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Fallout - Solo Roleplaying Guide

The Fallout Solo Roleplaying Supplement is an unofficial guide designed to enable players to explore the Fallout universe alone, using oracles and random tables to facilitate solo gameplay without a Game Master. It provides rules for adapting the 2d20 Fallout RPG mechanics for solo play, including character creation, quest generation, and combat strategies, while emphasizing creativity and narrative immersion. The guide includes a Solo Campaign Starter Kit to help players create characters and embark on adventures, enhancing their experience in the Wasteland.

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0% found this document useful (0 votes)
1K views24 pages

Fallout - Solo Roleplaying Guide

The Fallout Solo Roleplaying Supplement is an unofficial guide designed to enable players to explore the Fallout universe alone, using oracles and random tables to facilitate solo gameplay without a Game Master. It provides rules for adapting the 2d20 Fallout RPG mechanics for solo play, including character creation, quest generation, and combat strategies, while emphasizing creativity and narrative immersion. The guide includes a Solo Campaign Starter Kit to help players create characters and embark on adventures, enhancing their experience in the Wasteland.

Uploaded by

diggler26
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Fallout Solo Roleplaying Supplement (Unofficial

Guide)
Introduction
Ever wanted to wander the Wasteland alone and create your own Fallout stories without a Game Master?
This Solo Roleplaying Supplement is designed to help you do exactly that. It provides rules and guidance
to play Fallout: The Roleplaying Game (the official tabletop RPG by Modiphius) as a solo adventure, acting as
your own GM with the help of oracles (random tables that guide the story) 1 . You’ll learn how to generate
quests, encounters, and twists on the fly, while still using the core 2d20 game mechanics you know from the
Fallout RPG.

What You Need: To use this supplement, you should have access to the Fallout RPG core rulebook (for
character creation, combat rules, item stats, etc.) and a set of dice (d20s and the special Fallout combat dice
or regular d6’s). We’ll walk you through how to create a character and run a short solo adventure step by
step, assuming you have the core rules handy but explaining each choice and mechanic as we go. The guide
mixes narrative, mechanics, and example gameplay so you can learn by doing. Everything is presented in
a clear, tutorial style – even if you’re new to solo RPGs, you’ll be able to follow along.

Official vs. Unofficial: As of 2105 (in-universe) or 2025 (real world), the Fallout RPG does not include official
solo rules – an official solo RPG product Fallout: Lone Wanderer is in development for 2026 2 , but until
then, this supplement fills the gap. It’s an unofficial fan-made add-on designed to be a “Solo Campaign
Starter Kit” – essentially a guided module that teaches you the ropes of solo play and provides tools for
endless adventuring. We’ll highlight where solo play differs from core multiplayer rules, so you understand
how to adapt the game. Think of this as a Vault-Tec Survival Guide for the solo wasteland wanderer!

Setting – Fallout 76: The sample adventure in this guide is set in the Appalachian Wasteland (West
Virginia) in the year 2102, the timeframe of Fallout 76. You’ll play a Vault 76 dweller emerging on
Reclamation Day, 25 years after the Great War 3 . However, the solo rules and tables provided can be
used in any Fallout setting (Commonwealth, Mojave, Capital Wasteland, etc.). We chose Fallout 76 for the
intro scenario because it’s a great “starting point” – a world on the brink of rebuilding, full of mystery,
dangers, and opportunities for a lone explorer. Feel free to take the structure and oracle tables in this
supplement and apply them to your preferred Fallout location or timeframe.

In summary, this supplement will provide: (1) An overview of how to adapt the 2d20 Fallout RPG for solo
play, (2) A Solo Campaign Starter Kit – a guided character creation and introductory solo adventure that
teaches the process, and (3) A set of Oracle Tables packed with creative prompts (encounters, loot, NPC
actions, etc.) to fuel your ongoing solo campaign. Grab your Pip-Boy, strap on your gear, and get ready to
venture into the wasteland alone – your story is about to begin!

