer
determines if a Surprise Round is successful and if Sneak Attack
Turn Order applies.
Turn Order determines in what order the participants of a
Combat Encounter go. Everyone in an encounter must Anyone on the receiving end of a Surprise Round must roll INT -4.
participate, even if it is to hide. If a character is too far to If they succeed, they get a turn on the Surprise Round. Even if
participate, the Overseer must state how many turns it’ll take they succeed, that doesn’t mean they’ll be aware of combat until
for them to make it. They can also base it off their AP. the first strike is known to them. This is upon the Overseer’s
discretion.
At the start of a Combat Encounter, Overseers will ask players
to roll a 1d10 and add their SQ. The Overseer will roll for any
NPCs participating. This is also known as roll for SQ.
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Action Points (AP)
Action Points are the foundation of Combat Encounters. It allows you to take actions
determined by how much AP you have. Use your Action Points wisely for once you use up all
your AP, or you can decide to do nothing, your turn ends. Certain AP Actions have a minimum.
The minimum means that it can never go below a specific number even if reductions are
applied.
Throwing Actions
Stances For Throwing there are primarily two types of actions: throw with
Stances are how you’re positioned during combat. Stances can one hand or two. For every STR you have, multiply it by 5 ft and
be used to give you a bonus for Attack Rolls or if you need to add it to the range of the Throwing Action. For Weapon Range,
keep your profile as small as possible so you’re harder to hit. the max for Throwing is Extreme.
Refer to Cover for additional information.
Improvised Weapons
Stances Description If you’re attacking with an item not listed as a weapon in the
Items section, it’s considered an Improvised Weapon. Improvised
Standing Your natural stance overall.
Weapons are weapons that use the Melee Weapons skill that can
Crouch +10 Hit Chance on all Ranged Weapons except for be random objects found in the environment or items that you
Artillery and Heavy Cannons. Melee/Unarmed Attacks are holding that are not normally used to attack with.
towards you get +10 Hit Chance.
Sometimes you can use Unarmed but it’s upon the Overseer’s
Prone +25 Hit Chance on all Ranged Weapons except for discretion. Depending on how many hands are required to hold
Artillery, Bows, and Heavy Cannons. Melee/Unarmed the item determines which Improvised Weapon Attack you can
Attacks towards you get +25 Hit Chance. do. These weapons are usually considered Bludgeon Melee
Weapons unless specified by the Overseer.
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Throwing Actions Rng AP Description
Throw One-Handed 25 S: 3 For One-Handed Thrown items, as well as Explosives. Min. STR depends on the item/object. AP Cost for
Item / Object Non-Explosive items are that of the weapon for Single and Targeted Attacks. Damage depends on the item. Effects
from the item/object will activate if it hits or misses the target. This is not related to crafting. For H3 Weapons apply
this action. If this is an Improvised Weapon attack, see the Improvised Weapons section for Damage; for especially
large objects, use Overseer discretion. It’s possible for non-Explosive items to be stuck in the target. This is upon the
Overseer’s discretion.
Throw Two-Handed 10 S: 4 The same as Throw One-Handed Item/object except it’s only for H2 Weapons.
Item / Object
Examples: Brick, Heavy Tree Branch, Chair Leg, Chisel, Coins in a Sock, Dumbbell, Helmet.
Examples: 2x4, Boat Oar, Metal Cafeteria Tray, Chair, Croquet Mallet, Farming
Implements (Hoes, Rakes, Pitchforks, etc), Fire Extinguisher, Flagpole.
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AP Actions
These are additional actions you can take during combat that can only be done on your turn.
The Minimum AP for these actions is 1.
Action Description
Assist Action For 2 AP, you can give the Assist Action to an ally adjacent to you. That ally cannot move from their space in order to get the bonus.
This action can only be done once per turn. If an ally is adjacent to you and an attack hits them, you can take the hit instead but it
ignores your AC and Hit Chance. If you do this this also costs 2 AP. For Sneak Attacks, if both are unaware, neither can do the Assist
Action, but if the person who isn’t the intended target is aware and adjacent, you can do the Assist Action.
Called Attack Whenever you do an Attack and it misses, you can spend the same amount of AP that you just spent on the attack to cancel the
missed attack. You cannot do so if the Attack is a Critical Failure. Any ammo used is not expended and you retain it. You also do not
break Sneak for having declared the attack when you take this action.
Change Stances For 2 AP, you can change to Prone. For 1 AP, you can change to Crouch or Standing.
Climbing During Combat you can attempt to climb by rolling STR -2. If you fail you’re Knocked Down. If you succeed, you can climb in any
direction on a climbable surface by spending 2 AP to move 5 ft. If you’re climbing, at the beginning of your turn you must roll STR -2
again in order to stay climbing. If you fail, you fall and you're Knocked Down. If you succeed you can continue climbing as previously
stated. You cannot do the following actions: Defend, Dodge, and Run. The penalty may increase if the surface is extremely difficult
to climb. It’s possible to High Jump while Climbing. You can attempt to hold onto something while Falling but this is upon the
Overseer’s discretion. Refer to Reaction for additional information.
Defend For 2 AP on your turn, all attacks towards you get -20 Hit Chance until your next turn. You can do this up to twice per turn. If you’re
driving a Vehicle, this also applies to the Vehicle. This AP cannot be lowered.
Delay At the start of your turn, you may choose to delay your entire turn to move on another part of the Turn Order. You must choose a
number below your SQ and that number becomes your SQ until you do that turn. You can also choose to have the same SQ as your
allies to move on the same turn as them. If you choose an enemy's SQ, you can choose if to go before or after them. You can only
do Delay once a round.
Example: Knight Jacobs rolled a 25 for his SQ, higher than all of his allies in the combat, but he wishes to go after them for tactical
reasons. He decides to delay his turn until SQ 15; all other characters with SQ higher than 15 go first, then for this round, Knight
Jacobs treats his SQ as having rolled a 15. After his turn he goes back to 25.
Disarm Trap This costs 6 AP. For Disarm Trap, you can disarm Traps and Landmines that you’re adjacent to. For Landmines, you have to roll
Sneak against the Crafting Penalty of the Explosive to enter the radius without the Landmine activating. If you were previously
Sneaking, you still have to roll again. If you succeed, you’ll have to move to where the Landmine was placed and roll Engineer or
Sleight of Hand against the Crafting Penalty. If you fail either check, the Landmine activates. If you don’t dismantle the Landmine on
the same turn you Sneak, you have to roll Sneak again at the beginning of your turn. For Traps, if you’re able to spot them and not
trigger them, you only have to pay the AP Cost. If you succeed you successfully disarm the trap. If you fail, the trap activates.
Dodge For 1 AP from your next turn, increase your AC by +5. You can spend up to 5 AP for this action. The AC bonus will remain until the
beginning of your next turn and you can’t take the Dodge Action again until your next turn. If you’re driving a Vehicle, this also
applies to the Vehicle. For Surprise Rounds, those Surprised can't do Dodge for that turn.
Disengage For 3 AP, you can do the Disengage Action which avoids all Attacks of Opportunity for the remainder of your turn.
Equip / Switch For 2 AP you can switch the items from your hand to your inventory and vice versa. You can switch two H1 Weapons for one H2
Items Weapon and vice versa, or one/two items. You can also use this to take an item from a conscious ally but that ally must agree to it
or you’ll have to take it by force, or pickpocket. This action can also be used to grab one item or 5 Ammo outside of your person
within 5 ft of you off a table, corpse, etc. You must have a hand with no items to do this however. Dropping an item in your hand or
one that is stuck in you like a knife that was thrown is 1 AP.
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Action Description
Environment For 2 AP, either open/close a door or window. This can’t be done to motion sensor doors. This is also used to climb over obstacles
Interaction that are at least half your height, but less than your height. Can also apply to those that are Large trying to squeeze through a 5 ft
space. For every size above it’s 2 AP more. For things of larger scale such as a massive door, it may cause 4 AP to open or close.
Overseer’s are to use the previous interactions as guides for interactions not mentioned.
Focus For 2 AP, you can add +10 Hit Chance to one Attack Roll, ignore up to -10 Hit Chance penalty, or inflict DT -3. This must be declared
before the attack roll is made. You may add as much AP as you’re able to from your turn. Focus cannot be applied to Overwatch.
Focus will apply to all Attack Rolls in an attack.
Get Up If Knocked Down, for 4 AP you immediately stand up into Standing Stance. With 2 AP you can turn around to be Prone Stance. For
3 AP you can enter Crouch Stance. For 2 AP you can help someone get up from Knocked Down to Standing.
High Jump For 3 AP you can jump up vertically up to STR/2 ft. The minimum is 6 inches. You can use this to reach nearby ledges to pull
yourself up or reach something that’s above you. If you're attempting to jump up vertically while climbing, roll AGI -2. If you fail,
you fall and you’re Knocked Down. If you succeed you jump up and climb successfully. This is considered a Movement action.
Long Jump For 4 AP you can jump 10 ft horizontally in a straight line. For every 5 ft after it’s AGI -2 up to 30 ft. If you fail, you jump up to half
the distance rounded up to the nearest 5 ft and you’re Knocked Down. You can attempt Long Jump while climbing in any direction
except vertically up. This is considered a Movement action.
Mount Costs 4 AP to get on or off a mount. Refer to Mounted Combat for additional information.
Overwatch Overwatch allows you to automatically attack the first opponent that enters your line of attack outside of their turn. This includes
changing stances, attacking, or moving in general. You must first declare the line of attack for Overwatch on their turn. From that
direction a line, anything that’s adjacent or on that crosses or moves, you’ll be able to attack. You can either do a Single or Burst
Attack for Overwatch. For Single Attacks you spend 1 AP and get -20 Hit CHance. For Burst Attacks you apply the Burst Attack Rules
with 1 AP per Shot. You’re limited by the weapons Burst Attack Limit.
Example: Bill declares Overwatch with 2 AP down an alleyway. A raider appears in the alleyway so Bill will do a Four Round Burst to
the Raider.
You can Overwatch with Melee Weapons and Unarmed Attacks but you can only do Single Attacks and any enemies that enter or
pass by your range are subject to trigger Overwatch. You only get one attack. If you’re Dual-Wielding you can have two different
lines of attack for Ranged Weapons. However, you must spend the AP for each weapon. Apply the Dual-Wield penalty.
For Melee you can do this as well for two weapons but you can choose to wait for two targets, or attack with both weapons to one
target. You cannot Dual or Tri-Wield Overwatch with weapons that aren’t the same Weapon Type. You can only do one Overwatch
once per round. If an item, like an Explosive, is thrown in the line of someone’s Overwatch, they can attempt to shoot it but with a
-100 Hit Chance. If more than one person has declared Overwatch in the same direction and an opponent is within both their
Overwatch line of sight, the character that declared Overwatch first is the one who can attack.
Pickpocket For 3 AP you can pickpocket or reverse pickpocket someone. Reverse pickpocket refers to when you put an item you already have
equipped into someone else’s inventory. If the item is an Explosive, it won’t activate until the end of your turn. The target that was
reverse pickpocketed successfully will automatically fail any SPECIAL Check the Explosive included. Refer to Explosives. You can only
pickpocket those that aren’t aware of your presence. This can be through either Sneak, bumping into someone, or any physical
contact that would warrant a Sleight of Hand attempt. Refer to Sleight of Hand for additional information. The pickpocket is the
Attacker with Sleight of Hand and the one being pickpocketed is the Defender with Observation.
Reaction Reactions are non-typical maneuvers against attacks or environmental hazards outside of your turn. There are two types of
reactions: Minor and Major. Minor Reactions cost 2 AP from your next turn and they range from dodging incoming debris to
flipping a chair. Major Reactions cost 4 AP from your next turn and they can range from shoving an ally out of the way to using a
dead body as a temporary shield from incoming fire. Reactions cannot be used in place of specified AP Actions such as Attacks,
Movement, Overwatch, etc.
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Action Description
Reload 2 AP to reload any item that has a Capacity or Duration. You only need the item you want to reload in your hand to do this action
but ammo or material must be in your inventory or within 5 ft of you. If an item specifies a Reload Cost, use that instead. You can
choose how much ammo to load into the weapon with the minimum being 1. Reload doesn’t have a Minimum AP. If you ever get 0
AP for Reload, it’s a Free Action.
Sense For 2 AP, you can use Observation to detect opponents using Sneak. For the Sense Action, the one doing the action is the Attacker
and rolls Observation. Instead of the Defender rolling, it’s the difference of the previous Sneak result. If the Attacker wins they
aren’t affected by Sneak Attacks from the target unless they Sneak again and succeed. They’ll also know where the Sneaking target
is. If they fail they’ll be unaware of where the Sneaking target is and Sneak Attacks can affect them. You can only do this action once
per turn.
Set-Up For 5 AP, you can prepare a weapon that can do this action. When you do this action, the weapon cannot be moved from its place
but you can change Stances. You cannot do this stance while Mounting. Weapons that are in Set-Up can be left in place for another
to use as if it's equipped as a Free Action as long as their hands are available. You can only have one weapon in Set-Up in a 5 ft
space. Weapons that can Burst have the Burst penalty halved when in Set-Up.
Sneak It costs 2 AP to Sneak. You can’t Sneak if your opponents can see you or it's obvious where you are. Running breaks Sneak. This can
only be done once per round.
Stabilize For 4 AP, you can attempt to get someone adjacent to you who is Comatose to 1 HP and Unconscious. Roll Doctor -50 for
Humanoids and Creatures, and Engineer -50 for Robots. Upon success they’ll be at 1 HP and Unconscious for 1 hour. Upon a failure
nothing happens and you’ll have to try again. If the one you’re attempting this action on is both Comatose or Unconscious, upon
succeeding in the Skill Check the Bleed will also be removed. This action can also be used to stop any Bleed or Burn on yourself or
someone adjacent to you and a Skill Check isn’t required. You can also remove Dazed, Stunned, or Unconsciousness from someone
adjacent to you. You can only remove one Status Effect per action. This also includes Unconsciousness.
Use Held Item Costs 2 AP and must be already in hand. Use an item that doesn’t have an AP Cost such as a Stealth Boy, Stimpak, etc. and activate
its effect. This includes eating 1 Serving of Food or Water and switching the Muzzle on a weapon. Some items may require more
than one hand to use. This is used to prep landmines. It won’t activate upon prep unless at the end of your turn someone is within
the radius. Items that have a specific time like the Fire Starter Kit require the entire turn for however long it takes the item to
activate its effect. If you wish to use an item in your hand that’s equipped like a Knockout Juice to an opponent, you use the item
like an H1 Improvised Weapon. For the Attack Roll you can use either Unarmed or Melee Weapons to see if you hit. If you hit, apply
the item effects as normal.
Use Skill/ Attempting to do a quick lockpick, hack a terminal, etc. is upon the Overseer’s discretion. If the Overseer deems the action to take
SPECIAL too long, it may cost turns. Below are a few examples. If certain actions take turns, the player rolls for the check at the end of the
last turn.
4 AP: Quick glance at an area with a PER or Observation check. Attempt to Goad an opponent by insulting them and making them
roll CHA -4 or a Social Skill that’s applicable to what you say.
6 AP: You clear some heavy rubble out of the way with a STR -4.
2 Turns: Hacking an Easy Difficulty Terminal with Computer Science.
4 Turns: Lockpicking an Easy Difficulty Lock with Sleight of Hand.
Wait Action Unlike Overwatch, Wait Action activates upon a specific action that may occur during combat.
Example: You can hold your action on flipping a switch until the mutant has been pushed into its cage by the party, closing a door
after all members of your party have stepped through, etc. This costs 3 AP.
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Attack Rolls & Hit Chance
Attack Rolls are Skill Checks with Combat Skills. The penalties for these Attack Rolls are the AC of
your target and any Hit Chance that may apply. Hit Chance are additional bonuses and/or
penalties that can stack. Upon the initial 1d100 roll, you must first determine if the attack is a
Critical Success or Failure. If the attack is a Critical Success or a Critical Failure, Refer to Critical
Chance for additional information.
When an Attack Roll is made, apply any bonuses you have first, then apply penalties. If after all
penalties and bonus the result is a positive number, and you’re above the target’s AC, you hit. If
you miss an attack, any effects from your attack won’t activate. You know the AC of everyone
you can see. For Damage refer to How to Calculate Damage.
Example: If you had 200 Small Guns, and an additional +20 Hit Chance from another source, and
were making an attack with a -50 Hit Chance penalty, your Small Guns would count as 150, not
170.
You can attack through ally spaces, but not through enemy spaces. If you wish to attack an ally
however, the ally can choose to let you attack them. In this case, as long as the result isn't a
negative or a Critical Failure, you’ll hit. However, if an attack specifies all are hit in the line of
attack, allies can be hit in this circumstance. This also applies to attacks with a radius. Refer to
Radius for additional information in the Items Section. The player and the Overseer must always
state in what direction the character or non-player character (NPC) is facing.
How To Attack Bill has a +10 Hit Chance bonus with Revolvers so let’s add that.
Let’s say Bill the Gunslinger does a Small Guns Single Attack 75 + 10 = 85
with a .357 Revolver. Luckily it’s a bright sunny day and Bill
happens to be in a Standing Stance, against a Mole Rat that’s Let’s say the Mole Rat is also behind Half Cover.
out in the open. Bill has a Small Guns skill of 100. First, Bill has 85 - 25 = 60
to roll a 1d100 to see if his attack hits the target.
The most common penalty is the opponent’s AC. Since you know
Let's say Bill rolls a 25. Since Bill only has LCK 5 and he wasn’t what the AC is, subtract the reduction from the enemies AC. The
attempting a Targeted Attack, he doesn’t get a Critical Success AC of a Mole Rat is 30. The .357 Revolver inflicts AC -15.
nor a Critical Failure. 30 - 15 = 15
Then, let’s get the difference of Bill’s skill compared to what Bill After the reduction, because your result is bigger than the AC,
rolled for the attack. you hit. As long as the final result of your Attack Roll is not
100 - 25 = 75 above the target's AC, you hit. In practice, you’ll be able to do it
fast. Another method for AC would be to subtract it as if it was
Hit Chance. As long as the number is positive, you hit.
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Dice & Flat Damage Let’s say Bill gets shot by a Bandit who is also using a .357
Damage is what you inflict on a target that directly affects HP. Revolver. The Raider hits for 24 Normal Damage. A .357 bullet has
When you take damage, you subtract it from your HP. This does as its effects AC -10 and DT -2. Let’s ignore AC as that affects Hit
not lower your Max HP. Chance.
Most attacks have two things, Dice Damage and Flat Damage. The attack inflicts Normal Damage because it’s a bullet. Bill is
Dice Damage can be anything that has a d in it such as 1d6, wearing Metal Armor which is his Normal DT 13 and DR 60. Let’s
2d4, etc. The Flat Damage is a set number that can be anything assume that’s the Total for both cases.
like 1 or 20. Some items have the Dice and Flat Damage in them
while others like Archery, Big Guns, and Small Guns are split First, apply the DT Reductions.
between the Ammo and the Weapon itself. 13 - 2 = 11
You simply combine the two to make up the Item Damage. Any Now subtract the Initial Damage from the DT result.
effects both have will stack as normal. For Close Skills, you can 24 - 11 = 13
add your STR to the Flat Damage. For Throwing this doesn’t
apply if it includes a radius. Assuming you still have DR, subtract the Damage result.