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Adapting Fallout 2d20 for Solo Play
Solo roleplaying Fallout means you are both player and Game Master. You’ll still create a character and
play through adventures using the 2d20 dice system for skill tests and combat, but instead of a human GM
describing the world and NPCs, you'll use oracles and random tables to determine what happens. Here are
the key differences and how to handle them:

No Game Master – Using Oracles as your “Overseer”

In a normal game, the Game Master (GM) – called the Overseer in Fallout RPG terms – controls the world.
In solo play, you replace the Overseer with a combination of oracle dice rolls and your own imagination. An
oracle is basically a decision-making tool: you ask it a question about the story and roll dice to get an
answer or prompt. For example, “Is the bunker door locked?” or “Do I encounter anyone on the road?” The
oracle’s answer guides you in surprising directions, providing the unpredictability a GM would normally add.

We provide a Yes/No Oracle Table in the Oracle section of this guide – this table lets you roll a d20 to get
answers ranging from “Yes, and…” (yes plus a beneficial twist) to “No, and…” (no plus a new problem). You’ll also
find Random Event Tables (for generating unexpected events or encounters) and other specific tables (for
loot, NPC behavior, etc.). Using these, you can emulate GM judgment. The goal is to embrace uncertainty:
ask the oracle whenever you’d normally ask a GM or whenever you aren’t sure what should happen next.
The oracle method is a well-known solo RPG technique 1 that keeps your adventure dynamic and
surprising, even though you’re “playing with yourself”!

Interpreting Results: An important skill in solo play is interpreting the oracle’s output creatively. If you get
an ambiguous answer or an unexpected prompt, take a moment to think how it could fit the story. Treat the
oracle’s guidance as inspiration, not gospel – if a result truly doesn’t make sense or ruins the fun, you have
the power as solo GM to adjust it. The idea is to simulate a GM’s role in adding twists and answering your
questions, while you remain the protagonist making decisions.

Tip: Keep a solo journal or notes as you play. Writing down questions you ask, the oracle roll and answer,
and the resulting idea will help you track the evolving story. It also makes the game more immersive, as if
you’re reading a novel of your own adventures.

Player and GM Resources – Action Points & Luck in Solo Play

Fallout’s 2d20 system has meta-resources that are usually split between players and the GM. Notably,
Action Points (AP) are normally a pool that both sides use: players earn AP from successful rolls and spend
them for extra d20s, extra actions, or other benefits, while the GM can earn AP (sometimes called Threat in
other 2d20 games) to spend on enemy actions or complications 4 . In Fallout RPG, Momentum and Threat
were consolidated into one currency called Action Points 5 . The only difference is who spends them –
players use AP for their benefit, the GM uses AP to fuel the bad guys 6 .

So how do we handle this in solo play? We recommend maintaining two AP pools: one for your Player
Character (PC) and one for the “GM side” (the world/adversaries). This way you can still make the strategic
choice to, say, spend AP for extra dice on a skill test or give AP to the GM pool to simulate taking risks.
For example, normally if you want to roll extra d20s beyond what your current AP allows, you can give the
GM some AP in exchange 4 . In solo, you would add those AP to the GM pool, knowing that later an enemy

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or situation may “spend” from that pool to complicate your life (since you effectively armed the opposition
by pushing your luck).

When running enemies in combat or creating obstacles as the GM, use the GM AP pool to make things
more challenging. Did your character trigger a tough encounter? You might spend 2 GM AP to have a
mutant brute perform an extra attack, or to introduce a sudden environmental hazard. Maintaining this
balance keeps the solo game fair and exciting – you can’t just give your character all the advantages without
consequence, because any AP surplus you create for the GM will come back to bite you as new threats or
enemy boosts. Think of it as the wasteland “pushing back” whenever you draw too deeply from the well
of luck.

Speaking of luck: Fallout characters have a Luck attribute (the “L” in S.P.E.C.I.A.L.) which in the RPG serves
as a resource of its own. You start each session with Luck points equal to your Luck stat 7 . You can spend
Luck to re-roll dice, avoid certain penalties, or even trigger lucky breaks (the core rules describe several uses
for Luck 7 ). In solo play, Luck can be especially useful to tip the scales when the oracle throws something
truly nasty at you. Use it sparingly but boldly – luck is often the difference between life and death in the
wasteland. Just as in group play the GM might occasionally reward clever ideas or heroic roleplay with a
Luck refresh, in solo you could allow yourself to regain a Luck point for achieving major milestones or when
a session ends, etc., to keep the drama flowing.

Deciding Difficulty and Outcomes

Without a GM to set difficulty (DN) for tests or to call for particular skill checks, the solo player must take on
that role. Use the guidelines in the core rulebook to set Difficulty 0-5 based on how challenging an action is
4 . Often, you’ll decide which skill makes sense and what DN to use. When in doubt, you can ask the oracle

a question like “Is this task especially hard?” to get a hint, or default to Difficulty 2 (moderate challenge) if
unsure. Remember, Fallout’s 2d20 mechanics: roll 2d20, each die under the target number (Attribute +
Skill) counts as a success, and 1s are critical successes (count as 2) while 20s cause complications 8 9 .
You need a number of successes equal to the DN to succeed 4 . In solo play, a good approach is to err on
the side of drama: if something would be exciting as a tense moment, set a higher difficulty or introduce a
complication on failure; if it’s a routine or unimportant task, either hand-wave it or use a low difficulty.

Likewise, interpret complications (rolling a 20) creatively as a GM would. A failed lockpick might not just
stay locked – perhaps the bobby pin breaks or an alarm sounds. We provide a Complication Oracle in the
tables section that can spark ideas for unexpected twists when you roll a 20 or otherwise need a
complication on the fly.

Playing Both Sides in Combat

Combat in solo Fallout is handled similarly to normal play, except you’ll be controlling the enemies yourself.
This might sound strange – “playing both sides” – but your oracle and GM AP pool can help maintain
unpredictability. Here are some tips for solo combat:

• Initiative and Surprise: You will determine if your character is ambushed or if they spot the enemy
first. Use your Perception and appropriate skill (Survival for general awareness, or maybe Sneak vs.
enemy Sneak) to decide surprise. For example, you might roll a opposed test for your PC’s
Perception + Survival vs. an enemy’s Sneak. Or simply ask the oracle, “Do I notice the enemy in time?”

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If the answer is No, the enemy acts first or perhaps gets a free round. If Yes, you start aware and can
act normally. Use common sense with oracle input to simulate what a fair GM might rule.

• Enemy Tactics: When controlling enemies, try to roleplay them according to their nature rather than
always using omniscient player knowledge. If you’re fighting a Feral Ghoul, you might have it rush
directly and wildly. If it’s a bandit raider, perhaps they take cover and use an AP to throw a Molotov.
To decide uncertain enemy behavior, you can use an NPC Behavior Oracle (one is provided) – for
instance, roll to see if a wary enemy flees when wounded or fights to the death. You can even assign
each enemy an attitude (cautious, aggressive, desperate, etc.) from a table to guide their actions.
This way, enemies can surprise you by doing something you didn’t fully plan, maintaining the
tension of the fight.

• Using GM Action Points: As mentioned, spend from the GM AP pool to enhance enemy actions or
add complications. If your character is handling fights too easily, don’t be afraid to let the enemies
spend AP to buy extra dice or additional attacks, making the combat more challenging (just as a live
GM would do to challenge a capable party). This keeps combat outcomes uncertain and exciting.
Conversely, if a fight is swinging out of control and would likely result in character death, remember
you as GM have the power to allow a cinematic save (perhaps spend a Luck point or have an NPC
intervene) – solo gaming is about fun and story more than strict win/lose. It’s okay to be a slightly
benevolent Overseer if it serves the narrative, but make sure any “saves” feel earned or come with a
cost (a favor owed, an injury sustained, etc.).