60 - 13 = 47
Example: A 9mm Pistol’s damage is 2d4+9. It inflicts Normal
Damage and DT -3. That would be the end of that. However, let’s assume you no
longer have any DR. The 17 Damage would instead be subtracted
Bonus Dice or Flat Damage cannot be applied to Poison and from your HP. If you have less DR than the damage, the remaining
True Damage. If a weapon doesn’t inflict damage, nothing can damage will carry over to your HP. Some attacks may inflict
increase it. effects from perks that reduce AC, DT, etc. These effects are
applied to the opponent it hits.
In some cases, you’ll get bonus Dice and Flat Damage. These
bonuses only apply to the weapon itself, not mods. If you’re If the damage is enough to kill someone but you want to keep
using your body for Unarmed Strikes it’ll apply to the them alive, they’ll have 1 HP and fall Unconscious for an hour;
Unarmed Strikes. They can only benefit from one instance of when using Explosives or Ranged Weapons, you must roll
those bonuses. 1d100; on a result of 1 - 50, your target lives. On a 51 - 100, they
die. This doesn’t apply on continuous damage such as Poisons
and True Damage from Burn and Bleed. However, if the effect is
How To Calculate Damage Bleed, you can choose not to apply it if your attack includes it.
Damage occurs when someone, or something, inflicts harm.
Damage is only taken when an attack, or an effect states that Overseers, use common sense when describing how attacks hit.
damage is inflicted. Damage cannot go below 0. Afterward, A Mole Rat cannot withstand 100 bullets. Perhaps it dodged
review the various Damage Types. many of them and it grew tired, with a few bullets making
direct hits.
● The Initial Damage is the damage roll from the attack.
● Damage Threshold (DT) is the impact of an attack on
your armor. Any DTs you have are added together for
the same Damages only.
● Damage Resistance (DR) is how durable your armor is
against the attack. Any DRs you have are added
together. You can’t go above your Max DR. DR
functions the same as HP when you get hit.
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Damage Types Weapon Range
These are the only types of Damages you’ll encounter in the Range is the distance, in feet, at which you can attack a target.
world of Fallout. For Melee and Unarmed Weapons and Attacks their range is their
max to attack. All Range bonuses and penalties are added
Normal together before multiplying it to your range. The lowest your
Normal Damage is the most common form of damage. It comes Base Range can get is 50% and it’s rounded to the nearest 5 ft.
from ballistics, melee weapons, falling, being shoved against a
wall, etc. Ranged Weapons, however, can attack further and you can
attempt to attack past the base range. However, depending on
Laser the distance to your target and the type of ranged weapon you’re
Laser damage comes from Energy Weapons from the Laser using, you get a penalty.
category. Lasers cannot be hidden and it’s typically a bright red
light. Your Base Range is the weapon range and every range bracket
above that is attempting to attack someone in that distance. You
cannot attack beyond Impossible Range. Refer to the chart below.
Fire
Fire damage comes from anything that’s on fire. Sources of fire
Example: If your Base Range is up to 200 ft and your target is 350
include a 5 ft by 5 ft fire, a Flame Weapon, or a building that’s
ft, they’re considered Mid Range because your max for Mid
on fire. Fire can spread but that’s upon the Overseer’s
Range is 400 ft which is double your Base. Therefore you get -25
discretion. If the weapon inflicts fire and has a radius, the area
Hit Chance.
within the radius will also be on fire and will take Burn. Refer
to Status Effects for additional information.
Range Hit Chance Penalty
Plasma
Base (Up to 1x) 0
Plasma damage comes from Energy Weapons from the Plasma
category. It’s usually a bright green ball of energy. Mid (1.1 - 2x) -25
True
True damage is inflicted by strange and exotic weapons, blood
loss, sonic weapons, and other unconventional effects. True
Damage ignores all DT and DR and affects your HP directly.
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Types of Attacks
With your Combat Skills, you can do three types of attacks: Single, Targeted, and Burst. All
weapons have a specific AP Cost. The cost for each depends on the weapon or attack. If a Type
of Attack isn’t stated, you cannot do it. There are a few subcategory Types of Attacks as well
which are Special Moves and Dual Wield Attacks. Refer to their sections near the end of Combat
for additional information. For ranged attacks, see Weapon Range.
Single Attack
Single Attacks are the standard attack made by you. It’s one Penalty Target
attack and the AP cost is stated with the attack or weapon. The
minimum a Single Attack can be is 2 AP. -20 Torso, Frame
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Burst Attack
Burst Attacks function differently than Single And Targeted. Burst Type Burst Penalty Hits Ammo
Instead of aiming for a specific part of the body or just trying to
hit, you focus on shooting as much as possible. Burst Attacks Duo -20 2 2
are only applied to Ranged Weapons. The minimum a Burst
Attack can be is 3 AP. Spray -40 1 6
Shower -60 1 9
There are four types of Burst Attacks: Duo, Spray, Shower, and
Storm. Each type has its own penalty, hit limitation, and ammo Storm -80 1 12
consumption. When you want to do a Burst Attack you must
first decide which type of Burst Attack you want to do. You roll
one Attack Roll and from there you apply the penalty for each Dual Wield Attack
Burst Type starting from the one you choose to the one below Dual Wielding is the ultimate rule of cool. With Dual Wielding,
it. Burst Attack Penalties do not count as Hit Chance Penalties. you can attack with two weapons at the same time, one in each
hand. This is called a Dual Wield Attack. To do a Dual Wield
Example: If you declare a Shower Burst with an SMG, start from Attack, you do an Attack Roll for each weapon, or body part, with
the Shower Penalty, see if it hits. If it misses, move on to the a -40 Hit Chance, CC +5, and if it's a Ranged Weapon the range is
Spray Burst. If it hits, Spray and Duo Burst will also hit because halved.
their Penalty is lower. Since you hit three times you apply the
Damage and its effects, three times like three Attack Rolls. You don’t get the Hit Chance bonuses for Dual Wield Attacks for
Crouch and Prone. You cannot Dual Wield with the Unarmed skill.
Your Burst can be limited by your Ammo Capacity. You can’t do The AP Cost is that of the highest AP cost of the two weapons +1.
a Shower Burst if you only have 4 Ammo left in the Capacity. You cannot do a Targeted Attack with Ranged Weapons while
dual wielding, but you may do a Dual Targeted Attack with Melee
You roll the Damage once and halve the Flat Damage. All Weapons for the highest AP of the weapon +2.
Ammo in the Burst Attack must be the same type. Each type
of Burst is treated like an Attack Roll, except for Duo which You can do a Dual Wield Attack with a Melee Weapon and
counts as two. Ranged Weapon together, however it cannot be a Targeted Dual
Wield Attack. When attacking, you can either Dual Wield Attack
Example: The Damage for a 9mm Pistol is 2d4+9. For a Burst the same target with both weapons or two separate targets. This
Attack it’s 2d4+5. If you do a Burst Attack with a Bow, the can also be done with Overwatch.
arrows must be the same. If the arrows are modded they must
have the same mods as well. Another Dual Wield attack type is Dual Burst Attacks which is a
Burst Attack while Dual Wielding. For Dual Burst Attacks the AP
You can choose to hit multiple targets if they are each within 5 Cost is the same as the Dual Targeted Attack.
ft of your initial target within sight. You must declare who
you’re going to hit for each Burst Attack Type. For the Duo You can only do this if both weapons can do a Burst Attack. Stack
Burst you must state which hit goes to who. You can also the Burst Penalties with the Dual Wield Penalties. Burst Attacks
choose to hit the same target with all your hits. If a target dies CC rules are applied to Dual Burst Attacks as well. If you Critically
before you finish the Burst Attack, you cannot shift the Succeed or Fail, the result will apply to the weapon that rolled it.
unfinished Burst Attacks to another target.
The Min AP for Dual Wield Attacks is 3. The Min AP for Dual
Certain weapon types have a Burst Attack limit. Bows, Energy Targeted/Burst Attacks is 4. You cannot Dual Attack with two
Weapons, Pistols, Rifles, and Shotguns can only do Duo. weapons that are in Set-Up at the same time. Dual Burst Attack
Revolvers can only do Duo and Spray. Assault Rifles, Machine can get the benefits from Burst Attack perks. Dual Attack can get
Guns, Miniguns, and SMGs can do all of them. the benefits from Single Attack perks. Dual Targeted Attack gets
the benefits from Targeted Attack perks. You can also do Dual
Weapons that can only do Burst Attacks can only do the Wield Attacks with two Throwing Weapons.
highest Burst Attack that’s available to them.
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Critical Success & Failure
This is when Critical Chance applies. You cannot critically succeed or fail with Support Skills. You
can only critically fail/succeed once per Attack Roll. First observe the initial 1d100 roll. If you roll
within your Success Range the attack is a Critical Success. If you roll within your Failure Range,
the attack is a Critical Failure. Critical Failures always miss. Refer to Critical Success Limits for
additional information.
Only your Success Range can increase from Critical Chance bonuses from Targeted Attacks,
Perks, Traits, etc. The maximum Success Range is 50. If you get a Critical Success, the attack
always hits regardless of any abilities, perks, etc. All damage from the Attack Roll is doubled.
This doesn’t apply to True. Next, roll a 1d10 on the Critical Success Table for a special effect
directed to your intended target. Afterward apply DT and DR. If you roll within your Failure
Range, roll 1d10 on the Critical Failure Table and the result affects you. If the attack includes
ammo, the ammo is expended.
If something increases your Critical Success Damage, the percentage increase is added instead
of multiplied. If the Damage states you get +50%, the Critical Damage is 250% instead of
increasing by 50% after doubling.
If you get a Critical Success for a Targeted Item Attack, only double damage will apply. You
cannot roll on the Critical Table. If you ever finish anything off with a Laser Weapon and a
critical hit, they’ll turn to ash. For Plasma Weapons, they’ll turn into a green ooze. This does not
apply towards Player Characters. Loot from these corpses is determined by the Overseer’s
discretion. You can’t cancel out a Critical Success with another Critical Success.
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Critical Result Tables
Number Critical Success Result
1 Knock Down.
2 Roll 1d10 on the Targeted Attack Table for Single and Burst Attacks. You ignore Hardplate. If to
a Vehicle roll 1d6 on the Vehicle Targeted Attack Table for Single and Burst Attacks. If the
Attack is a Targeted Attack, ignore Hardplate and apply Knock Down.
4 20 True.
8 Stunned for 1d4+1 turns. If it’s a Vehicle, apply Critical Success Result #3.
10 Instead of doubling the Crit Damage, triple it and ignore DT and DR.
4 20 True.
5 Crippled.
7 You drop the item. If Condition doesn’t apply to the item or it’s attached, take the damage
that was meant for your target; if this weapon has a radius, it will activate with you at the
center.
9 The item in your hand goes down a Condition. If Condition doesn’t apply to the item, take the
damage that was meant for your target; if the item is an Explosive it'll activate with you at the
center.
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Special Moves (SM)
Melee Weapons and Unarmed have a unique tactic: Special Moves. SMs allow for flexibility in
combat by applying effects, such as Stun, higher CC, more damage, etc. All SMs have a Skill
Requirement and once you meet it, you’ll automatically learn it. You must always roll the Attack
Roll unless specified, in which case it’s usually a SPECIAL Check. SMs that lack a Skill
Requirement are learned automatically. All SMs, even if they don’t have an Attack Roll, are
considered an attack.
For SMs, the AP cost is +1 of the Single Attack that you perform. If the AP Cost is reduced, it’s
still AP +1 but it’s of the new AP and not the original. The minimum AP for an SM is 2. Robots
cannot do SMs with their Legs. You must specify which weapon you’re doing the SM with.
SMs do not count as a Single Attack.
Some SMs can be Targeted SMs which are both an SM and a Targeted Attack. The AP Cost is +2
of the Single Attack. The minimum AP for a Targeted SM is 3. You apply the bonuses and
penalties of the Targeted Attack towards the Body Part. Some SMs can only be Targeted SMs.
They function the same as all Targeted SMs. Targeted SMs do count as a Targeted Attack.
Below is a Table with Elements. They’ll provide additional information regarding this. For
Damage use the Damage of the Weapon you are using for the Special Move. For Creatures, use
their Unarmed Attack for the Damage. Some items have unique SMs that are learned
automatically and can only be used with that weapon. Many SMs apply Attacker vs. Defender.
If the Defender succeeds, the effect of the move doesn’t happen. Damage will still be inflicted if
it hits.
Elements Description
Body (X) X specifies if you have to do the Unarmed Attack with Head, Arm, or Leg for the damage and effect. If it says Any, you can do it
with all three.
Handy You ignore the Attack Roll and do the SM. You inflict no damage or item effects. All Unarmed SMs with Handy cost 4 AP. All Handy
Unarmed SMs require your entire body to do the SM and you must be adjacent. If the Defender is in a Handy Unarmed SM that
prevents them from doing Movement Actions and they’re able to attack the Attacker, the Attacker’s AC is halved, but the
Defender’s AC is 0. For Handy Melee Weapon SMs the range is of the weapon.
Stay The target cannot do Movement Actions on their turn. If you move while you have them in a specific SM, your target will move
with you but you can only do the Walk Movement. If you Run on the same turn you do this SM, you have to Walk but apply the
Run penalty till the end of your turn. You cannot do SMs to targets who you already have in a SM.
Target (X) X specifies what Body Part must be targeted to do the SM. If it says None you cannot do a Targeted SM with it. If it states Any, any
Body Part can be Targeted.
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General SMs
These can be done with all Melee Weapons and Unarmed.
Melee Weapons SM
Special Move Skill Req. Description
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Special Move Skill Req. Description
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Special Move Skill Req. Description
Unarmed SM
Special Move Skill Req. Description
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Special Move Skill Req. Description
Option 1: The Attacker can choose to render the Defender Stunned for every round the Defender has been in a Choke Hold. On
the turn of the Attacker’s choice, roll Attacker STR vs. Defender END. For every round the Defender has been in Choke Hold they
get END -1. Upon success the Defender is Stunned equal to the amount of rounds they were Choke Hold and Knocked Down. If
the Attacker fails, Suffocation, the END Penalty, and Choke Hold Rounds are reset for the Defender. The Defender is still in the
Choke Hold but the Attacker must try again. Suffocation doesn’t reset if the Defender is underwater and cannot breath.
Option 2: Attackers can attempt to choke the Defender to death. The Attacker must keep the Defender restrained up to the
Defenders Suffocation duration. If the Attacker is successful in bringing the Defenders Suffocation to 0 (Perks, VP, etc. can delay
this per action) choose to kill the Defender immediately with Reaper Checks being ignored, or render the Defender Unconscious
for 2 hours. The Attacker can do Option 1 during Option 2 at any time except on the turn the Defender would be rendered to 0
HP.
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Special Move Skill Req. Description
Reaper Checks are rolls made to determine whether you live or die. You can only roll one
Reaper Check a turn or out of combat once every 10 seconds. First, roll a 1d100. If you roll
below 51, you get a success, otherwise, you get a failure. Keep track of the successes and
failures for you must continue to roll until you get either three successes or three failures.
If you get three successes, you are at 1 HP and Unconscious for one hour. If you get three
failures, you die. If at any point you roll 1 - 5, you wake up Knocked Down with 1 HP and you can
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take your turn as normal on the same turn you rolled. If a player takes at least 1 Damage after
DT while they’re Comatose from an Attack Roll or other sources, it counts as a failure.
Aside from successful Reaper checks, you can be woken up with an item that heals you. You'll be
Knock Down and can take your turn as normal. Your Reaper Check failures/successes reset after
taking an R&R, if you get three successes, or if you get brought back to life.
If the final Failure Reaper Check you take is a Targeted Attack, that body part will explode. If
they only lost an Arm or Leg, they can still be revived. If you’re downed to 0 HP on your turn,
you roll for Reaper Checks on your next turn. If you were downed to 0 HP by a Targeted Attack
to the Head, you’ll lose one eye. If you still have an eye, you’re able to see. If you lose all your
eyes, you can’t see anything.
Unconscious Death
Unconscious is the same as Comatose except you have above 0 Death is a natural part of life and means it's time to make a new
HP. If someone is sleeping they’re considered Unconscious. character. When you die, all effects from perks and effects are
You can wake up an Unconscious individual with an item that ignored. If you’re awake and in one attack you take damage
heals you with a duration that's instant or the Stabilize Action. equal to or above your Current and Max HP, you instantly die. If
you’re Comatose and you take damage equal to your Max HP in
If you were rendered to be Unconscious to anything besides one attack, the same result occurs.
falling asleep normally or from getting out of Comatose, you
can attempt to wake up from Unconsciousness every minute Once you die, only a successful Doctor roll with a Doctor’s Bag or
with END -6. If you succeed you’ll wake up and will be Knocked a Super/Ultra Stimpak can bring a character back to life if you die.
Down, but if you fail you’ll have to try another minute later. The Doctor Penalty is -150.
This continues until the Unconscious duration ends or until you If you’re brought back to life, you’re Unconscious for one hour. If
wake up during the duration. If you’re Unconscious during you died from Fatigue however, you cannot be brought back to
Combat you’d have to wait to roll the END check at the start of life. If you die within the hour of being brought back to life you
the minute. The Overseer should specify on what turns you roll. cannot be revived ever again. For Robots, if you die, all Body
Parts and the Power Core are Broken.
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Know Your Tactics
Attack of Opportunity
If an enemy within your Melee or Unarmed Weapons range Terrain Difficulty Walk Movement
moves outside of your range, you can attempt one Single
Attack on them as a Free Action. You can only do one Attack of Plains, Flat Lands Average 1 AP per 5 ft
Opportunity a round. You cannot do Attacks of Opportunity if
your target is forced to move by something that is not their Rocky Terrain, Light Snow, Challenging 2 AP per 5 ft
Shallow Water, Swamp Mud
Movement Action.
Neck Deep Water, Heavy Snow, Hard 4 AP per 5 ft
Cover Under Water
Cover affects attacks towards you and how much is protecting
you. There are three types of Cover: Half Cover, Three-fourths For an easy method of how to remember this, do the following:
Cover, and Full Cover. Each type of cover has a different penalty Know the base cost to move if the terrain is normal, then multiply
towards Hit Chance and your stances and positioning can it by the AP of the Difficult Terrain. Average is the lowest type of
determine how much of a penalty attack rolls towards you, or Difficult Terrain.
towards your opponent, get.
Half Cover refers to half your body being protected, ¾ Cover Environmental Penalties
being ¾ of your body is protected, and Full Cover being your The environment can often affect your effectiveness in combat.
body is protected and cannot be hit. Some Targeted Attacks This doesn’t always apply but can provide a challenge to some
cannot be done if a specific part of the body cannot be seen. players. This affects your Hit Chance during combat and actions
Overseers must state to players if Cover penalties apply. when outside. This is optional and Overseers should inform their
players ahead of time. These effects can stack. Refer to the table
below. When attacking at Night-Time and Total Darkness, refer to
Cover Hit Chance Penalty Invisible Targets.