Embracing the Lore and Making It Your Story

When playing without a GM, the Fallout lore and world details become your playground. The core
rulebook and Fallout setting material are rich with factions, creatures, and locations – use them for
inspiration. Solo play allows you to dive deep into logs, notes, and holotapes your character finds, because
you’re essentially both player and storyteller. Take your time to enjoy those details. If you love the Fallout
lore, you can even pre-load some story hooks for yourself: maybe your character has a personal quest
related to a known Fallout plot (e.g. searching for a lost family heirloom in the ruins of Charleston, or
wanting to join the Brotherhood of Steel). Unlike a typical game, you cannot “spoil” the plot for yourself –
you are creating the plot! So feel free to draw on existing Fallout narratives or twist them.

That said, a good solo campaign often balances structure and improvisation. You might start with a
general goal in mind (e.g. “find out what happened to the Responders in Flatwoods”) but let the details
emerge through oracle rolls and random encounters. The joy of solo RPGs comes from moments where the
story surprises even the lone player. The tables and oracles in this guide will help produce those surprises
with a Fallout flavor, but don’t hesitate to add your own ideas on the fly.

Differences Summary: To recap, the core differences in solo play are: you ask and answer your own
questions with dice, manage both sides of resources (AP, Luck) to keep things balanced, and take on all
narrative roles. It may feel like juggling at first, but the following Starter Kit will walk you through it, and by
the end, you’ll be exploring the wasteland solo with confidence!

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Solo Campaign Starter Kit
Welcome to the Solo Campaign Starter Kit – a step-by-step walkthrough that will guide you through
creating a character and playing through a short solo adventure. This serves as a tutorial, teaching you
how to use the solo rules in practice. We’ll create a sample character for Vault 76 and then dive into the
Wasteland on Reclamation Day, illustrating how to use oracles and tables along the way. You can follow
along and create the same character, or create your own unique character using the steps provided. By the
end of the starter adventure, you should feel ready to continue the journey on your own or even start a
fresh solo campaign in any Fallout setting.

Step 1: Character Creation Walkthrough

Creating a Fallout RPG character for solo play is almost the same as for a group game. You’ll choose your
Origin, assign S.P.E.C.I.A.L. attributes, pick Skills and Tag Skills, choose a Perk, and gather your gear. The
differences for solo are minor (mostly in how you might tie the character to the solo storyline or personal
goals). Let’s walk through the process, explaining each choice:

1. Choose an Origin (Background): In Fallout 2d20, your character’s origin defines who they are and where
they come from. The core rulebook offers 6 origin options that cover the major archetypes (and species) of
the Fallout universe 10 :

• Vault Dweller: A human who grew up in the safety of a Vault and now ventures outside for the first
time.
• Survivor: A human who never had a vault – you learned to survive out in the wasteland (perhaps in a
bunker or settlement).
• Brotherhood of Steel Initiate: A member of the Brotherhood, with a mission to recover and protect
tech.
• Ghoul: One of the irradiated, nearly-immortal undead individuals. You might be a pre-war human
who survived the bombs and changed.
• Super Mutant: A brute created by the Forced Evolutionary Virus. Strong, tough, but often feared by
others.
• Mr. Handy Robot: A robotic helper built before the war, now trying to find purpose (or just follow its
last directives) in the wasteland.

Each origin comes with a unique trait and typically an equipment package. For example, the Vault Dweller
has the trait “Vault Kid” which gives bonuses to resisting disease and allows tagging an extra skill 11 . Since
our scenario is centered on Vault 76, we’ll create ALEXANDER “ALEX” HALE, a Vault Dweller (human) who is
stepping out of Vault 76 on Reclamation Day. We choose Vault Dweller as the origin, which means Alex
gains the Vault Kid trait and the starting equipment for a Vault Dweller. Vault Kid in the core rules grants +1
tag skill (an extra tagged skill of your choice) and a bonus to Endurance tests vs. disease 12 . It also
mentions a quirky experiment in the Vault’s history (which we can incorporate as flavor: perhaps Vault 76
had a psychological experiment with “five rubber balls” as the StartPlaying blog humorously noted 11 – but
that detail isn’t crucial for play; it’s a roleplay hook).

2. Assign S.P.E.C.I.A.L. Attributes: Every character has the seven S.P.E.C.I.A.L. attributes: Strength,
Perception, Endurance, Charisma, Intelligence, Agility, Luck 13 . By default, each starts at 5, which is
human average 14 . You get a pool of points to distribute to raise these. According to the core rules, you

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have 5 points to distribute, and you can also lower some stats to 4 to get extra points (but nothing below
4) 14 . No starting stat may exceed 10. The rulebook even provides suggested arrays (e.g. Balanced or
Focused builds) 14 . For our solo character Alex, let’s define his concept a bit to guide our stat choices.

Character Concept: Alex Hale is a young man who was known in Vault 76 for being quick and lucky. Perhaps
he volunteered in the Vault’s maintenance department, climbing through utility shafts (honing Agility) and
had a knack for finding lost items or avoiding accidents (high Luck). He wasn’t particularly bookish (lower
Intelligence) and spent more time in physical tasks than socializing (average Charisma). This concept
suggests we focus on Agility and Luck as standout attributes.

We decide to use a Focused array as an example. One of the example arrays given in an official source is 8,
7, 6, 5, 5, 4, 4 (these sum to 39 points, which fits the 5 points distributed plus a couple reductions from 5 to
4) 15 . We’ll assign these numbers to S.P.E.C.I.A.L. based on our concept:

• Strength – 5 (average; he’s okay carrying stuff but not a muscleman)


• Perception – 6 (slightly above average; aware of surroundings from exploring the Vault’s nooks)
• Endurance – 5 (average health; the Vault life didn’t harden him to radiation or injury yet)
• Charisma – 4 (below average; a bit shy or awkward, not a born leader)
• Intelligence – 4 (slightly low; he’s not dumb, just more street-smart than book-smart)
• Agility – 8 (notably high; very nimble, good reflexes – maybe he was on the Vault’s athletic team or
just always climbing around)
• Luck – 7 (well above average; blessed by fortune, things tend to go his way unexpectedly)

This gives us the array 5,6,5,4,4,8,7. It fits the guidelines (nothing above 10 or below 4, total points allocated
correctly). Luck 7 means Alex will start play with 7 Luck points (a substantial amount, reflecting a very lucky
fellow) 7 . We’ll see Luck in action during gameplay – it can be spent to re-roll dice, avoid the worst
outcomes, or even find extra loot 7 , which suits a solo game nicely.

3. Select Skills and Tag Skills: Fallout 2d20 has 17 skills (based on the classic Fallout skills, e.g. Guns,
Melee, Science, Repair, etc.) 16 17 . Each skill is linked to a primary Attribute. At character creation, all your
skills start at 0 rank by default (untrained), except you get to tag a number of skills which start at rank 2.
Tagging a skill represents areas your character is especially good at (just like tagging in Fallout video
games). In the core rules, a character typically can tag 3 skills, and your Origin might allow one extra tag
18 . In Alex’s case, the Vault Dweller’s Vault Kid trait grants +1 tag, so he can tag 4 skills total 18 .

Additionally, you get a pool of skill points to distribute to increase skill ranks. The formula given is 9
points + INT attribute 19 . Alex’s INT is 4, so 9+4 = 13 skill points to spend 19 . No skill can be raised above
rank 3 at level 1. Tag skills start at 2, others at 0, and then you can use points to raise skills (each point raises
a skill by one rank).

First, decide which skills to tag (the ones where you’ll be rank 2 before spending further points). Think about
what fits the character and what will help in solo play. For Alex, likely choices:

• Small Guns – Vault 76’s security and recreational training might have given him some firearms
basics. Also, combat is inevitable outside, so being skilled with pistols/rifles is wise.
• Sneak – As a solo wanderer, avoiding danger is key. Alex’s high Agility and vault mischief background
make Sneak a good tag.