Half Cover -25
¾ Cover -50 Environmental Effect Hit Chance Penalty
Full Cover Impossible to Hit
Fog / Glare / Radiation Storm -50
Heavy Fog / Dust Storm / Heavy Storm -70
Example: You are in a Standing Stance behind a barricade that Night Time / Powerful Glare -100
covers the lower half of your body. If someone is standing Total Darkness / Blinding Glare -150
across from the barricade, they’ll get -25 Hit Chance and no one
can do Targeted Attacks to your Legs and Groin. However, if
someone is behind you and no barricade is there, the opponent Falling & Knockback
doesn’t get the Cover penalty. For every 10 ft you fall or are shoved against a wall or something
similar, you roll AGI -1 (Increase penalty by -1 for every 10 ft). If
Difficult Terrain you fail you take 1d10+10 Normal Damage, ignore DT, and you’re
Difficult terrain affects your movement in combat. The chart Knocked Down. If the height is 30 ft or more and you fail the
below will provide a few instances of impeding movement check, you’re also Crippled. The Damage will stack for every 10 ft.
based on Walking. If you attempt to squeeze through an area If you ever free fall, you fall down 30 ft every second. If you
smaller than your Size, such as a Human attempting to squeeze succeed, the damage is halved.
through a 2.5 ft by 2.5 ft hole in a wall, it costs 2 AP per 5 ft and
you cannot Run. If you fall from a height that your Overseer deems impossible to
survive such as 100 ft, the Damage Type is changed from
Some areas may be too small depending on your size. For Normal to True and no AGI check can be rolled. You will be
instance, a Super Mutant wouldn’t be able to get through the Crippled and Knocked Down when you land. You might take less
same hole as the Human. damage or take less effects depending on what you land on.
Layers of soft cushion, water deeper than 6 ft, etc. are but a few
examples. If there's a way to break a fall from an extreme height,
apply the standard falling method. This is upon the Overseer’s
discretion.
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Flanking Invisible Targets
Flanking occurs when two or more allies are adjacent to the Whenever you’re fighting invisible targets or you’re fighting
same opponent, both allies get a +15 Hit Chance to all Combat someone and you’re unable to see, pick a line of attack for
Skills to the same target. Ranged Weapons. If you can’t see at all, the Total Darkness
penalty applies. If the target happens to be on the line, apply
Flight standard Combat Rules. For Melee / Unarmed it’s only for attacks
Some may possess the ability to fly such as birds or humans within your range that are adjacent to you.
with unique mutations that give them wings. Those with this
ability ignore Difficult Terrain penalties and can apply Run Mounted Combat
movement while in the air. When flying straight downwards, Mounted Combat refers to when a character is riding a four to
they move at twice the rate of movement per AP spent. eight-legged Creature. The Creature is considered the mount and
they can only be ridden if their size is larger than the riders.
If someone ever flies and they’re Knocked Down, they fall
down 30 ft immediately and on their turn will keep falling until Both have their own turn, but once the rider mounts the creature
they’re not Knocked Down. You cannot do SMs with wings bit the rider will do their turn on the mounts. On the mount's turn,
every time you hit a wing, the target falls down 10 ft both the mount and the rider have their own AP. Once the rider
immediately. gets off, they’ll return to their SQ number in the turn order.
Healing & Damage Priority When mounted, the rider has a -50 Hit Chance to Ranged
Damage isn’t permanent, but you won’t be able to rest after Weapons and a -25 Hit Chance to Melee/Unarmed Attacks. Also,
every fight. Whenever you receive healing of any kind, you add for Melee/Unarmed Attacks, add the Creatures STR to your Flat
it towards your Current HP without exceeding your Max HP; the Damage. The rider can only be in the Standing Stance and they
exception to this is Chems and effects that raise your Max HP will share the same space.
such as Buffout, which both increase your current and
maximum HP. You cannot heal someone or something that is If the rider is Knocked Down while riding, they’ll fall off their
dead. HP can only be removed from Damage, even if an item mount. Movement penalties affect the rider as well. A Creature
has a duration that gives HP. has to allow you to mount them in order to be ridden.
Overseer’s, roleplay the bonding and training for mounting.
If you have an effect that heals you over time, during combat Robots that can’t do Stances cannot Mount.
the heal will activate at the beginning of your turn before any
damages apply. You may have noticed that some effects can Night Vision
damage you over time. The order for Damage and its effects Often in areas with no light you won’t be able to see anything
are Damage Type in alphabetical order. beyond 5 ft. However, Night Vision allows you to see through
darkness and ignore Night-Time and Total Darkness penalties.
If more than one damage or effect inflicts the same damage, Night Vision isn’t infinite and it'll be limited to a specific range.
go by alphabetical order as well. If you’re Comatose, any heals
over time will cease until you’re at 1 HP. Poison Coating & Attacks
You can coat Poison to Arrows, Bolts, Unarmed Weapons, or
High Acidity & Lava Melee Weapons. For Melee and Unarmed Weapons, the Poison
If you ever fall into lava or come in contact with it, you’ll take will remain until you hit your target. For Arrows and Bolts you can
50 True damage when you enter, and at the end of your turn coat up to two per serving. Concoctions that inflict Poison
every 10 seconds and whatever limb landed first is gone damage are considered Poison.
forever. If at least a third of your body is in lava, your Armor is
Destroyed and can never be recovered. This may be applied to You don't have to have ammo equipped to coat it in poison, but
similar things like high levels of acid. you have to if it’s a Melee/Unarmed Weapon. If the coated item
doesn’t hit a target within ten minutes, the Poison will evaporate
and the effect will cease. Effects from the same Poison don’t
stack on top of each other, but if you hit someone with the same
Poison they currently have, the duration will increase depending
on the Poison.
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Example: If you’re hit with a Poison that has a duration, if Bleed
you’re hit again with the same Poison during the duration, the Bleed is True damage you take at the beginning of your turn.
duration is only extended. The True Damage is specified before the Bleed. This is
continuous and during the Bleed you also get SPECIAL -3. If you
Damage from Poison that occurs in Combat over time inflicts already have a Bleed and are inflicted by another Bleed, the
the damage at the beginning of the round. Poison effects that higher damage will remain as the True Damage. The only way to
occur upon a hit will always inflict the Poison damage. Some stop Bleed is through the Stabilize Action or use an item that
Poisons require an END check. The penalty is specific to the can heal instantly.
Poison and it doesn’t stack with others or the same one.
Poisons do not affect Vehicles and technology. Burn
Burn is True Damage that occurs at the beginning of your turn.
Sneak Attack This is equivalent to being lit on fire. If an item requires to be lit
If you successfully Sneak against a target you can do a Sneak up, like Dynamite, to use, it’ll explode immediately after you take
Attack. On a Sneak Attack you ignore your target's AC. The first Burn. The True Damage is specified next to the Status Effect. Burn
attack roll you do after you successfully Sneak against your can be removed by doing the Stabilize Action, by being engulfed
target will always be a Sneak Attack unless Sneak is broken in water, sprayed with a fire extinguisher, etc.
beforehand from getting caught or showing yourself to your
opponent. For Burst Attacks this only applies to the first shot. While someone is under Burn, for every 5 Burn on them, they’ll
This is upon the Overseer’s discretion. You can only do one emit light in a 5 ft radius, to a maximum of 25 ft. If fire is on the
Sneak Attack a round. ground, it’ll last for however long the Burn is per minute. It’s
possible to light things on fire if you are near flammable sources
It’s possible to do a Sneak Attack without needing to roll for but this is upon the Overseer’s discretion. It is possible that if
Sneak if you’re far enough away from the target that it would your Burn is too high, such as 50 Burn, items on you may be
be impossible for them to detect you. This is upon the Broken or Destroyed but this is upon the Overseer’s discretion.
Overseer’s discretion.
Example: 15 Burn means the fire will be on the ground for 15
Status Effects minutes.
Status Effects are unique effects that last for a specified
duration or are temporary that affect characters. Status Effects Crippled
do not add on top of each other. Once the duration ends the Crippled is AP +1 to all Actions. This applies anytime you spend
Status Effect ends. The Status Effect ends after the final turn of AP. If the action allows you to spend multiple AP, the +1 only
the duration. applies once. Crippled does not have a duration. It can only be
removed by the Doctor Skill, Chems, or Concoctions that can
Status Effects inflicted during your turn don’t count towards remove it. Refer to the Doctor Skill for additional information.
the duration on that turn. If you're afflicted with a Status
Effect on your turn, it activates the moment you get it. This Dazed
includes the damage. Dazed affects your skills in Combat. If you’re ever Dazed, you get
-50 to all Skills and you can’t Run. In order to remove Dazed,
Example: If you’re Dazed for 2 turns and you’re Dazed from you roll INT at the end of your turn. If you succeed, Dazed is
another attack that states it Dazes you for a turn, do not removed. If you fail it remains. You cannot roll the check if
increase the duration. However, if you’re Dazed for two turns you’re Stunned.
and another attack makes you get Dazed for three turns, then
you add the one to make it three turns. If you take 5 Bleed on Knocked Down
your turn, the damage from the Bleed is inflicted everytime When Knocked Down, your Total AC is halved and you can’t take
you’re hit. any Movement Actions. Robots can roleplay this as a
malfunction when Knocked Down. Knocked Down doesn’t have a
duration and instead requires the Get Up Action to end. If you’re
already Knocked Down and you can’t be Knocked Down again. If
you were in Overwatch, have Defend or Dodge active on
yourself, they’ll cease and cannot be done until your next turn.
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Pulsed Underwater
Pulsed is a unique effect that disrupts items that are powered Aside from worrying about drowning, your skills are affected by
by Energy Ammo and Vehicles with an Engine, functioning as a this as well. If your Current CW is more than half of your Total
Stun. The item will immediately shut off and stop working until CW, or you’re in an Exo Suit, or you’re a Robot, you will descend
the Pulse duration ends. 15 ft at the start of your turn during Combat in Neck-Deep Water
and Deep Water until you touch the ground below.
Items that require Energy Ammo to be used that don’t have
the Energy Ammo loaded in aren’t affected. However, if the If you’re attempting to fire a Ranged Weapon at someone in
Pulse lasts 60 consecutive seconds, the item will break. water while in the water, all bullets and projectiles will stop after
Cybernetics have different effects on Pulse. Refer to 15 ft; if fired from outside the water, they will stop 5 ft after
Cybernetics for additional information. entering the water. Artillery and Heavy Cannons stop after 25 ft.
Flame Weapons won’t work underwater. Plasma and Throwing
When a Vehicle with an Engine is Pulsed, it's considered at 0 Attacks will stop at 10 ft if fired underwater; if fired at a target
HP for the duration but it won’t explode. The 60 consecutive inside the water, the attack will dissipate on the water's surface
seconds rule of it will cause the HP to remain at 0 after the and have no effect.
duration.
Lasers have their total range quartered while fired underwater,
Stunned and damage is halved after DT; firing at a target underwater from
When you’re Stunned, you remain in your Stance but receive outside of water it stops at the surface. Melee/Unarmed Weapon
none of its bonuses and penalties, your Total AC is halved, you Attacks get a -25 Hit Chance. Explosives will still explode when in
cannot take any actions until the Stun duration ends, you water but if thrown from outside will stop at the surface.
can’t use Perks that require AP to be used, any checks you’d
be forced to do you automatically fail (Except breaking out of All items that are powered by Energy Ammo and Ranged
Stun and Reaper Checks), and you can’t talk or move. Weapons that use Bullets, Shells, and Heavy will be Broken
when they’re submerged in water for more than an hour.
To break out of Stun, you must roll END at the end of your turn.
The only check you can do while Stunned is to break out of it at
the start of your turn. If you fail you can attempt again in the
next round. If you succeed, Stun is removed. If you’re Stunned
and Knocked Down, your Total AC is 0.
Suffocation
Out in the wastes, there may be times when it's getting harder
to catch your breath. Situations like this occur in deep caves,
tall mountains, staying too long underwater, or when someone
is choking you. You can hold your breath for 30 seconds per
point in END. Once you run out of breath, you die. Perks, Vault
Points, Reaper Checks, etc. can delay this.
You lose 10 seconds of air each time you are hit with an attack
that inflicts at least 1 damage after DT. This applies for Status
Effects that inflict damage. On a Critical Success the air loss
doubled. This also applies when you hit a Stunned,
Unconscious, or Comatose target. Air loss is tripled if you hit a
target with a Critical Success that is also Stunned,
Unconscious, or Comatose.
100
Crafting
Crafting is a fundamental mechanic to the wasteland. Let players be able to create and invent
devices and gear to survive the wasteland. You may choose to halt the progress of crafting at
any time to continue it later. Your progress is kept from before. You can craft while in a moving
vehicle as long as it doesn’t exceed 20 mph and you’re not driving. You can’t craft while
traveling on foot.
You can learn recipes for crafting from others teaching you, finding blueprints, or attempting to
make it yourself without prior knowledge upon the Overseer’s discretion.
Along with the weapons, you know how to make the ammo for them, except for Rare and up.
However, this only applies to Guns and Energy Weapons. This does not apply to Tools,
Explosives, and Gear. This is assuming you’re making a low level character ranging from 1 - 3.
For Robot Part Materials refer to Robot Configuration. For some Armor Sets such as N.C.R.
Recruit Armor and Legionary Recruit Armor, Overseer discretion is advised. Below is a chart
explaining the skill requirement and rarity. If an item states it can be crafted with another skill,
this is applied to it. Rare, Radical, and Atomic item recipes are unavailable during Character
Creation unless the Overseer allows it. Overseers, refer to Starter Equipment for
recommendations.
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How To Craft
When you craft an item, they all follow the same process. The time it takes to craft is
determined by either its weight, its rarity, or it’s specific to the item or process. This depends on
the item you’re crafting and is explained in each respective section. The amount of Skill checks
and the penalty is determined by its rarity. Below is a chart with the Skill penalty depending on
the rarity of the item.
Rarity Penalty
Common -50
Uncommon -75
Rare -100
Radical -125
Atomic -150
The crafting process is simple. Once you choose the item you want to craft and have all the
materials gathered, you first look at if its time is based on weight or rarity. Now, you’ll have to
spend time crafting. The materials used to make the item cannot be used until the item is
crafted or it’s dismantled. Some items may require other materials and are stated in their
descriptions. The materials used don't exceed that of the item. The additional materials are not
an addition to the total weight, but are included in it. If an item requires Energy Ammo to craft,
it must be fully charged.
Example: The weight of a Crude Bow is 2 lbs. You can use either 1.5 lbs of Scrap Metal or Wood,
but the other 0.5 lbs is the Fabric listed in its description.
The rarity dictates when and how many times you roll. If you’re crafting a Common,
Uncommon, or Rare item, you roll at the halfway point of the time necessary to craft the
item. If the item is Radical or Atomic, you roll every quarter of the time. If you succeed, you
can continue spending time on crafting. If you fail, you’ll lose all materials that were used and
you’ll have to start all over again.
If you succeed on the first check, but fail the following check you don’t lose the progress. You'll
have to spend time crafting again, and once you progress to the checkpoint, you roll again. Your
consequence for failing is wasting time, instead of ruining your raw materials.
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Example: Tim wants to craft a 9mm Pistol. It weighs 3 lbs, its crafting time is based on weight,
and its rarity is Common. The total time for crafting a 9mm Pistol is 3 Hours. Tim spends an hour
crafting. He’ll stop for a little bit and then craft for another 30 min. Since the crafting time has
been one 1 hour and 30 min, Tim must roll Gunsmith with the penalty being -50 because it’s a
Common item. If he succeeds, he only needs to spend another hour and 30 min and roll again
the same check. If Tim succeeds, he crafts the 9mm Pistol. If he failed the second check he’d
have to spend another hour and 30 min and roll the check again.
Some items can be crafted in batches. Crafting in batches refers to only having to roll as if you’re
crafting one item but resulting in making more of the item. You need materials for each item
when batch crafting.
Teamwork Crafting
Anyone that helps can assist in rolls with the Assist Action or do a roll for them. Up to two
people can work on the same item but only one can roll for the check. The bonus for Assist
Action will only apply if you helped them for half the time before the check is rolled.
Condition
Condition is the durability of an item. This affects all items and there are three types: Pristine,
Broken, and Destroyed. Pristine is the highest Condition with it being the most effective and
Broken being unable to use the item but it's intact and can be repaired. Refer to Repairing Items
for additional information. Destroyed items cannot be used or salvaged at all and will cease to
exist. Consumables and Literature can only be Pristine or Destroyed. It’s always assumed you
maintain your equipment to keep it at the Condition it is.
When an item is hit, the amount of damage from one Attack Roll and what the item is dictates if
it will be Broken or remain Pristine. The Overseer ultimately decides when this occurs.
When it comes to Armor you’re wearing, it’s more resilient than a standard item like a gun and
it takes far more damage for it to go down a Condition. If in one Attack Roll you take damage
equal to double the Max DR, it’ll go down a Condition.
Overseers are free to increase or decrease this depending on the situation. There is an order as
to what would be Broken first. The order starts with Armor Set, Under Armor, Helmet. If you’re
in an Exo Suit, the Power Armor Plating comes before the Armor Set.
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Repairing Items
Items that have the ability to be Broken can be repaired to Pristine. You use the skill needed to
craft the item in order to repair it. If multiple skills can be used, only one can be applied for the
Repair process. When repairing Broken items you’ll need half of each material needed to craft.
You must spend an hour doing the repair and once the time is complete you do a Skill check.
The penalty depends on the rarity, but is reduced by 25.
If you fail, the item and materials are Destroyed. If you succeed, the materials are removed and
the item will be Pristine. If one of the materials is an item, that item must be Pristine in order to
be used for repairs. For Ammo, you can fix in a batch of ten with one check. You can mix ammos
of different rarities, however, the penalty is that of the highest rarity item for the entire batch. If
you don’t have the means of repairing items, you can try to find a shop that can do it for you.
Often the charge is 50% of the Broken items value.
Repairing DR
You can also use the repair process to get DR back for Armors. The penalty is that of the highest
Armor you are fixing. If you fail, you only waste time. If you succeed your Armor’s DR is returned
to full. You can do this up to two Armors at once. If any Mods are attached to the Armor they
are included in the repair as well. If they’re not attached, they count as an Armor to repair. Base
DR cannot be repaired.
104
Crafting Weapons
When crafting weapons, time is determined by its weight. If Size Material/Value Multiplier
the item states 10 lbs, its crafting time is 10 hours. The skills
Small 0.5
you use to craft, repair, or dismantle depends on the weapon
Medium 1
type. You’ll need tools that’ll allow you to craft, like a Tool Set Large 1.5
or Gunsmith Tools. Huge 2
Gargantuan 4
When crafting Unarmed Weapons, you must declare before
you craft whether to make the weapons for hands or feet,
unless specified by the Unarmed Weapon. Below is a table Crafting Mods
explaining the materials necessary to craft weapons. For When crafting Mods and Helmets, time is determined by their
Archery, Melee Weapons, and Unarmed Weapons, the rarity. For Mods, the skill used to craft them is dictated by the
materials are specified in their entries. type of item. Refer to the table at the end of the section.
Weapon Type Materials Skill For Mods, you’ll automatically learn how to craft mods if you
meet the skill requirements in the chart below. For Explosive
Archery - Blacksmith / Survival Mods you must meet the requirements for both Chemistry and
Big / Small Guns Gun Parts Gunsmith Engineer but you use Engineer to craft the mod. For Ammo Mods
Laser Weapons Laser Parts Gunsmith the skill applied is that of the weapon the ammo is associated
Melee / Unarmed Weapons - Blacksmith with.
Plasma Weapons Plasma Parts Gunsmith
Some mods can be crafted separate to the item or others require
Crafting Armor & Helmets the item you’re modding. You can attach or remove mods you’ve
completed for free unless specified. This takes 15 minutes.
When crafting armor or helmets, the time is determined by its
weight just like weapons. You’ll use Blacksmith to craft, repair, For Muzzle Mods, they cost 2 AP during combat to switch them.
and dismantle. For Under Armor you can use Survival. You’ll You need to have it in your hand to do this. When you switch
need tools that’ll allow you to craft like a Tool Set or Blacksmith the Muzzle, you can choose to leave the switched Muzzle in
Tools. All Armors are considered to be worn by Medium your hand or in your Inventory. The mods attached on items add
Humanoids to the weight of the item. Radical and Atomic mods must be
found.
For other sizes, the armor must be modified and the table
below explains the multiplier for all materials used to craft. The Mods attached to items of lower rarity are raised to the rarity of
material needed also increases the weight and time according the Mod for Repairing. When repairing mods, they must be
to the total materials used for the Armor. removed in order to be repaired.
For Exo Suits refer to Exo Suits and Power Armor Plating for
additional information. For Creatures, armor crafted for them is Rarity Skill Requirement Hours
specific to that Creature only.
Common 75 2
Uncommon 100 4
Example: Leather Armor for Medium Dogs can only be worn by Rare 125 6
Medium Dogs. Radical - 8
Atomic - 10
The table explains the size with the Material Multiplier for
crafting. This also applies to Armor Mods. For crafting, Large is
considered the base for Power Armor Plating and Helmets. For
the multipliers they remain the same for Power Armor Plating
but it cannot be crafted for Small and Medium.
105
Crafting Explosives Crafting Chems
When crafting Explosives, you need both Chemistry and When crafting Chems, time is dictated by the rarity and you use
Engineer. The time will always be two hours to craft an Chemistry to craft and dismantle. For materials you’ll need
explosive and you’ll use Engineer for dismantling. Pharma Supplies with the amount depending on the rarity, and a
container for the chem like capsules, inhalers, and syringes. The
For rolling for Skill checks the first roll is Chemistry and the Chem will specify the container. You’ll need an item or Station
second is Engineer for Common, Uncommon, and Rare. For that allows you to craft Chems in order to make Chems such as a
Radical and Atomic, the first two rolls are Chemistry and the Chemistry Kit or Chemistry Workbench. There is no such thing as
last two are Engineer. Overseer discretion is advised for a Common Chem.
non-listed Explosives. If only one skill is required to roll, all rolls
are for that one skill.
Rarity Hours Pharma Supplies lbs
Bullets, shells, bolts, and arrows are crafted in batches of 10. Crafting Drinks
For ammunition considered as Special, you can either use Drinks are the fun approach of using the Brewing Kit. You can
Engineer or Gunsmith to craft. Special Ammo for Common, brew drinks in large quantities such as Absinthe, Beer, Bourbon,
Uncommon, Rare, and Radical are crafted in batches of 10. But anything in Drinks that lists a Material. This process is called
Atomic can only be crafted one at a time. Distilling.
Energy and Heavy Ammo are crafted one at a time. Crafting is You’ll need 40 lbs of Boiled and/or Purified Water, 10 lbs of the
the same as Weapons. The only difference is the time. When Material associated with the drink you want to make, and a Cask
Energy or Special Ammo is crafted, it has no charge. to store the contents and mix them. If atleast one Boiled Water is
used with Purified water, all the Drinks from it will have Rads +10.
When crafting Bullets, Heavy, and Shells it is different for The same will result if only Boiled Water is used.
materials. Scrap Metal is half the weight of the bullet.
Gunpowder and Lead each make up a quarter of the remaining Once all the materials are gathered you roll Chemistry or
weight. Survival at the beginning for one hour through the distilling
process with a penalty of -75 with a Brewing Kit, Chemistry Kit,
For Arrows and Bolts the weight is one material and you can Brewing Stand, or Chemistry Workbench. This is the only time
choose between Scrap Metal or Wood. For Energy it functions you roll for Distilling. If you fail, the contents of the brew will be
the same as Bullets except Gunpowder is replaced with Plastic. spoiled and you’ll have to start all over again.
Materials for other ammo is specified in their description.
Upon success you must leave the Cask alone for seven days to
Rarity Hours mix properly. After the seven days the drinks will be ready and
you’ll have 40 Servings of the Drink you just brewed. Don’t forget
Common 1 to have bottles ready for the drinks. Try your own combinations
Uncommon 2 and make your own but talk to your Overseer first. If you drink
Rare 3 the mixture before 7 days have passed, it is treated as water.
Radical 4
Atomic 5
If you only use Purified Water, increase the value of the drinks
by 2 caps per serving and it does not give Rads. If any other
water is used, the value remains the same but the Rads inflicted
are that of the water used. They might affect all Drinks crafted
but this is upon the Overseer’s discretion.
106
Extracting Poison Cooking
Poisons are powerful liquids that can fix pain upon a target. Cooking is an essential part of surviving in the wasteland. You'll
Most Poison you’ll come across come from Creatures. You have come across many of the materials needed during your travels,
to use Survival to extract poison from Creatures. It takes 10 but they will be useless without the knowledge of how to apply
minutes to extract poison from any Creature but be sure to them. Food is considered an item.
have a container to store it.
You use Survival to cook but you’ll need an item or Station that
If you fail the check you get no poison. The damage and effects allows you to cook food like Cooking Tools or a Campfire. You
are the same as the Creature’s poison in the Bestiary. A Poison automatically know how to cook everything in the Cooked Food
Serving is the same as a Water Serving. It’s rare to find in the Items section. Glowing Variants and Ghouls only have
someone that sells and/or buys Poisons. Attempting to mix Glowing Meat. You can only cook food with a Station or an item
Poisons is upon the Overseer's discretion. that allows you to cook food.
Defcon Tier Penalty Poison Servings Value per Serving Raw Meat spoils after two hours so you’ll need to find a way to
cool it enough to make it last for a few days longer. In extreme
5 -10 1 5 temperatures, the meat will spoil regardless.
4 -20 1d2 10
3 -30 1d2+1 20 Cooked Food becomes spoiled after 24 hours. If preserved in a
2 -40 1d2+2 35
refrigerated container, that keeps it cool, it’ll last up to 3 days. If
1 -50 1d2+4 50
you eat spoiled or raw food, there's a chance of getting sick and
getting a Disease. Refer to Diseases for additional information
Crafting Concoctions
Concoctions are unique items that function like Chems, Drinks, All Food inflicts 10 Rads unless specified. Rads are gained
and Poisons. Each requires their own materials and the crafting instantly. Raw Meat can also be turned into Dried Meat. You’ll
penalty is based on the rarity. You have to use Chemistry to need to set up a Butcher’s Rack or a Drying Rack and leave it
craft Concoctions along with tools or Stations that give bonuses during the day for eight hours. They’ll spoil after a week. Dried or
to the skill. Raw Meat can be used in any cooking recipe. If Spoiled Food is
used the Cooked Food is considered spoiled as well.
Crafting Gear When cooking food it’s only one roll and each has a different
When it comes to crafting Gear, you use the Engineer skill. cooking time and penalty. If you succeed in making the cooked
The time is dictated by the rarity. Apply the time for crafting food, it’s good to eat. If you fail the check you lose all the
Mods. Some Gear can be expanded. Expansion refers to materials and end up eating uncooked, or burnt food which only
increasing the size of the item. This can vary from bottles to gives one serving of food. It may get you sick but that’s upon the
backpacks. Overseer’s discretion. You can cook up to three recipes at the
same time but you have to roll for each check separately.
These expanded versions increase the capacity but they must
be made from scratch and you’ll need additional materials to The same Food bonuses do not stack. This doesn’t apply to
make them. The crafting time is not affected by the expansion healing but it does to Max HP increases. If you’re interrupted in
and the item specifies if it can be expanded. the middle of cooking, you’ll automatically fail the check. Foods
that give bonuses aside from Servings last for 24 hours or when
You can craft certain Materials you find in the world. They you take an R&R. If you eat a food it replaces the oldest food
each specify what skills can be used to craft them with the effect.
Artisan (X) Quality and how long it takes to craft them as well.
You cannot dismantle these materials to break them down into Fruits and Vegetables are found in the wild and are upon the
parts, but you may learn how to make them. The time for this Overseer’s discretion. When they spoil is upon the Overseer’s
is equal to the crafting time and the crafting penalty is discretion. Some vendors sell them as produce in their shops.
reduced by 50 of the rarity. You only need to roll at the end of They can be any real life fruit or vegetable but their spoiling
the time once. You can craft the same material in batches of depends on their real life counterparts.
five.
107
Skinning Stations
When out in the wild, getting your own food may prove to be Stations are tables, machines etc., designed for a specific
difficult. However, meat isn’t the only thing you can get off purpose. Stations cannot be moved from place to place easily. It’s
fresh game. You can skin their hide to turn it to Leather. You can recommended to have a trailer or something movable to get it
use a Dagger Type Melee Weapon or an item meant for taking from place to place. This is upon the Overseer’s discretion. Below
hide and roll Survival. The hide and meat acquired along with is a chart with the various Stations you can set up. You can’t use
the time, depends on the Size. If you fail the check, you roll items that are tools when using Stations. Stations are
but only get half the Hide and Raw Meat. considered an item for the purposes of value.
You roll once and if you succeed you roll again according to the The Skill is the skill you need to roll. The amount of checks is the
table below for the specified hide and meat. Failing to roll will same as the Rare rarity and the penalty is specific to the Station.
result in butchering the creature and getting nothing from it. In the Crafting Time column it shows how many hours you roll for.
Some creatures have their own hide type specified in the If a Station has less than an hour you only roll once. If a Station
Materials in the Items section. has more than one skill, that means it can be crafted with either
skill unless specified.
Once the hide is collected, you’ll have five days to turn it into
Leather or it’ll be spoiled. In order to turn it into Leather you’ll If dismantled you retrieve the same components used to craft for
need a Tanning Station. Once tanned, they can be used for only a quarter of the time. Dismantling the Station for materials
crafting and it’ll be considered Leather. The name varies on the only doesn’t require checks to be made.
original hide. Refer to the Item Document under the Materials
section for specifications. You either have to find blueprints or dismantle a station in
order to learn how to make it. Stations are 5 ft by 5 ft by 5 ft.
The body of what you kill will slowly spoil, so act fast to retrieve You may not apply tools when using a Crafting Station. Up to
it. If you can skin the body within six hours, it won’t spoil. The two people may use the Station at the same time.
Raw Meat won’t spoil if it hasn’t been removed from the body
within that time. If you attempt to do it after six hours, reduce If you find a Station that you don’t know how to craft, you can
whatever you roll by 50% because half of it has spoiled. If you spend time learning how to craft it. Apply the standard
attempt to skin after 12 hours everything will be spoiled. This Dismantling Rules Rare items for learning the blueprint. The
may vary upon the environment and situation. Overseer penalty is that of the Station with the penalty reduced by -25.
discretion is advised. The time is equal to half the crafting time for the Station. Refer to
Dismantling for additional information.
Hide Raw Meat Penalty Size Time
Stations that are Generators can blow up while they’re on. The
1d4 1d4+1 -10 Small 5 Minutes explosion is specified by an Explosive item and it applies those
1d6+2 1d10+20 -20 Medium 10 Minutes effects. They will only blow up if it is hit with a Ranged Weapon
1d8+4 2d10+50 -30 Large 15 Minutes attack that fires ammo that requires Gunpowder as a material or
2d6+8 3d10+100 -40 Huge 20 Minutes Energy Ammo.
2d8+12 4d10+200 -50 Gargantuan 25 Minutes
The generator specifies how many hits it’ll take for it to blow up.
The amount of hits necessary for a generator to blow up can be
lessened depending on the damage. This is upon the Overseer's
discretion.
108
Station Penalty Value Time Description
Ammo Press -50 620 20 Hours Materials: Gunsmith Tools, Lead 20 lbs, Scrap Metal 30 lbs
Skill: Gunsmith
When crafting, dismantling, or modifying bullets, shells, and heavy ammo get Gunsmith +10 and
one reroll an hour. When crafting or modding you can make double the amount. Materials are still
necessary.
Auto Doc -100 24660 200 Hours Materials: Auto Doc OS, Doctor’s Bag, Fusion Core, Computer Parts 20 lbs, Refined Metal 20 lbs,
Scrap Electronics 20 lbs, Scrap Machinery 10 lbs
Skill: Computer Science, Doctor
Doctor checks with a penalty up to -100 can be automatically completed with the Auto DocThe
time for the penalty doesn’t change. A fully charged Fusion Core will power the Auto Doc for a
century. Rolls are split between Computer Science and Doctor and the failures are counted
together. You cannot learn this recipe automatically with the Skill. You have to find the blueprint.
Biofuel -50 1660 20 Hours Materials: Brewing Kit, Chemistry Kit, Plastic 20 lbs, Scrap Electronics 20 lbs, Scrap Metal 30 lbs
Converter Skill: Chemistry
Converts 5 lbs of Grain to 1 lb of BioFuel. Can convert up to 50 lbs of Grain to a max of 10 lbs of
Biofuel. This process takes 24 hours upon start. Requires an MFC to power on. Fully charged MFC
lasts for four days.
Biofuel / Gas -50 600 50 Hours Materials: Plastic 4 lbs, Refined Metal 20 lbs, Scrap Electronics 10 lbs
Generator Skill: Engineer
Can store up to 24 lbs of Biofuel/Gas (Only one can be inserted or it’ll break). While powered, a
fully charged Biofuel/Gas Generator can last for 15 hours and it can power machines the size of a
Station Wagon. The size is halved and it blows up like a Frag Grenade after 4 hits.
Brewing Stand -50 720 20 Hours Materials: Brewing Kit, Glass 20 lbs, Scrap Metal 20 lbs, Wood 20 lbs
Skill: Chemistry, Survival
When crafting or dismantling Concoctions get Chemistry/Survival +15 and get one reroll an hour.
Can make up to two batches of Concoctions.
Butcher’s Rack -25 120 2 Hours Materials: Skinning Kit, Scrap Metal 10 lbs, Wood 20 lbs
Skill: Survival
When skinning, get Survival +25 and get one reroll an hour.
Chemistry -75 740 20 Hours Materials: Chemistry Kit, Glass 10 lbs, Scrap Metal 20 lbs, Wood 10 lbs
Workbench Skill: Chemistry
When crafting Chems, Concoctions, or Explosives get Chemistry/Survival +25 and get one reroll an
hour. With a Chemistry Workbench you’re able to make batches of the same chem you're crafting
for the same amount of time. It costs in addition the same Pharma Supplies of the chem you’re
currently crafting. You can only make up to two batches of a chem at a time. You’ll need materials
for both Chems.
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Station Penalty Value Time Description
Energy -75 390 40 Hours Materials: Plastic 2 lbs, Refined Metal 10 lbs, Rubber 2 lbs, Scrap Electronics 5 lbs, Scrap Machinery
Generator 5 lbs
Skill: Engineer
When fully changed, it can be used to power one machine the size of a Station Wagon. The Energy
Ammo inserted determines how long it'll remain powered. Energy Generators can easily be
destroyed and upon explosion have the same effects of an MFC Grenade after 4 hits.
EC: Six Hours.
MFC & ECP: 24 Hours.
PC: 48 Hours.
Energy Weapons -50 1000 20 Hours Materials: Gunsmith Tools, Lead 10 lbs, Plastic 10 lbs, Scrap Electronics 20 lbs, Scrap Metal 30 lbs
Station Skill: Gunsmith
When crafting, dismantling, or modifying Energy Weapons and Energy Ammo get Gunsmith +25
and get one reroll an hour. If a Fusion Core is stored it can recharge the specified Energy Ammo for
the stated time. Up to four of the specified Energy Ammo can be stored. The time stated says when
it's fully recharged and how much of the Fusion Core power is consumed.
EC: 0.25% for two hours.
MFC & ECP: 0.5% for four hours.
PC: 1% for six hours.
Forge -50 520 40 Hours Materials: Blacksmith Tools, Scrap Metal 60 lbs, Wood 20 lbs
Skill: Blacksmith
When crafting, dismantling, or modifying Armor, Bows, Melee Weapons, Unarmed Weapons,
Helmets, Archery Mods, or Armor Mods get Blacksmith/Survival +25 and one reroll an hour.
Cannot be used to craft Power Armor Helmets or Exo Suits.
Gunner’s Bench -50 460 20 Hours Materials: Gunsmith Tools, Lead 5 lbs, Scrap Metal 15 lbs, Wood 10 lbs
Skill: Gunsmith
When crafting, dismantling, or modifying Big Guns, Small Guns, Gun Mods and Scopes get
Gunsmith +25 and one reroll an hour.
Lubricant -75 1320 50 Hours Materials: Plastic 2 lbs, Refined Metal 20 lbs, Rubber 10 lbs, Scrap Electronics 10 lbs
Extractor Skill: Chemistry, Engineer
Can store up to 20 lbs of Raw Meat, Cooking Supplies, Fruits, and Vegetables. When these items
are inserted they’re converted to Lubricant, however it’ll convert 1 lb to 0.1 lbs an hour. Items
inserted won’t spoil. It must be powered by a type of Generator.
Nuclear -100 9780 200 Hours Materials: Lead 20 lbs, Nuclear Material 10 lbs, Plastic 50 lbs, Refined Metal 50 lbs, Scrap
Generator Electronics 20 lbs, Titanium 20 lbs
Skill: Engineer
This station can be used to power a machine roughly the size of a bus and it can recharge Energy
Ammo with each having specific times. Can insert up to ten of the specified Energy Ammo stated
below. The size is doubled, crafting time is 12 hours, and it blows up like a Mini Nuke after 10 hits.
You cannot learn this recipe automatically with the Skill.
EC: 1 for 30 minutes.
MFC/ECP: 1 for one hour.
PC: 1 for two hours.
Fusion Core: 1% for 24 hours.
Power Armor -75 2600 50 Hours Materials: Blacksmith Tools 2, Plastic 20 lbs, Refined Metal 50 lbs, Scrap Electronics 20 lbs
Station Skill: Blacksmith, Engineer
Blacksmith/Engineer +25 and get one reroll an hour. Can only be used to craft, dismantle, or
modify Power Armor and Power Armor Helmets.
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Station Penalty Value Time Description
Robot -75 2200 50 Hours Materials: Computer Parts 20 lbs, Refined Metal 50 lbs
Workbench Skill: Engineer
Blacksmith, Computer Science, and Engineer +25 and get one reroll an hour. Can only be used to
craft, dismantle, modify, and repair robots and robot upgrades. It must be powered by a Generator.
Stove -75 1560 20 Hours Materials: Cooking Tools, Glass 5 lbs, Refined Metal 50 lbs, Rubber 10 lbs, Scrap Electronics 5 lbs
Skill: Engineer
When used for cooking or making Concoctions, get Survival +25 and get one reroll an hour.
Requires a Generator to power it. Duration lowers only when the station is being used. You can toss
inside up to 10 lbs of Wood. After 24 hours of constant burning it’ll produce Charcoal. The amount
of Wood you put inside will be halved when you acquire it as Charcoal.
Surgery Station -75 1560 20 Hours Materials: Doctor’s Bags 2, Cloth 5 lbs, Computer Parts 5 lbs, Refined Metal 10 lbs
Skill: Doctor
Doctor +25 and get one reroll an hour. Can only be used to perform surgery.
Tanning Station -25 240 4 Hours Materials: Plastic 5 lbs, Scrap Metal 10 lbs, Wood 10 lbs
Skill: Engineer, Survival
Any hide inserted into the Tanning Stations turns into Leather 8 hours later. You can insert up to 30
lbs of Hide. You don’t need to attend the Tanning Station during this process.
Vehicle Station -50 5420 75 Hours Materials: Vehicle Repair Kit, Refined Metal 100 lbs, Scrap Electronics 40 lbs
Skill: Engineer
Blacksmith/Engineer +25 and get one reroll an hour. Can only be used to craft, dismantle, or
modify vehicles.
Water Purifier -50 600 15 Hours Materials: Rubber 4 lbs, Refined Metal 20 lbs, Scrap Electronics 10 lbs
Skill: Engineer
Can store up to 32 lbs of water. Any water that’s inserted, will turn to Purified Water. However, it’ll
only be able to convert 1 lb of water an hour. The storage is shared between the Purified Water
and the water being purified. It must be powered by a Generator.
Wood Generator -50 270 10 Hours Materials: Plastic 2 lbs, Rubber 2 lbs, Scrap Electronics 5 lbs, Scrap Machinery 5 lbs, Scrap Metal 20
lbs
Skill: Engineer
Can be used to power one machine at a time that’s roughly the size of a Station. This Generator
requires Charcoal / Wood to be powered. 5 lbs of Wood can power this Generator for 30 minutes.
For Charcoal it’s 2.5 lbs for 30 minutes. You can have up to 30 lbs of Wood inside. The size is halved
and it blows up like a Molotov Cocktail after 1 hit.
Workbench -50 220 20 Hours Materials: Tools Sets 2, Scrap Electronics 10 lbs, Scrap Metal 20 lbs
Skill: Engineer
Engineer +25 and get one reroll an hour. Can be used for anything that requires an Engineer roll.
Can also be used to craft or dismantle weapons, armor, mods, and explosives.
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Dismantling
You won’t know how to craft every single item in the wasteland, but there's a way. You have to
attempt to dismantle the item. Dismantling is the process of taking apart the item and putting it
back together in an effort to understand how it works. The time and penalty is dependent on
the rarity as stated in the table. The skills used correspond to what you use to craft it.
Dismantling functions the same as crafting. However, if you fail any of the checks, the item
you’re dismantling will be in parts and you don’t learn the recipe. If you succeed you put the
item back together in one piece and you’ll know the recipe. You cannot dismantle a Broken item
if attempting to learn the recipe. Items that are modded must be dismantled separately if you
don’t know how to make them. This includes mods that can’t be removed from the item.
For Ammo you may dismantle up to ten of the same rarity at a time. This doesn’t apply to
Ammo that can only be made one at a time. If the Ammo is modded and cannot be removed
and if you succeed in dismantling it, you’ll know how to make the Ammo and the Mod. You
cannot dismantle Chems, Concoctions, and Drinks to get materials, but you can dismantle them
to learn the recipe but only through a Station. The container is gained if it includes one. It is
Destroyed in the process. For Explosives use the Engineer skill to dismantle.
You can also choose to dismantle without having to do rolls for the purpose of obtaining the
materials only. The time for this will be halved but you won’t learn the recipe of the item. You
need at least 100 in the skill used to craft the item in order to do this. If you dismantle a Broken
item just for the materials, you can only get materials from it but only half of each.
Rarity Hours
Common 1
Uncommon 2
Rare 3
Radical 4
Atomic 5
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Robot Scavenging
If you ever find a damaged Robot in your adventures either from defeating them or finding
them, you can attempt to scavenge their Robot Parts with Computer Science or Engineer. The
Robots have been inoperable for several years or they were killed. This doesn’t apply to Robot
Companions or Robots that are on and active. The Overseer decides when this is applicable.
Robot Body Parts are upon the Overseer’s discretion. Below is the scavenging chart.
Downtime Crafting
An alternative method to crafting is Downtime Crafting. You must already know how to craft the
item, you must have 125 in the Base Skill to craft the item, and the proper tools or Stations if it
requires any. No checks are required but the crafting time is doubled. You cannot do Downtime
Crafting if you have Fatigue. Perks that half the time to craft will also half Downtime Crafting
time.
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Implants
Implants are permanent body enhancements installed in your brain. Implant schematics have to
be found and are upon the Overseer’s discretion. The body can’t handle too many implants. The
limit is equal to half your END. Going above this limit will result in the character’s death with no
revival and all perks and abilities are ignored from all sources. First you must acquire a Blank
Implant. These are extremely rare items found in the wasteland.
Afterward, you choose what Implant to apply in the list below. You cannot change the Implant
once the first roll is made. You roll Chemistry in quarters for 12 hours with the penalty being
-100. If you succeed the Implant will be complete. Knowledge of these Implants must be found
as schematics in the wasteland.
Lastly, you use Doctor for six hours halfway rolling -100 and at the end another -100. If you fail
halfway, the patient gets Fatigue +1 and you’ll have to do the surgery all over again. The same
will apply if you fail the last check. You cannot stop during the six hours; you have to do the
surgery for six hours straight. Once you finish the implant will be successfully installed. The
Doctor process also applies for removing an implant.
Combat Expert 20000 Increase Hit Chance by +25 for Melee Weapons, Throwing, and Unarmed.
Regeneration 15000 Regenerate 10 HP an Hour and double the HP you gain from a Break.
SPECIAL Boost 8000 Choose one SPECIAL. You get SPECIAL +2 with that SPECIAL. You also reduce Perk Requirements by -1 for
that SPECIAL chosen.
Trigger Happy 20000 Increase Hit Chance by +25 for Archery, Big Guns, Energy Weapons, Small Guns, and Throwing.
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Cybernetics
Cybernetics allows you to create wonderful monstrosities with Following the Engineer skill is the Computer Science that has the
beautiful mechanical limbs that wreak havoc on the world. time and skill penalty. You’ll need a Terminal in order to complete
Cybernetics replace the body part. Cybernetic schematics that this action.
have to be found and are upon the Overseer’s discretion. At
least one person crafting a Cybernetic must have 100 in the Lastly is the Doctor skill when you install the cybernetic onto
Doctor skill. someone. Follow the same rules as the Doctor skill for Implants
with the skill penalty being -100. This will take twelve hours to
Cybernetics are affected by pulse weapons and they are not install. For adding Cybernetics onto animals, you’ll need at least
counted as part of your Carry Weight. If they are hit they’ll shut 100 in Survival skill.
off and may require repairs. The weight of a Cybernetic is equal
to the total weight of its materials. For repairing Cybernetics, you’ll need half the Computer Parts
necessary to craft. You roll Engineer once with the penalty being
After you decide what Cybernetic you want to craft, gather the half the Engineer penalty to craft. This takes 6 hours. For
materials listed. After, the Engineer skill must be rolled dismantling to get materials or learn the schematic the same
following the same rules for Implants. It’ll take forty-eight conditions apply. You can only have one of each Cybernetic.
hours with the skill penalty being -75.
Heart 5000 Materials: Computer Parts 0.5 lbs, Refined Metal 0.5 lbs
Immune to Poison. Increase Max HP by 100. You can only have one.
Lungs 4000 Materials: Computer Parts 1.5 lbs, Refined Metal 1.5 lbs
Immune to Gas. You still need to breathe. If you have two Cybernetic Lungs your Suffocation doubles after perks.
You can have up to two.
Spine 4000 Materials: Computer Parts 0.05 lbs, Refined Metal 0.05 lbs
Double your CW.
Stomach 5000 Materials: Computer Parts 0.1 lbs, Refined Metal 0.1 lbs
You don’t need to eat or drink.
Arm 1000 Materials: Computer Parts 3 lbs, Refined Metal 5 lbs, Scrap Machinery 4 lbs
STR +1, AC +5. If both arms are robotic, bonuses stack. Unarmed Attack depends on race. Can add modification
to switch between a One-Handed Weapon and a Robot Hand. Requires Gunsmith/Blacksmith for four hours to
complete. Replacing the weapon also takes four hours. You can now grab items. For Super Mutants and
Intelligent Deathclaws, the parts required are doubled. You can have up to the amount of arms you have.
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Cybernetic Value Description
Leg 1000 Materials: Computer Parts 9 lbs, Refined Metal 25 lbs, Scrap Machinery 15 lbs
AGI +1. If both legs are robotic, bonuses are doubled. For Super Mutants and Intelligent Deathclaws, the parts
required are doubled. You can have up to the amount of arms you have.
Cybernetic Effect
Heart/ Brain / You’re instantly Comatose for the duration of the pulse. You will die with no chance of revival if these Cybernetics require repairs. If
Spine it doesn’t require repairs you’ll return to the HP from before you went Comatose.
Liver Bonus from Cybernetic Liver isn’t in effect. You’ll feel sick and die in 8 days if the Liver is not repaired. Nothing can revive you.
Lung Bonus from Cybernetic Lung isn’t in effect. If you have one cybernetic lung and one normal lung, you’ll be fine, but if you have two
Cybernetic Lungs, you’ll start to suffocate. Refer to Suffocation under Combat for additional information. If you’re a Mole Miner, if
only one lung was replaced and you’re Pulsed, you’ll still start to suffocate.
Stomach Bonus from Cybernetic Stomach isn’t in effect. You have to eat and drink again.
Eye If you have only one Cybernetic Eye, you lose the bonus. If both eyes are Cybernetic Eyes and you lose them, the bonus doesn't
apply and you cannot see. You also get -150 Hit Chance penalty for all Ranged Weapon Attacks. This will remain until at least one eye
is repaired.
Arm Bonuses from Robot Arm/Hand aren’t in effect. Cannot use Two-Handed Weapons or the weapon attached into the arm. If both
arms are Robot Arms you cannot use any weapons in your hands.
Leg Bonuses from Robot Legs/Foot aren’t in effect. Cannot Run. If both legs are Robot Legs, you become Prone and can only move while
Prone.
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Making Schematics
If you want to share a schematic for an item you know how to craft, you can write it down in a
book, paper, or parchment. It’ll take 10 minutes per rarity starting with Common. When you
have a schematic or are being taught but you don’t know how to craft it, you have to roll the
skill pertaining to the schematic with the penalty depending on the rarity for crafting. You roll
once. If you succeed you can craft what’s in the schematic. If you fail you’ll have to do it again.
Verbal teaching is at the GM’s discretion.
Custom Ideas
Ideas will often come across your mind and you won’t be able to find it in the Core Book. That’s
fine. Talk to your GM and discuss if the ideas are feasible. These ideas can range from wacky
inventions like Extend-O-Legs for someone Small so they can reach the top shelf to a unique
Special Move you thought of. This can also apply to mods or items you feel you’ll be able to
think of without the need of a schematic.
GM’s may require you to make a few INT checks to be able to conceptualize the idea for an
invention, or perhaps you’ll have to dedicate some time training with Melee Weapons with a
few checks for a couple of days to practice this new Special Move you thought of. Communicate
clearly with your GM. If an invention you thought of is approved, apply the standard crafting
process depending on the item. Materials for the item are up to the GM.
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Robot Configuration
The best part about having your own robot, or being a robot, are all the possible upgrades and
parts you can craft. This section covers how to manage Robots and they’re parts. You don’t
know how to make any robots at the start of Character Creation at Level 1. For higher levels talk
to your Overseer. Some Robots are impossible to know how to build depending on their
location. Robot’s will always have a Conductive Quality. Robots need three things in order to
function and be alive: a body, a Memory Core, and a Power Core.
Robots get additional Armor to all their Base and Max HP depending on their size. Refer to the
chart below. Size bonuses for the other Body Types apply except for Max HP as it’s already
included in the table.
Size Description
All Robots are powered by a Fusion Core. It acts as their heart and it can power them for a very
long time. It’s often located in the torso but if the Robot lacks a torso it’s located in the head. It
takes one minute to remove or insert a Fusion Core. When a Robot dies, the Fusion Core is
destroyed.
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Memory Cores can only be removed manually and it may be Legs work differently with robots. Not every robot has legs but
inserted into any robot or a terminal. It’ll take 30 min with an that doesn’t stop them from moving. Leg Parts will take 8 hrs.
Engineer Penalty of -50 to remove or install the Memory Core Weapons cannot be attached to Legs.
of a robot.
Robot Upgrades are customizable upgrades that can make your
Memory Cores can only be removed manually and it may be robot unique. They can vary from increased HP to more AP. You
inserted into any robot or a terminal. It’ll take 30 min with an can have up to eight mods attached. Mods that are repeated
Engineer Penalty of -50 to remove or install the Memory Core count as a separate mod. Only one of each mod can be attached
of a robot. to a Robot. Robot Mods will take 5 hrs per rarity starting with
Common. Unlike other Robot Parts, if you have 75 in Computer
When making copies of Memory Cores, the time depends on Science or Engineer, you’ll know all Common modifications. 100
the Level. For every Level in the Memory Core it takes 1 hr. is for Uncommon, and 125 is for Rare. Weight for Modifications
You’ll have to copy the information into the Terminal and then don’t apply if they’re attached.
copy it again into the new Memory Core. If at any point it stops
you’ll have to start all over again. You don’t have to be tending Armor Plating is the same as a person wearing an Armor Set,
to the Terminal but make sure whatever is powering it stays on. except for Robots. Crafting Armor Plating is the same process as
Crafting Armor with the Blacksmith skill except they can be added
Crafting Robot Parts to any Robot. Weight for Armor Plating doesn’t apply if they’re
Robot Configurations is separated into six categories: Head, attached.
Torso, Arms, Legs, Upgrades, and Armor Plating. Robots do not
have a Groin. The crafting process is the same as Weapons When attaching or detaching Robot Parts it takes 5 min. If you’re
except the time is based on the Robot Part. Refer to Robot a Robot, you can do it yourself but only if you can use items like a
Parts for all parts. The weight of Robot Configurations does not Human. You can learn how to craft these parts by dismantling
apply to the CW. them. Follow the standard dismantling rules using Computer
Science.
The head of a robot acts as the head of a human. Robots can
only have one head. Head Parts will take 4 hrs. Robot Scavenging
If you ever find a damaged Robot in your adventures either from
All robots have a torso. This is where all of their limbs connect defeating them or finding them, you can attempt to scavenge
and where their power source lies. However, these torso their Robot Parts with Computer Science or Engineer. The Robots
upgrades refer to the main body and special abilities. The base have been inoperable for several years or they were killed. This
armor comes from the Armor Plating section. Robots can only doesn’t apply to Robot Companions or Robots that are on and
have one Torso. Torso Parts will take 8 hrs. The Torso does not active. The Overseer decides when this is applicable. Robot Body
provide armor stats. Only one head, one left arm, and one right Parts are upon the Overseer’s discretion. Below is the scavenging
arm, and legs can be attached. chart.
Weapons must be attached in order to be used and only one Large -30 30 min 1d8+4
may be attached to the arm. The description for the arm is
specific for one arm therefore all effects apply to that arm Huge -40 50 min 2d6+8
except for SPECIAL. For Arms, you can use all Combat Skills
Gargantuan -50 1 Hour 2d8+12
except Archery and Throwing.
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Head
Heads W Value Description Skill Penalty
Death Ray
Skill: Energy Weapons S: 5 Dmg: 4d10+40 Dmg Type: P Rng: 250 ft
Qualities: Line
DT -20. Once Death Ray is used, it’ll take one turn to recharge. This counts as a Plasma
Weapon. Cannot be modded.
Sweeper Ray
Skill: Energy Weapons S: 4 Dmg: 2d10+20 Dmg Type: P Rng: 100 ft
DT -10. Anyone adjacent to the target you hit will also be hit by this attack. +15 Flat
Damage against Groups. This counts as a Plasma Weapon. Cannot be modded.
Humanoid Brain 8 1000 Materials: Bio Med Gel 1 lb, Humanoid Brain Robot Parts 7 lbs. Doctor -75
Robot Head DR +50. A Humanoid Brain may be attached for free after completion, it takes one minute. Engineer -75
Requires an Intact Humanoid Brain to function.
Robobrain Head 7 900 Materials: Bio Med Gel 1 lb, Robobrain Parts 6 lbs Doctor -75
DR +30. Apply Humanoid Brain requirement from Humanoid Brain Robot Head. Engineer -75
Sentry Bot Head 3 450 Materials: Sentry Bot Parts 3 lbs Engineer -50
DR +80.
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Torso
Torsos W Value Description Skill Penalty
C-27 Agile Torso 15 1500 Materials: C-27 Parts 15 lbs Engineer -75
Size: Medium
Max HP +50, STR 2, END 6, AC +10, all DT +4.
C-27 Utility Torso 25 2500 Materials: C-27 Parts 25 lbs Engineer -75
Size: Medium
Max HP +50, STR 4, END 8, CW +100, all DT +7.
Hopeville Eyebot 10 400 Materials: Hopeville Eyebot Parts 10 lbs Engineer -50
Size: Small
Combat Skills: Energy Weapons, H1 Melee Weapons, Small Guns, Unarmed. Items with
Flexible (Big Guns) cannot be used.
Perks: Flight, Gotta Go Fast, Mechanical, Slippery.
Max HP +10, STR 4, END 5, AGI 9, AP +2, DR +50. Only Modifications and Armor Plating can be
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attached. For Targeted Attacks, this counts as a Head. Only one weapon can be attached. This
part lets it fly.
Hover Bot 10 600 Materials: Hover Robot Parts 10 lbs Engineer -50
Size: Small
Combat Skills: Big Guns, Energy Weapons, Melee Weapons (Must weigh less than 6 lbs),
Small Guns, Unarmed (Must weigh less than 6 lbs).
Perk: Flight, Mechanical.
STR 5, END 7, AGI 10. Only Modifications and Armor Plating can be attached. Can fly up to 30
ft with a surface underneath. Increase hours to craft by +2. Only one weapon can be
attached. This part lets it fly.
Humanoid Brain 30 3000 Materials: Humanoid Brain Robot Parts 30 lbs Engineer -100
Robot Torso Size: Large
Max HP +100, STR 4, END 10, CW +30, all DT +8.
Mr. Handy / Ms. 10 200 Materials: Mr. Handy / Ms. Nanny Parts 10 lbs Engineer -25
Nanny Assistant Size: Medium
Body STR 2, END 5, DE +20. Heads cannot be attached. The only arms that can be attached are Mr.
Handy / Ms. Nanny and Mr. Gutsy. Up to three can be attached. If you have three you can
Tri-Wield Weapons.
Mr. Handy / Ms. 12 240 Materials: Mr. Handy / Ms. Nanny Parts 12 lbs Engineer -50
Nanny Utility Size: Medium
Body STR 3, END 5, DE +20. Heads cannot be attached. The only arms that can be attached are Mr.
Handy / Ms. Nanny and Mr. Gutsy. Up to three can be attached. If you have three you can
Tri-Wield Weapons.
Mr. Gutsy Torso 12 480 Materials: Mr. Gutsy Parts 12 lbs Engineer -75
Size: Medium
Perks: Keen Sense.
Max HP +10, STR 3, END 7, AP +2, DE +20, and all DT +5. Heads cannot be attached. The only
arms that can be attached are Mr. Handy / Ms. Nanny and Mr. Gutsy. Up to three can be
attached. If you have three you can Tri-Wield Weapons.
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Torsos W Value Description Skill Penalty
Scurry Robot 60 2400 Materials: Scurry Robot Parts 60 lbs Engineer -50
Size: Medium
Combat Skills: Unarmed
Perks: Burrow, Climber, Mechanical.
STR 7, END 5, AGI 10. Has six Legs. Only Modifications and Armor Plating can be attached.
Increase hours to craft by +4. Only one weapon can be attached.
Security Robot 40 800 Materials: Security Robot Parts 40 lbs Engineer -50
Size: Medium
Combat Skills: Energy Weapons, H1 Melee Weapons, Small Guns, Unarmed. Items with
Flexible (Big Guns) cannot be used.
Perks: Mechanical, Slippery, Sure Footed.
STR 5, END 5, AGI 7. Has four Arms. Only Modifications and Armor Plating can be
attached. Increase hours to craft by +2. Four weapons can be attached.
Sentry Bot 40 6000 Materials: Sentry Bot Parts 40 lbs Engineer -125
Enforcer Torso Size: Large
Max HP +100, STR 4, END 10, CW +75, all DT +8. Can have two Launchers attached to the
back.
Sentry Bot Hauler 30 4500 Materials: Sentry Bot Parts 30 lbs Engineer -125
Torso Size: Large
Max HP +75, STR 4, END 10, AP +2, CW +100, SQ +2, all DT +5.
Sentry Bot Tank 50 7500 Materials: Sentry Bot Parts 50 lbs Engineer -125
Torso Size: Large
Max HP +125, STR 6, END 12, CW +50, +5 Flat Damage for Close Skills, all DT +12. Can have
one Launcher attached to the back.
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Torsos W Value Description Skill Penalty
1st Generation 25 5000 Materials: 1st Gen Synth Parts 25 lbs Engineer -25
Synth Body Qualities: Built-In (Robot Hands). Doctor -25
Size: Medium
STR 5, END 5, AGI 7. Only Modifications and Armor Plating can be attached. Can only be
crafted by those who are from the Institute. Targeted Attacks are that of a Human. Double
the hours to craft.
2nd Generation 40 6400 Materials: 2nd Gen Synth Parts 30 lbs, Plastic 10 lbs Engineer -50
Synth Body Qualities: Built-In (Robot Hands). Computer Science -50
Size: Medium Doctor -50
STR 6, END 6, AGI 8. Only Modifications can be attached. Can only be crafted by those
who are from the Institute. They can wear Under Armor, Armor Set, and Enter an Exo Suit
like a Human. Targeted Attacks are that of a Human. Double the hours to craft.
Arms
Arms W Value Description Skill Penalty
C-27 Agile Arm 5 500 Materials: C-27 Parts 5 lbs Engineer -50
Max HP +10, STR +1.
C-27 Enforcer Arm 7 700 Materials: C-27 Parts 7 lbs Engineer -50
STR +3.
C-27 Utility Arm 6 600 Materials: C-27 Parts 6 lbs Engineer -50
STR +2, CW +50.
Humanoid Brain 8 800 Materials: Humanoid Brain Robot Parts 8 lbs Engineer -75
Robot Arm STR +3.
Mr. Handy / Ms. 3 60 Materials: Mr. Handy / Ms. Nanny Parts 3 lbs Engineer -25
Nanny Assistant Perks: Robot Hands.
Arm STR +1. Can only be added Mr. Handy / Ms. Nanny / Mr. Gutsy Torsos.
Mr. Handy / Ms. 4 80 Materials: Mr. Handy / Ms. Nanny Parts 4 lbs Engineer -25
Nanny Utility Arm Perks: Robot Hands.
STR +1, SQ +1. Can only be added Mr. Handy / Ms. Nanny / Mr. Gutsy Torsos.
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Arms W Value Description Skill Penalty
Mr. Gutsy Arm 6 240 Materials: Mr. Gutsy Parts 6 lbs Engineer -50
Perks: Robot Hands.
Max HP +5, STR +1. Can only be added Mr. Handy / Ms. Nanny / Mr. Gutsy Torsos.
Sentry Bot Arm 12 1800 Materials: Sentry Bot Parts 12 lbs Engineer -75
STR +3.
Legs
Legs W Value Description Skill Penalty
C-27 Agile Legs 30 3000 Materials: C-27 Parts 30 lbs Engineer -75
Perks: Leaper
STR +1, AGI 8, AP +2.
C-27 Enforcer Legs 50 5000 Materials: C-27 Parts 50 lbs Engineer -75
Max HP +20, AGI 8.
C-27 Utility Legs 40 4000 Materials: C-27 Parts 40 lbs Engineer -75
AGI 8, CW +100.
Humanoid Brain 50 5000 Materials: Humanoid Brain Robot Parts 50 lbs Engineer -100
Robot Legs Perks: Mechanical
AGI 8.
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Legs W Value Description Skill Penalty
Mr. Handy / Ms. 10 200 Materials: Mr. Handy / Ms. Nanny Parts 10 lbs Engineer -25
Nanny Thruster Perks: Mechanical, Sure Footed
AGI 7, Sneak -25.
Mr. Gutsy 10 400 Materials: Mr. Gutsy Parts 10 lbs Engineer -75
Thruster Perks: Mechanical, Sure Footed
AGI 8, SQ +2, Sneak -50.
Securitron Wheel 20 2000 Materials: Rubber 4 lbs, Securitron Parts 16 lbs Engineer -75
Perks: Gotta Go Fast, Mechanical
AGI 8, SQ +2.
Sentry Bot 60 9000 Materials: Sentry Bot Parts 60 lbs Engineer -100
Enforcer Legs Perks: Combat Ready, Mechanical, Sure Footed
AGI 6, Sneak -75. Increase size to Large. Increase crafting time by +2 hours. You can’t climb
nor go up or down ladders. Immune to Knock Down.
Sentry Bot Hauler 80 12000 Materials: Sentry Bot Parts 80 lbs Engineer -100
Legs Perks: Combat Ready, Mechanical
Max HP +10, STR +1, AGI 7, Sneak -50. Increase size to Large. Increase crafting time by +2
hours. You can’t climb nor go up or down ladders. Immune to Knock Down.
Sentry Bot Tank 70 10500 Materials: Sentry Bot Parts 70 lbs Engineer -100
Legs Perks: Combat Ready, Mechanical
Max HP +20, AGI 7, Sneak -100. Increase size to Large. Increase crafting time by +2 hours.
You can’t climb nor go up or down ladders. Immune to Knock Down.
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Upgrades
Name W Value Description Skill Penalty Rarity
Crafting Module - - Materials: Tool of Choice, Holotape Computer Science -50 Common
Depending on the tool you install, you get +25 to those Skills and one reroll.
This resets after a Break or R&R. Value is double of the Tool of Choice and
Holotape added together. Weight is of the Tool of Choice and Holotape added
together. You can have up to two attached but they cannot be the same tool
and they count as one mod.
Melee / Unarmed - - Materials: Any Melee / Unarmed Weapon Engineer -50 Common
Weapon Attach a Melee / Unarmed Weapon to an Arm. If the weapon uses Energy
Attachment Ammo for charges, it can be connected to the Power Core. Refer to Ranged
Weapon attachment for Energy Weapons for additional information. Min. STR
Requirements apply but H2 is ignored. It’s still considered an H2 weapon.
Value and weight are that of the Melee/Unarmed Weapon. The attached
weapon cannot be dropped or Disarmed. This doesn’t count towards the
Mod Limit.
Ranged Weapon - - Materials: Big Gun, Energy Weapon, Small Gun of Choice Gunsmith -50 Common
Attachment Attach a Ranged Weapon of Choice for the Robot to use to an Arm. Min. STR
Requirements apply but H2 is ignored. It’s still considered an H2 weapon. If
an Energy Weapon is attached, you don’t have to load in the ammo if it’s
powered by EC, MFC, ECP, or PC. You can have it fire from the Power Core and
never have to reload. You can still load in Energy Ammo but you must reload
in order to change it. For Big Guns and Small Guns, all the ammo you have for
that weapon can be accessed in your inventory. Value and weight are that of
the Ranged Weapon. The attached weapon cannot be dropped or Disarmed.
This doesn’t count towards the Mod Limit.
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Name W Value Description Skill Penalty Rarity
More Wires 10 180 Materials: Refined Metal 5 lbs, Scrap Electronics 5 lbs Engineer -75 Uncommon
Increase your Max HP by +30. Only three can be attached.
Advanced 5.5 680 Materials: Computer Parts 5 lbs, Holotape Computer Science -50 Rare
Sensors Get Observation +25 and get one reroll for Observation. This resets after a Break Observation -50
or R&R.
EMP Shield 20 1000 Materials: Lead 10 lbs, Rubber 10 lbs Engineer -100 Rare
Ignore the Conductive Quality.
Lightweight 2 160 Materials: Computer Parts 1 lb, Refined Metal 1 lb Engineer -50 Rare
For Weapons that are attached reduce their Min. STR Requirement by -2.
Night Sight 10 240 Materials: Glass 5 lbs, Scrap Electronics 5 lbs Engineer -50 Rare
Gain Night Vision up to 300 ft.
Robot Hands 5 85 Materials: Refined Metal 2 lbs, Rubber 1 lb, Scrap Electronics 2 lbs Engineer -50 Rare
Attach a mechanical hand to a Robot Arm that allows you to use items like a
Human, but only One-Handed items. If you have this mod on more than on Arm,
you can wield Two-Handed items like a Human. Can use the Throwing skill if you
have this mod on one Arm. You can use the Archery skill if you have this mod on
two Arms.
Smoke Screen 15 1240 Materials: Pharma Supplies 5 lbs, Refined Metal 5 lbs, Scrap Electronics 5 lbs Chemistry -50 Rare
Costs 4 AP. Choose an area within 25 ft and place a smoke screen that’s 10 ft by Engineer -50
10 ft. All attacks going through or inside the smoke take the Heavy Fog
Environmental Penalty. This is a gas. The smoke lasts for 20 seconds upon use.
Can be used up to a max of six times. Regain up to max charges after four
consecutive Breaks.
SPECIAL Boost 0.5 1200 Materials: Robot Mod OS Computer Science -75 Rare
Choose one SPECIAL stat. That SPECIAL stat gets +2. Only three can be attached.
Action Program 0.5 1500 Materials: Robot Mod OS Computer Science -50 Radical
Increase Max AP by +2. Only two can be attached. Engineer -50
Extreme Heat 20 1000 Materials: Refined Metal 20 lbs Blacksmith -100 Radical
Shielding Ignore Intense and Extreme Hot Weather. All Burn applied to you is halved. Engineer -100
Floaties 40 2350 Materials: Plastic 20 lbs, Scrap Electronics 10 lbs, Scrap Machinery 10 lbs Blacksmith -50 Radical
Robots don’t sink anymore and instead can move around in water like a human. Computer Science -50
Engineer -50
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Name W Value Description Skill Penalty Rarity
Pulse Resistance 10 500 Materials: Refined Metal 10 lbs Computer Science -50 Radical
Ignore 50% of the damage you’d take from Pulse related damage. Engineer -50
Tesla Coils 10 5000 Materials: Tesla Coils 10 lbs Computer Science -75 Radical
For Energy Weapons get +3 Damage Dice. It can only be connected to one Engineer -75
Energy Weapon.
Winterized Mod 20 1000 Materials: Refined Metal 20 lbs Engineer -100 Radical
Ignore Intense and Extreme Cold Weather.
Radiation Coils 5 3150 Materials: Nuclear Material 2 lbs, Tesla Coils 3 lbs Computer Science -50 Atomic
Emit 50 Rads instantly to anything around within 15 ft. This costs 4 AP. Engineer -50
Stealth Mod 10 3540 Materials: Stealth Boy Computer Science -50 Atomic
As a free action use the Stealth Boy attached. Value of the Stealth Boy of Engineer -50
Choice is doubled. Weight depends on Stealth Boy as well. Value, weight, and
rarity depends on the Stealth Boy.
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Armor Plating
Armor Plating Value W AC DT DR Description
Custom Armor - - - - - Add any Armor. Price, stats, material, Skill Check, and crafting time is dependent on the
Plate original armor. If it’s Power Armor Plating, you cannot attach it if you have one of the
following Robot Parts attached: Mr. Handy / Ms. Nanny Torso, Mr. Gutsy Torsos, Eyebots,
Hover Bots, Scurry Bots, and Security Robots.
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Armor Plating Value W AC DT DR Description
Mr. Handy / 200 10 15 N: 8 40 Materials: Mr. Handy / Ms. Nanny Parts 10 lbs
Ms. Nanny L: 15 Skill Penalty: Blacksmith -25
Plate F: 15
P: 6
Ex: 6
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Vehicles
Working Vehicles are extremely rare in the Fallout world. They can range from a simple Rowboat
to a Verti-Bird. The Pilot skill revolves around the usage of Vehicles in combat and traveling.
They open the world to players on a much larger scale. Being able to travel great distances
within a matter of hours changes the course of a campaign. Vehicles are not to be given to
players but they are earned through either preying it off a powerful faction or making their own
through sweat, blood, and tears.
It's highly recommended that Overseers talk with their player's about the presence of Vehicles
before the campaign starts. If they put points in the Pilot skill and never get the opportunity to
use it, they'll be disappointed.
If you do plan to use Vehicles, it’s best to introduce them at a small scale at Level 5. Small scale
could be a bicycle, or a Steamboat that travels up and down a river. At Level 8 or above, the
party should have the experience and wealth to have access to a car, motorcycle, etc. to make
travel easier.
Vehicles make anyone a target in the wasteland and they’re easy to spot since most of them are
loud. But aside from being targets, vehicles require heavy maintenance. You’ll need an engine,
fuel, tires, plating, a frame, etc. just to get a working car. Make sure your players know the
responsibilities of owning a vehicle.
Vehicles in Combat function similar to standard combat, but don’t’ be afraid to keep it restricted
to them. Vehicle chases, jumping off ramps in order to crash into a building, crashing into other
vehicles, these are all examples of situations that could prove to be difficult to handle, but be
realistic and reasonable in these situations.
Overseers, we do not cover every vehicle in existence. It’s best to use a vehicle that’s similar to
what you want and modify it slightly. Don’t make it overbearing and add several mechanics. An
example of this would be how vehicles such as aircraft carriers or air ships like the Prydwen can
use the standard Vehicle rules, but due to the size and nature, it’s very difficult and situation to
have it apply exactly. These are structures or environments which can be piloted. These are best
to use outside of combat.
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Driver / Pilot & Vehicle AP One Seating is equal to 200 lbs for the purposes of using Seating
The driver, or pilot, is the one who is operating the vehicle. The as Storage only. For the seating arrangement, refer to
driver gains a new AP Limit which is separate from their own: photographs of the vehicles although most of them are common
the Vehicles. As the driver you can only use the Vehicles AP. sense. If you’re in a Vehicle, anyone that attempts to attack you
The Driver must have at least one hand operating the vehicle. takes ½ Cover Penalties. This is upon the Overseer’s discretion.
Driver’s get a -50 Hit Chance. You can do only one Type of
Attack a turn while Driving. If a character appears to be carrying too much, they might take
up more seating. Players must state where in a vehicle they’re
If the Driver switches places, the AP spent is applied to the new seated. This is upon the Overseer’s discretion. You may share a
Driver. Drivers cannot move the Vehicle the same turn they space with another player if both are in a vehicle. Size refers to
enter and turn on. In the turn order, the driver’s SQ is rolled how long, thick, and tall the Vehicle is. The size reference is
normally. Refer to Vehicle AP Actions for additional Length x Width x Height.
information.
Storage
Vehicle HP Storage is the inventory of the vehicle. Store items in your
All Vehicles have HP. If the Vehicle has an Engine and it’s HP vehicles and make sure you lock it before you head out. You
reaches 0, the Vehicle won’t explode. If it was in motion it’ll cannot exceed the Storage limit.
continue to move in the direction it was going until either it
stops or it runs into something. The Driver can still maneuver Vehicle Damage
the Vehicle but every round after it reaches 0 HP, it’ll go down Vehicle damage refers to how much damage is dealt when you
in speed and it cannot be changed by the Driver. ram someone with the vehicle. For every 10 ft you move towards
the target or targets, the damage increases. The Damage Type is
Example: If you were going Fast Speed, on the next turn the Normal. The Dice Damage depends on the Vehicle Type. Refer to
Vehicle will go Average Speed, and will decrease so on. the Vehicle List for additional information. The max Flat Damage
is equal to the mph (miles per hour) of the Vehicle with 10 being
All Pilot penalties for Vehicles are doubled when at 0 HP. The the minimum. If you’re hit by a Vehicle and it inflicts damage
turn after it goes Slow Speed, it will stop. If after reaching 0 HP, equal to or more than 25% of your Max HP, you are Crippled.
the Vehicle takes half or more of its Max HP during a single turn
it'll explode if it has an engine. The Engine determines the If you ram to or through a sturdy structure, like a concrete wall or
explosion. If the Vehicle lacks an Engine, it’s destroyed and a tree, the Vehicle will take damage equal to the Damage roll. The
whoever was on it falls off. result of the structure’s damage is upon the Overseer’s
discretion. If the structure is still standing, the Vehicle will be
When a Vehicle reaches 0 HP, any mods such as Radios, considered stopped.
Mounts, etc. cannot be used. As long as a Vehicle has 1 HP,
they can be used. Example: A Highwayman deals 1d10+10 damage per 10 ft moved
towards the target. The driver drives the Highwayman up 30 ft
Seating & Size with 3 AP at 40 mph. The Base Damage is 40 due to the mph and
A Seating refers to how many individuals can fit in a vehicle. 1 the dice is 3d10 they moved 30 ft making the damage 3d10+40.
Seating is equal to one Medium. 2 Seating is equal to one Whatever the damage roll is what the target takes.
Large. 4 Seating is equal to one Huge. ½ Seating is equal to one
Small. Gargantuan cannot fit in Vehicles. If you surpass the The damage does not reset. It’ll continue to increase even if you
Seating limit of a vehicle, the Vehicle gets AP -2 for each hit someone until you reach the max. The moment you stop, the
Seating over. damage is reset back to the minimum and you’ll have to start all
over again. If the target is adjacent when you haven’t moved and
If the AP is lowered up to the minimum, no one nor nothing you move towards the target, the damage will be the minimum
else can get on the Vehicle. If you do, the Overseer may restrict which is +10 and the dice depends on the Vehicle Type itself.
its speed or it might not be able to move at all.
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If someone wants to attempt to get out of the way of a Vehicle, Land Vehicles can travel from 1 mph to 80 mph while Air Vehicles
they have to roll AGI. This type of evasion is a Free Action. The can travel from 100 to 400 mph while in the Air. This can change
speed, or mph the Vehicle is moving, determines the penalty depending on the Vehicle and what the Overseer believes a
applied. If you succeed in the AGI check, you get out of its path Vehicle should have such as Tanks and APCs being limited to 60
and take no damage. If you fail you take a direct hit and move mph instead of 80 because of their mass.
with the vehicle at the front.
Overseers are to have players choose mph for traveling in 5s for
Overseer discretion may apply to special circumstances. A simplicity for Land Vehicles and by 50 for Air Vehicles.
Vehicle that hits Power Armor will take half the damage dealt,
unless it's a Verti-Bird or a Tank. For Vehicle against Vehicle Example: If your travel speed is 20 mph when heading to a small
actions refer to Stunts. Below is a chart with the max dice for town that’s 10 miles away, you’ll consume fuel and arrive at your
specific Vehicles. destination faster than you would going 10 mph. Faster doesn’t
always mean better. Pay close attention to your fuel and the
terrain. You won’t be able to move a car through a thick forest or
Max Dice Vehicle
if you try, you’ll be going slower and possibly consuming
20 Air, Land, and Sea Vehicles additional fuel.
10 Vehicles that can only go up Slow and Average Speed. When traveling in these terrains you may have to roll the Pilot
skill to avoid damage to your vehicle. You roll these checks every
5 Vehicles that can only go Slow Speed or 5 mph. five hours of travel through the terrain. You must have traveled at
least for half the time through the terrain for it to apply. If you
don’t reach the five hours you don’t have to roll. These penalties
Falling / Jumping Off A Vehicle can also apply in combat and can stack with Speed penalties.
If you ever jump or fall off a moving Vehicle, the damage
functions the same as Falling except it’s about speed, not Succeeding will result in your Vehicle not taking any of the
height. Apply it for every 10 mph and only if you’re relatively effects. Failing the check causes your Vehicle to get a Failure
close to the ground. effect. Speed penalties will also stack with Travel Terrain
penalties. Refer to the table below. Overseer’s, you can expand
Example: If you fall off a vehicle moving 40 mph. The damage the table and make your own Travel Terrains.
you take is 4d10+40.
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Vehicle AP Actions
This is primarily where the Pilot skill is put into play. The penalties listed only apply when a
Vehicle is in motion. The penalties specify what they apply to. Vehicles are always in motion
unless you force them to stop with the Brake actions. They cannot turn without doing the Turn
Action. If you don’t break, the Vehicle will continue to move in the direction of the previous
round. The Vehicle must move at least 2 AP equivalent in distance of the Speed action every
turn. Just like Movement, you can only choose one Speed action.
If AP was spent for the Vehicle and another Driver takes control, the Vehicles AP isn’t reset.
They’ll continue from the AP that the Vehicle had left.
Action Description
Start / Stop Costs 6 AP to turn on/off vehicles that have an Engine or get in position to move non-Engine vehicles. This can only be done with the
Vehicle Drivers own AP.
Soft Brake Cost 2 AP to stop a vehicle. This action can only be done when moving at Slow Speed.
Hard Brake Cost 4 AP to stop a vehicle. It can only be done when moving at Average and Fast Speed. Once you Hard Break you’ll be forced to move
20 ft towards the direction you’re moving. Cannot do this while in the Air.
Switch Places Switch places with someone in the vehicle for 3 AP. Switching Drivers costs 5 AP. Only the person who asks to switch expends their AP.
This action must be done with the Characters AP rather than the Vehicles.
Turn Cost 2 AP every time you want to turn. This can be 45, 90, or 180.
Average Speed Move 40 ft for 1 AP. Pilot -25. All attack rolls to and from a Vehicle get a -25 Hit Chance. AGI -2 when someone attempts to get out of the
way. This is considered 40 mph in combat. When traveling, the penalty applies from 25 - 50 mph.
Fast Speed Move 80 ft for 1 AP. Pilot -50. All attack rolls to and from a Vehicle get a -50 Hit Chance. AGI -4 when someone attempts to get out of the
way. This is considered 80 mph in combat. When traveling, the penalty applies from 55 - 80 mph.
Air Speed Moves 200 ft for 1 AP. Pilot -50. Only Air Vehicles can take this action. All attack rolls to and from a Vehicle get a -50 Hit Chance. AGI -4
when someone attempts to get out of the way. This is considered 200 mph in combat. When traveling, the penalty applies from 200 -
350 mph.
Fast Air Speed Moves 400 ft for 1 AP. Pilot -75. Only Air Vehicles can take this action. All attack rolls to and from a Vehicle get a -50 Hit Chance. AGI -6
when someone attempts to get out of the way. This is considered 400 mph in combat. When traveling, the penalty applies from 400 -
600 mph.
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Stunts
Stunts are special techniques you can do with Vehicles. You use AP to do these actions and they
usually come with a penalty that applies to Pilot. The Overseer can declare situations like
drifting, jumping a gorge using a ramp, etc. as a Stunt but that’s upon their discretion. Some
Stunts may not be possible if you’re on a very small Vehicle and you're targeting a larger one.
This is upon the Overseer’s discretion. Below are common Stunts you can do.
Drive-By For 3 AP and a penalty of -30, you can have all passengers in the Vehicle ignore the Speed 2d10+10 True.
penalties until your next turn. You can only do this once a round and you have to be moving
at Average Speed to do this.
PIT Maneuver For 4 AP you can roll your Pilot against the Vehicle's AC. You swipe a car from behind and 2d10+10 True.
cause the other Driver to lose 8 AP on their next turn. Must be adjacent to the Vehicle you
wish to do this to. You have to be moving at Average or Fast Speed to do this.
Ram For 4 AP you can roll your Pilot against the Vehicle's AC. Your speed increases the penalty. You miss and the Vehicle is unharmed. You
Apply Vehicle Damage. Must be adjacent to the Vehicle you wish to do this to. You cannot must continue to move in the direction
do this at Slow Speed. your Vehicle is moving.
Wheelie For 4 AP and a penalty of -50, everyone in the Vehicle you’re driving gets CC +10 till the 10d10+50 True to the Vehicle and those
beginning of your next turn. Only Lightweight and Civilian Vehicles can do this action. You inside. The Vehicle flips over.
have to be moving at Fast Speed to do this.
Aileron Roll For 5 AP and a penalty of -75, you get CC +10 until your next turn. Only Air Vehicles can do 1d20+10 True.
this action.
Barrel Roll For 5 AP and a penalty of -75, double AC of the Vehicle you're piloting. This action can be 1d20+10 True.
done only once a round and outside your turn only if an attack hits. Only Air Vehicles can do
this action.
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Vehicles List
The Vehicle List consists of the base stats for vehicles. Vehicles are not considered items except
for value. The value of all Vehicles includes every part used to make it. For every Seating +200
Storage is also included. Vehicles are divided into the following categories: Lightweight, Civilian,
Sea, Heavy, Military, APC, Air Military, and Tank. Each category has base stats and the specific
vehicle has slight modifications to them. For Vehicle Size, it’s referred to as Length (L), Width
(W), and Height (H).
Lightweight Civilian, Sea Heavy, Light Air APC, Military Heavy Air, Tank
Lightweight
Lightweight Vehicles are far smaller than the Civilian Vehicle and range from a Motorcycle to a
Rowboat. These vehicles don’t necessarily have an Engine and while in them you get no cover.
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Civilian & Sea
Civilian and Sea Vehicles range from small cars to Speed boats. These are Vehicles commonly
found in towns and coastal cities.
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Heavy
Heavy Vehicles are commonly used to transport large amounts of people or to haul large
quantities of items.
Military
Military Vehicles are vehicles used by the police force or military ground units for quick land
transport.
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Tanks
The Tank is a devastating weapon that can destroy structures in an instant. If the party manages
to get a working tank, you’ve given them not only a weapon of mass destruction, but the
greatest nuisance to maintain and operate. There are five positions in operating a tank. Exiting
and Entering the tank costs 5 AP. The weapons attached do not count towards the Storage but
ammo does. While in a Tank you get Full Cover. Tanks have four holes where they can shoot, the
top entrance, one hole at each side, and one at the front. They can have only one Heavy Cannon
attached. They can only have up to two Swivel Mounts attached.
Position Description
Cannoneer Fires the tank’s main cannon with Big Guns +50. Firing the main cannon costs 6 AP. Changing this weapon
requires only one person, four hours, and a Vehicle Repair Station. For each person helping, reduce the
time by 1 hour up to 2. The cannon cannot shoot in the same space it’s in nor straight up.
Commander Assist in navigating the tank and can open the top hatch and fire the Machine Gun/Minigun on a swivel
mount. When scouting, get a PER +2 and Observation +25. While at the swivel mount you get Half Cover
instead of Full Cover.
Gunner While within the Tank you can attack using your own weapons. You can have up to two Gunners.
Loader Loads ammo into the main cannon of the tank. Reloading the main cannon is 4 AP. Some tank loaders also
operate the tank’s radio and communications system.
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Light & Heavy Air
Air Vehicles are vehicles that can fly like planes and helicopters. There are two types, Light and
Heavy. Finding a working Air Vehicle is harder than any other Vehicle; learning how to fly one is
just as difficult. While in an Air Vehicle you get Three-Fourths Cover. Air Vehicles function the
same as Land Vehicles except they can go up and down and they have unique weapon
categories. The categories are Turrets, Cannons, and Explosives. If the Air Vehicle doesn’t state a
category, it doesn’t get one.
Air Vehicles that have two pilots have control restrictions. The individuals go on the same turn
but only one pilot can move the plane, while the other uses its weapons. They can swap who
uses what every round. If the Engine is ever out, the plane will start to fall immediately. Pilots
piloting the same Vehicle will go on the same SQ. When both Pilots roll for SQ, they decide
which one to use. They cannot change the SQ until the end of combat. The Pilot skill is used for
all weapon categories in the Air Vehicle. Weapons and Explosives in the Vehicle are not included
in the price. The weapons attached do not count towards the Storage limit. While in an Air
Vehicle, you get Full Cover.
Turrets have a mag size which depends on the Vehicle and you
must land in order to reload it. Mag Size applies to each Turret.
Nuclear Engines can infinitely power Energy Weapons attached
as long as they’re active. The Base Range of the weapon is
doubled but SR and Scopes cannot be applied. Set-Up Burst
Penalties are applied. Ammo counts towards your Storage.
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Light Air Value HP AC AP Seating Desc.
142
If you wish to dismantle a Vehicles Frame it’ll take half the time
Vehicle Frame Crafting but no rolls are necessary. For every person that helps up to
Vehicle Frame Crafting is being able to craft your own custom three max you’ll reduce the time by a quarter.
Vehicle or blueprint you know about. Crafting a Vehicle takes a
long time so be sure to do it when you have a lot of downtime. You need a Vehicle Station in order to craft the Vehicle Frame and
This doesn’t apply to engines, tires, etc. This is for the general all Vehicle Mods. After the Frame is complete refer to Engines.
body or frame of the Vehicle. For Air Vehicles, the value increases by 5000. For every 5 ft in L,
increase the Storage by 50 lbs. For Materials for the categories
In order to make a Vehicle, you’ll have to find a blueprint of the refer to the table below.
Vehicle itself. There are two types of vehicle blueprints you can
find, a specific Vehicle Blueprint, or a Custom Blueprint. A
Type Materials
specific Vehicle Blueprint refers to Vehicles listed in the Vehicle
List.
Lightweight, Sea Scrap Metal: Every 5 ft for L add 250 lbs
Rubber: Every 5 ft for W add 25 lbs
The base stats cannot be changed when crafted. A Custom Cloth: Every 5 ft for W add 10 lbs
Blueprint uses the Custom base Vehicle Stats and they can be Scrap Machinery: Every 5 ft for H add 25 lbs
customized to your liking. Depending on the Vehicle Type the Scrap Electronics: AP
Vehicle is under it will dictate its’ material cost, crafting time,
and penalty. The base stats for that Vehicle type is used. Civilian, Heavy, Scrap Metal: Every 5 ft for L add 500 lbs
Light Air Rubber: Every 5 ft for W add 50 lbs
Cloth: Every 5 ft for W add 20 lbs
For time, it refers to your crafting and it applies to eighths. You Scrap Machinery: Every 5 ft for H add 50 lbs
roll eight times throughout the crafting process with Engineer. Scrap Electronics: AP
The penalty and time is specified in the table below. Apply
standard crafting process rules. Military, Heavy Scrap Metal: Every 5 ft for L add 1000 lbs
Air Rubber: Every 5 ft for W add 100 lbs
Each type of Vehicle needs a specific amount of materials. The Cloth: Every 5 ft for W add 40 lbs
value for Vehicles is double of the value for all the materials Scrap Machinery: Every 5 ft for H add 100 lbs
Scrap Electronics: AP x 2
rounded to the nearest 1000.
APC Scrap Metal: Every 5 ft for L add 5000 lbs
Type Time Penalty Rubber: Every 5 ft for W add 500 lbs
Cloth: Every 5 ft for W add 200 lbs
Lightweight, Sea 100 -50 Scrap Machinery: Every 5 ft for H add 500 lbs
Scrap Electronics: AP x 5
Civilian 200 -50
Tank Scrap Metal: Every 5 ft for L add 10000 lbs
Heavy, Military 300 -75 Rubber: Every 5 ft for W add 1000 lbs
Cloth: Every 5 ft for W add 400 lbs
APC, Light Air 400 -75 Scrap Machinery: Every 5 ft for H add 1000 lbs
Scrap Electronics: AP x 10
Heavy Air, Tank 500 -100
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Custom Vehicle Suggestions
Below are suggestions on how to customize your Vehicle’s stats. Note that these customizations
must be decided before the Vehicle is complete and must be approved by the Overseer. For
every 5 ft in L, increase the Storage by +50 lbs. Below are suggestions for custom Vehicles.
Lightweight Civilian, Sea Heavy, Light Air APC, Military Heavy Air, Tank
L: 5 - 10 ft L: 5 - 20 ft L: 20 - 30 ft L: 5 - 20 ft L: 20 - 50 ft
W: 5 - 10 ft W: 5 - 10 ft W: 10 - 20 ft W: 5 - 10 ft W: 10 - 50 ft
H: 2.5 - 5 ft H: 5 ft H: 10 - 15 ft H: 5 ft H: 10 - 20 ft
AC: 25 AC: 20 AC: 30 AC: 40 AC: 50
AP: 15 AP: 15 AP: 10 AP: 15 AP: 10
N Ex: 10 N Ex: 25 N Ex: 40 N Ex: 55 N Ex: 70
L F P: 5 L F P: 15 L F P: 25 L F P: 35 L F P: 45
Max HP: 50 - 100 Max HP: 100 - 200 Max HP: 200 - 500 Max HP: 300 - 1000 Max HP: 500 - 2000
Seating: 1 - 4 Seating: 4 - 8 Seating: 1 - 20 Seating: 4 - 6 Seating: 1 - 20
Damage: 1d8 Damage: 1d8 Damage: 1d12 Damage: 1d10 Damage: 1d20
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Vehicle Modifications
This section covers the various modifications that can be added to vehicles. Each modification
has a specified crafting time according to its type. If a quantity is not stated for a material, it’s
considered to be one as the requirement. All modifications must be found through the
wasteland. Possible locations are Vehicle Shops, Monster Truck Derby Ruins, and Military
Vehicle Stations. All crafting checks are done in quarters and the time is specific to the Vehicle
mod. Vehicle Mods are not considered items except for value.
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Engines
Without an Engine, the Vehicle is just a large body of scrap. Engines will take one hundred and
fifty hours to complete for each skill required. 3 lbs of Lubricant are required after an Engine is
finished crafting. This doesn’t apply to the weight. Without this, the Engine won’t turn on even
if the power source is inserted. Lubricant must be replaced every two months or the Engine
won’t turn on. It’ll take 15 minutes to apply Lubricant. You cannot store more than the amount
stated. Only one Engine can be applied to a Vehicle. It takes two hours to remove or install
Engines.
2 Gallon Engine 20 380 Materials: Plastic 3 lbs, Refined Metal 10 lbs, Scrap Electronics 2 lbs, Scrap Machinery 5 lbs Blacksmith -50
Each gallon lasts for 15 mi. Requires Biofuel/Gasoline to operate. Can store up to 2 Gallons of Engineer -50
Biofuel/Gasoline. Upon explosion, apply the same stats and conditions of a Tin Grenade.
12 Gallon Engine 210 3750 Materials: Plastic 10 lbs, Refined Metal 150 lbs, Scrap Electronics 25 lbs, Scrap Machinery 25 lbs Blacksmith -50
Each gallon lasts for 15 mi. Requires Biofuel/Gasoline to operate. Can store up to 12 Gallons of Engineer -50
Biofuel/Gasoline. Upon explosion, apply the same stats and conditions of a Frag Grenade.
24 Gallon Engine 320 5500 Materials: Plastic 20 lbs, Refined Metal 200 lbs, Scrap Electronics 50 lbs, Scrap Machinery 50 lbs Blacksmith -75
Each gallon lasts for 15 mi. Requires Biofuel/Gasoline to operate. Can store up to 24 Gallons of Engineer -75
Biofuel/Gasoline. Upon explosion, apply the same stats and conditions of a Frag Grenade except
double the damage after rolling.
Fusion Engine 220 4200 Materials: Plastic 10 lbs, Refined Metal 175 lbs, Scrap Electronics 10 lbs, Scrap Machinery 25 lbs Blacksmith -75
Requires a Fusion Core to operate. A Fusion Core at 100% will last for five decades but it can be Engineer -75
replaced. This vehicle is silent if you move at Slow Speed. Upon explosion, apply the same stats
and conditions of a Plasma Grenade.
Hydrogen 200 3000 Materials: Plastic 8 lbs, Refined Metal 100 lbs, Scrap Electronics 50 lbs, Scrap Machinery 42 lbs Blacksmith -75
Engine 8 lbs of Purified Water lasts for 10 mi. You can have up to 80 lbs stored. Upon explosion, apply Chemistry -75
the same stats and conditions of an MFC Grenade. Engineer -75
MFC Engine 35 640 Materials: Plastic 5 lbs, Refined Metal 20 lbs, Scrap Electronics 10 lbs Computer Science -75
Requires an MFC to operate. A fully charged MFC will last for 60 miles but it can be replaced. Engineer -75
Upon explosion, apply the same stats and conditions of an MFC Grenade. Cannot do Fast Speed.
MFC Engine MK 50 860 Materials: Plastic 5 lbs, Refined Metal 30 lbs, Scrap Electronics 15 lbs Computer Science -75
II Requires an MFC to operate. A fully charged MFC will last for 150 miles but it can be replaced. Engineer -75
Upon explosion, apply the same stats and conditions of an MFC Grenade except double the
damage after rolling.
MFC Engine MK 70 1280 Materials: Plastic 10 lbs, Refined Metal 40 lbs, Scrap Electronics 20 lbs Computer Science -75
III Requires an MFC to operate. A fully charged MFC will last for 300 miles but it can be replaced. Engineer -75
Upon explosion, apply the same stats and conditions of an MFC Grenade except triple the
damage after rolling.
Nuclear Engine 370 6700 Materials: Plastic 25 lbs, Refined Metal 250 lbs, Scrap Electronics 45 lbs, Scrap Machinery 50 lbs Chemistry - 75
Requires Nuclear Material to operate. 1 lb of Nuclear Material can last up to a decade. The Engineer -75
Engine can have up to 10 lbs stored. It makes a lot of noise. Upon explosion, apply the same
stats and conditions of a Plasma Grenade except triple the damage after rolling.
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Miscellaneous
Any vehicles can benefit from these unless specified. These modifications cannot be categorized
under any other section and serve mostly for utility and roleplaying purposes. Miscellaneous
modifications will take four hours to complete for each skill required. Only one of each mod can
be applied to a Vehicle. It takes an hour to install or remove any of these mods.
Fire Suppression 30 640 Materials: Refined Metal 10 lbs, Rubber 10 lbs, Scrap Electronics 10 lbs Engineer -100
System If your vehicle is ever on fire, the Driver, as a free action, may extinguish any fires on the
Vehicle. This can be done once a round.
Heavy Cannon 100 1500 Materials: Refined Metal 50 lbs, Scrap Machinery 50 lbs Engineer -75
Mount Can only be added onto Vehicles that have four or more tires. This consumes 100 lbs of Storage Gunsmith -75
and any weapon attached to it as well. Only Big Guns can be mounted and it can only be
operated by one person. You can also mount Energy Weapons that have Flexible (Big Guns).
Weapons attached are stationary and can be attached or removed for 6 AP. Tripod effects are
applied. This will take 15 hours to complete per skill.
Motorcycle 40 1000 Materials: Cloth 5 lbs, Refined Metal 25 lbs, Rubber 10 lbs Blacksmith -50
Sidecar Add a sidecar to a motorcycle to add one Seating. This takes ten hours to complete for each Engineer -50
skill. A motorcycle is limited to one side car.
Radio 11 230 Materials: Handheld Radio, Scrap Electronics 5 lbs, Scrap Metal 5 lbs Engineer -50
Play music while on the road and pick up radio broadcasts and transmissions. You can also
communicate with others who have radios.
Swivel Mount 10 150 Materials: Refined Metal 5 lbs, Scrap Machinery 5 lbs Engineer -75
Qualities: Artisan (Engineer, Gunsmith)
A mount that can be placed on all Vehicles except Lightweight, Air, Air Military, and Tanks.
Weapons attached are considered to be in the Set-Up. Only Big Guns, Small Guns, and Energy
Weapons can be attached to these mounts. The max amount of Swivel Mounts that can be
attached to a Vehicle is equal to the Seating / 2. 4 AP to attach or detach the weapon. Can be
applied to Trailers.
Gyro Swivel 15 250 Materials: Gun Parts 5 lbs, Refined Metal 5 lbs, Scrap Machinery 5 lbs Engineer -75
Mount Functions the same as the Swivel Mount except it can only be attached to Military Vehicles and
the Speed Penalty is ignored. Both Gyro Swivel Mount and Swivel Mount share the same limit.
Can be applied to Trailers.
Water Motor - - Materials: Engine of Choice, Plastic 10 lbs, Scrap Machinery 5 lbs Engineer -75
This can only be applied to Engines. A necessary part for boats to move around much faster in
the water. When attached to a boat it can travel the same speed as a Land Vehicle. Value is
increased by +450 to the Engine of Choice. Explosion and conditions of engines are still applied.
This mod can be removed and attached to other engines. This mod has a mechanical handle
that can be used manually or can be connected to the Sea Vehicle itself to be piloted with the
controls.
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148
Misc. Mods. W Value Description Skill Penalty
Station Install 30 640 The materials depend on the Station. You can install a Station that isn’t a generator. If a Station Engineer -100
is attached, it’ll remove two Seating. The Station can only be used for crafting when the vehicle
isn’t in motion except for Terminals. Campfires cannot be attached. This can be attached on
Trailers. Where the Station is on the Vehicle is upon the Overseer’s discretion. Cannot be
attached to Light Air Vehicles.
Tires
Tires Modifications will take four hours to complete for each skill required. This applies to all
Tires on a Vehicle. Only one Tire Mod can be attached per Vehicle.
Trailers
All Vehicles except Sea, Air, and Air Military can have a trailer attached to them. Trailers are an
addition to a Vehicle and it has its own stats, but it must be hauled by a Vehicle or a Creature.
Trailer will take twenty four hours to complete for each skill required. Trailers can also be pulled
by Creatures instead using AP depending on the amount of creatures hauling. Each animal
pulling the trailer, add 5 AP to the total up to 20. For every Creatures hauling the trailer, your
travel time increases by half of your normal time. This can go up to a max of four.
Example: If you travel 20 mph in a day on foot, you can instead travel 40 miles instead of 20 if
you’re traveling in a Trailer being hauled by two Creatures.
Drivers can use H2 Weapons but the trailers, if pulled by Creatures, can only do the Walk and
Run Action. Driving penalties don’t apply. If more than half the Creatures have a perk that
increases their movement, the increase applies to all the Creatures. But if less than half have it,
it doesn’t apply. You use Survival instead of Pilot. The Damage is 1d4 but each animal will
increase the damage by one dice (1d4 to 2d4). You’ll need at least 10 ft of rope per animal. If
half the Creatures are Knocked Down, Stunned, Unconscious, or dead, the trailer will not move.
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For each Creature hauling a Trailer under any of the stated Status Effects, the vehicles AP will be
lowered by -1. If a Trailer is reduced to 0 HP, it’ll detach itself from the Vehicle and anyone on it
will also fall off. Moving from the Trailer to the Vehicle and vice versa is 4 AP. Plating
Modifications can be added to Trailers. It takes a minute to detach or attach a trailer to a Vehicle
or another trailer. AP reduction on a Trailer only applies if hauled by a Vehicle.
Creatures can also haul Vehicles and they function as trailers when they’re not on for this
purpose. Which and how is specified in what stats the trailer uses. If a Vehicle type isn’t
stated, it’s upon the Overseer’s discretion.
Civilian 2200 150 35 8 Materials: Rubber 40 lbs, Scrap Metal/Wood 300 lbs Engineer -75
Trailer Size: 15 ft, 10 ft, 10 ft
AP -5. Apply Civilian Vehicle Stats. Only Large and above Creatures can haul this.
Heavy Trailer 5200 250 50 12 Materials: Rubber 100 lbs, Scrap Metal/Wood 600 lbs Engineer -75
Size: 30 ft, 10 ft, 15 ft
AP -8. Apply Heavy Vehicle Stats. Only two Large or one Huge and above Creatures
can haul this.
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Turning Into A Mutant
Although rare, it’s possible for Humans and Ghouls to gain mutations. They can be gained
through overexposure of radiation, being injected or dumped into a vat of FEV, or experimented
on. However, only Humans have the potential to become a Super Mutant. Which type of Super
Mutant is upon the Overseer’s discretion. The Overseer will roll a 1d100 in secret and the result
is determined by the table. For a Mole Miner to turn into a Super Mutant it’s upon the
Overseer’s discretion.
The Overseer is to tell the player directly what they got in secret. The player is allowed to use
their Vault Points to reroll but players are free to keep it as a surprise for fun. No other perks or
abilities can be used to reroll. A Vault Point can also be spent if you roll from 91 - 100 to turn it
into a 1 - 10 result.
1 - 10 Nothing happens, you’re immune to FEV, and you can’t get any more mutations. Forever.
91 - 100 Death (The character instantly dies and nothing can revive them. This includes perks and Vault Points).
Mutations will take a few days before they can be used by the Player. If they already have
Mutations, it’s possible to get another one but they may become horribly disfigured and if they
get the same mutation, refer to results for 1 - 10. The body can’t handle too many mutations.
The limit is equal to half your END. Going above this limit will result in the character’s death
with no revival and all perks and abilities are ignored from all sources.
The transformation for becoming a Super Mutant will take a few days and during that time
they’ll be prone to losing some memories, grow larger, lose their hair, and their skin will change
color depending on the type of Super Mutant. They get STR and END +2, Max STR and END will
increase by +2, they become immune to Radiation, they’ll be Large, gain Intimidation +30, and
Max HP +20.
You will retain all previous levels, skills, perks, etc. unless they're race and stat specific. This
includes previous mutations. If you’re already a Super Mutant for rolls 59 - 90 refer to results 1 -
10.
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Turning Into A Ghoul
A rare occurrence is a Human becoming a Ghoul due to overexposure to Radiation. If you
succeed on all of their Reaper Checks, over the next 24 hours you will undergo the
Ghoulification process. Your skin will slowly fall off as well as their hair. The remaining skin will
crinkle and weather, and your voice will become raspy and hoarse. You gain RR +80 and their
minimum Radiation count is 100; you no longer suffer the negative effects of Radiation until you
reach 999 Rads. You still retain their Human abilities such as Background Perks and stats. Lastly,
you also get Max LCK +1 and LCK +1.
Companions
Companions are NPCs that players recruit to travel with them When a Companion is traveling with you and you Level-Up,
on their journey. Companions have their own personalities, they’ll also Level-Up as long as they’re participating in the current
goals, etc. The Overseer controls the companion. The player activity. Overseer’s decide what perks and skills Companions get
can suggest actions to the Companion but they’ll always act on but players can give their preference or advice. Overseer’s can
their own volition. ban perks similar to the ones the Companion already has. Below
are Companion restrictions to keep in mind.
Players can recruit companions through numerous ways. They
can complete a quest for someone, such as retrieving a family ● Companions cannot get VP, Companions, Background
heirloom from a group of raiders, and are rewarded with an old Perks, and Milestone Perks.
Protectron to take on their travels. They can also try to make ● Companions cannot roll for Looting but they can assist.
their own Robot Companion. ● Companions can get SPECIAL Perk from the DGB upon a
Level Up. For Creature and Robot Companions it’s every
There are two types of Companions: Bestiary and Custom. second level. Any Bestiary Perks a Companion started
Bestiary Companions are allies that have their Character Sheet with they keep, but they can no longer get any more.
based on a Bestiary Entry. Custom is using the standard ● Companions can Tag up to four skills but they can only
Character Creation Process with a few modifications. The be the ones listed in the Bestiary entry. If less than four
difference between the two is that Bestiary Companions will skills are listed, then they are limited to the amount of
have Bestiary Perks while Custom Companions are more skills listed. The bonus from Tag is included in the Base
flexible and can have Traits. Skill. All other skills will be at Base 25. If the Companion
is a Robot you are making from scratch, refer to Robot
For Bestiary Companions, Defcon Tier determines their base Configuration for the Tagged Skills.
stats and perks upon recruitment. If their symbol is (<) then ● Companions do not get the benefit from having a high
they’ll have the lowest level in that Defcon Tier. If their symbol skill such as getting bonuses with Unarmed 125, but
is (- or >) then they’ll have the middle level in that Defcon Tier. they can get Spec Perks. They can only get one Spec Perk
For Defcon Tier 2 they’ll be Level 16. For Defcon Tier 1 they’ll at 100. They cannot get the second at 150. You can only
be Level 20. Refer to the Bestiary for options. pick this when they Level Up.
● Creature Companions can only increase the skills listed
The only way to get a Companion during Character Creation is in their Bestiary Entry, Charm, Intimidation, Insight, and
by talking to your Overseer and getting their approval. There Survival. They can only Tag up to three Skills.
are two ways Companions can Level-Up. Training or traveling. ● Creatures will get DT -3 for their Unarmed Attacks the
When Training, for each level you have to pay 1000 caps and same level they would get a perk.
it’ll take four hours. Standard Character HP Level Up, SP, and ● For Robot languages they’ll know one language you
Perks are chosen by the person doing the training. The value know and the binary of that language. All other
and time can never be lowered. You can only train your languages must be taught or programmed.
Companion up to your Level. The other method is through ● If you build a Robot from scratch, you’ll create the
traveling. This method is at the Overseer’s discretion. character out like Character Creation with the
Companion limitations. Robot Companions can only
Level-Up from training them.
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Archetypes
Archetypes are base characters with a specific build in mind for everyone to have a conceptual
understanding of building characters. These are merely suggestions to assist with character
creation and take into account level advancement perks up to Level 5 and without the Intensive
Training perk.
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Party Composition
A party that stands together lives together. In the world of Fallout, you’ll face many enemies
that you‘ll either blast your way through or negotiate and come to terms with. This all depends
on how the party is set up and how they’ll compensate each other. The standard party will
consist of four players with the following focuses: Small Guns Soldier, Energy Weapons Doctor,
Melee Weapons Tank, and Charisma Support.
Each build is self-explanatory in its role but can splinter off into its own builds. The Small Guns
Soldier can either become a Sniper with rifles or a mercenary type with an Assault Rifle. They
might even go Big Guns instead. The Charisma Support can be the talker that also gives bonuses
while their allies are near them. Or they can take a more aggressive approach and become a
Dual Wielder.
Even if two players decide to do the same build such as Melee Weapons Tank, they may take
different approaches. One may go Charisma focus to support his Melee Weapon friend with
bonuses while the other is all about negating as much damage as possible to survive. Work with
your friends and always have fun.
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Glossary
Action Point (AP): Represents how many actions you may take during Crafting: A fundamental mechanic that lets players be able to create
combat. Dweller's Guide (DGB) Pg.18 and invent devices and gear to survive the wasteland. Dweller's Guide
Agility (AGI): Measures a character’s nimbleness, reflexes, and (DGB) Pg.109
balance. Dweller's Guide (DGB) Pg. 17 Crafting Skills: Crafting Skills are Support Skills that focus on crafting
Armor Class (AC): Represents an individual's likeliness to avoid an items. Dweller's Guide (DGB) Pg.41
attack. This is always subtracted from the Hit Chance during combat. Cybernetics: Mechanical body parts that provide various effects.
Dweller's Guide (DGB) Pg.18 Dweller's Guide (DGB) Pg.124
Armored Personal Carry (APC): APCs function as a troop transport, d: An abbreviation of a dice roll. Dweller's Guide (DGB) Pg.11
medical evacuation, and equipment transport. It has enough Damage Resistance (DR): The total durability of your armor. This
firepower to send your enemies running. Dweller's Guide (DGB) includes your Armor Set, Under Armor, and Natural Armor. Dweller's
Pg.149 Guide (DGB) Pg.89
Attack Roll: The roll you make when attacking an opponent. Dweller's Damage Roll: The damage of your weapon once rolled and added
Guide (DGB) Pg.88 from bonuses. Dweller's Guide (DGB) Pg.89
Background Perks: Racial specific perks that are available only to Damage Threshold (DT): The impact of an attack on your armor. Any
Player Characters that are picked at character creation and are DTs you have are added together for the same Damages only.
permanent. Dweller's Guide (DGB) Pg.21 Dweller's Guide (DGB) Pg.89
Background Skill Points: Skill Points given to players upon character Engines: Without an Engine, a Vehicle is just a large body of scrap.
creation with the max being 40 skill points to distribute. Dweller's Dweller's Guide (DGB) Pg.155
Guide (DGB) Pg.37 Heavy Vehicles: Vehicles commonly used to transport large amounts
Body Type: The physiology of an individual which is humanoid, of people or to haul large quantities of items. Dweller's Guide (DGB)
creature, or robot. This will vary depending on context. Dweller's Pg.148
Guide (DGB) Pg.21 Implants: Permanent body enhancements installed in your brain.
Break: Equivalent to 30 minutes of rest, that could include small Dweller's Guide (DGB) Pg.123
activities such as shopping, reading, etc. You get HP equal to your Light & Heavy Air Vehicles: Air Vehicles function the same as Land
END + (Level/2). Dweller's Guide (DGB) P1 Pg.77 Vehicles except they can go up and down and they have unique
Carry Weight (CW): How much you can carry in regards to items. weapon categories. Dweller's Guide (DGB) Pg.150
Dweller's Guide (DGB) Pg.18 Lightweight Vehicles: Vehicles that are far smaller than the Civilian
Charisma (CHA): Measures a character's personality, attractiveness, Vehicle and range from a Motorcycle to a Rowboat. Dweller's Guide
and overall people skills. Dweller's Guide (DGB) Pg.17 (DGB) Pg.146
Checks/Penalty Checks: The test of skill or stat a player has to make Luck (LCK): Measures a character’s favor of the universe. Dweller's
against another character and/or with a penalty. Dweller's Guide Guide (DGB) Pg.17
(DGB) Pg.11 Material Conversion: This can expand your crafting potential by
Chems: Chemical drugs that give buffs and debuffs upon use. putting materials together and making new ones. Dweller's Guide
Dweller's Guide (DGB) Pg.77 (DGB) Pg.122
Civilian & Sea Vehicles: Vehicles commonly found in towns and Memory Core: The heart and personality of a Robot. Dweller's Guide
coastal cities. Dweller's Guide (DGB) Pg.147 (DGB) Pg.127
Close Skills: Combat Skills primarily used in close quarters combat. Military Vehicles: Vehicles used by the police force or military ground
Dweller's Guide (DGB) Pg.39 units for quick land transport. Dweller's Guide (DGB) Pg.148
Combat Skills: Your general skills for combat. Dweller's Guide (DGB) Mutations: Rare and unique traits that alter a character’s physiology
Pg.39 and stem from FEV experimentation or a FEV influenced birth.
Condition: A measure of an item’s durability. Dweller's Guide (DGB) Dweller's Guide (DGB) Pg.32
Pg.82 Perception (PER): Measures the characters five basic senses. Sight,
Cover: Provides extra AC against Ranged Weapons. Dweller's Guide smell, hearing, taste, and touch. Dweller's Guide (DGB) Pg.17
(DGB) Pg.105
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Perks: A special ability that may be gained during a level up. Dweller's Status Effects: Unique effects that last for a specified duration or are
Guide (DGB) Pg.52 temporary. Dweller's Guide (DGB) Pg.107
Personality (PL): The range of certain perks and abilities that usually Storage: The inventory of the vehicle. Dweller's Guide (DGB) Pg.142
deal with buffing allies, debuffing foes, sensing danger, etc. Dweller's Strength (STR): Measures a character’s raw physical power and
Guide (DGB) Pg.19 muscle mass. Dweller's Guide (DGB) Pg.17
Plating & Chassis: Mods that help Vehicles in their overall defenses. Stunts: Special techniques you can do with Vehicles. Dweller's Guide
Dweller's Guide (DGB) Pg.154 (DGB) Pg.145
Power Core: The other heart of a Robot. Without this, the Robot Suffocation: The state when you lose air and may either go
cannot turn on. Dweller's Guide (DGB) Pg.127 unconscious or die outright. Dweller's Guide (DGB) Pg.108
R&R (Rest & Relaxation): Equivalent to 8 hours of general rest such Support Skills: Your general skills that are usually used outside of
as sleeping and resting to fully heal hit points. You must have at least combat. Dweller's Guide (DGB) Pg.41
1 HP and you may only do R&R once every twelve hours and you System Shock (SS): The amount of Chem or Drink effects that an
cannot do a Break or R&R if you’re taking damage continuously such individual can have before passing out or dying outright. This also
as Bleed or Burn. Dweller's Guide (DGB) Pg.77 includes Addiction effects. END/2. Dweller's Guide (DGB) Pg.20
Radiation Resistance (RR): The radiation you ignore when taking Tanks: Devastating weapons that can destroy structures in an instant.
radiation. Dweller's Guide (DGB) Pg.19 Dweller's Guide (DGB) Pg.149
Ranged Skills: Combat Skills primarily used in long distance combat. Trailers: An addition to a Vehicle and it has its own stats, but it must
Dweller's Guide (DGB) Pg.39 be hauled by a Vehicle or a Creature. Dweller's Guide (DGB) Pg.157
Reaper Check: Applied once you reach 0 HP. Roll 1d100, surpass or Traits: Applied during character creation that provide a pro and a con.
equal 50 or fail a save. After three failures, you die. Succeed three Dweller's Guide (DGB) Pg.29
times you’re unconscious and at 1 HP. On a 100 you’re back up with 1 Types of Attacks: Single Attack, Targeted Attack, and Burst Attack.
HP. Dweller's Guide (DGB) Pg.103 Dweller's Guide (DGB) Pg.91
Reroll: Reroll your dice for an attack or a skill. It can never be done Utility Skills: Utility Skills are Support Skills that cannot be included
for damage. Dweller's Guide (DGB) Pg.14 within Crafting and Social Skills because of their flexibility. Dweller's
Robot Configuration: Configurations are separated into six Guide (DGB) Pg.42
categories: Head, Torso, Arms, Legs, Modifications, and Armor Vault Limit (VL): The max amount of Vault Points (VP) you can have at
Plating. Dweller's Guide (DGB) Pg.126 any given time. CHA +1. Dweller's Guide (DGB) Pg.20
Seating: How many individuals can fit in a vehicle. Dweller's Guide Vault Points (VP): May be used to reroll and earn through roleplaying.
(DGB) Pg.142 Dweller's Guide (DGB) Pg.15
Sequence (SQ): What determines your initiative in combat. 1d10+SQ. Vice & Virtue: A means of helping you make your character come
Dweller's Guide (DGB) Pg.19 alive. Your Vice refers to what your weakness is. Virtue refers to your
Size: Your character’s overall size on the battle map. Dweller's Guide moral standing. Dweller's Guide (DGB) Pg.28
(DGB) Pg.21
Skill Points (SP): Earned every level and may be placed in any skill to
increase it. Dweller's Guide (DGB) Pg.20
Social Skills: Social Skills are Support Skills that focus on interaction in
Social Encounters with NPCs. Dweller's Guide (DGB) Pg.42
Special Moves (SM): Unique tactics for Melee and Unarmed attacks
to gain an edge in battle. Dweller's Guide (DGB) Pg.97
Stances: Can be done during combat. You can either be standing,
crouching or prone. Dweller's Guide (DGB) Pg.84
Stations: Tables, machines etcs., designed for a specific purpose.
Dweller's Guide (DGB) Pg.117
Statistics: Refers to your Primary and Secondary numbers. Dweller's
Guide (DGB) Pg.17
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