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• Survival – This skill covers outdoor survival, foraging, tracking – crucial for living off the land.
Coming from a Vault, Alex might not have real wilderness experience, but he studied the Survivor’s
Handbook holotapes. We’ll tag it to represent theoretical knowledge (or we could argue maybe tag
Science instead and raise Survival with points; but let’s go with Survival to ensure he can find food/
water).
• Repair (or Science or Melee?) – We have one more tag. Candidates: Repair fits a Vault maintenance
background (good for fixing gear, crafting). Science could represent computer skills to hack
terminals (Vault dwellers have some technical training). Melee Weapons is also tempting, since
ammo might be scarce and a trusty baton or machete could save him. Given Vault 76 issue standard
equipment includes a 10mm pistol and possibly a melee weapon (the StartPlaying example gave a
baseball bat for a Vault Dweller’s kit 20 ), we’ll assume Alex will have a melee option. However, let’s
tag Repair, as fixing gadgets and jury-rigging tech is both useful and very much in Fallout’s spirit
(plus with high Luck, we might want to tinker with finding modifications).

So our tags: Small Guns, Sneak, Survival, Repair (all at rank 2 to start). Now distribute the 13 skill points to
improve skills. Tagged skills start at 2; we can raise some of them to 3 (max at start). Let’s allocate:

• Small Guns: from 2 → 3 (spend 1 point)


• Sneak: 2 → 3 (1 point)
• Survival: 2 → 3 (1 point)
• Repair: 2 → 3 (1 point)

We spent 4 points to raise each tag to 3. (Now Small Guns=3, Sneak=3, Survival=3, Repair=3). 13 – 4 = 9
points remaining.

With remaining points, we can raise some other skills from 0 up. Good ones for a solo vault dweller might
be:

• Science: let’s give 2 points (0 → 2) so he has some ability to hack/have knowledge.


• Medicine: 1 point (0 → 1) – basic first aid knowledge (the Vault had a clinic, he learned some).
• Melee Weapons: 2 points (0 → 2) – he practiced with a baton in security drills.
• Lockpick (skill might be called Security or Lockpick depending on naming in core, but essentially the
skill to pick locks/hack simple locks): give 1 point (0 → 1).
• Athletics: 1 point (0 → 1) – to reflect physical training (Agility helps but Athletics will aid in climbing,
running).
• Speech: 1 point (0 → 1) – even though Charisma is low, a bit of speech skill could help in bartering or
persuading if needed.

That accounts for 2+1+2+1+1+1 = 8 points. We had 9; we have 1 point left. Let’s put the last point into
Medicine to make it 2, or perhaps Barter (if separate from Speech). We’ll say Medicine 2 (for treating
wounds, since solo you have no allied medic).

Now Alex’s notable skills are: Small Guns 3, Sneak 3, Survival 3, Repair 3, Science 2, Medicine 2, Melee 2, and
a few 1’s in useful areas. This well-rounded spread will help him face diverse challenges alone.

(If you’re creating your own character, choose tags and skills that fit your concept. In solo play, having at least one
combat skill, one stealth or social skill, and one technical skill is a good idea because you have to handle
everything by yourself.)

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4. Choose a Perk: At level 1, you get to choose one Perk from those you qualify for. Perks are special
abilities or bonuses, often mirroring the video games’ perk system. Since Alex has high Agility and Luck, we
might pick a perk that complements those. For example, Light Step is a Perk that lets you avoid setting off
traps or ignore certain complications by spending AP 21 . The StartPlaying example gave Light Step to their
Vault Dweller, which allowed them to ignore a complication on an Agility test by spending 1 AP, and reroll
Athletics tests to avoid traps 21 . That’s a great solo perk – it makes you less likely to stumble into disastrous
traps while exploring alone.

We’ll take Light Step for Alex as well (prerequisite likely Agility ≥ 6, which we have). This means if he
triggers a trap or other hazard, he has a chance to mitigate it. Alternatively, other fitting perks could be
Fortune Finder (to find extra caps/loot with Luck), or a combat perk like Gunslinger for pistols. But Light
Step gives some general hazard protection, useful for solo.

5. Determine Equipment: Starting gear in Fallout RPG is usually provided by your Origin and Tag Skills. The
Vault Dweller origin grants a basic kit: typically a Vault 76 jumpsuit (which counts as rudimentary armor,
providing some Radiation resistance and minimal physical protection), a Pip-Boy, possibly some meds and
food/water, and a standard-issue weapon like a 10mm Pistol with ammo, plus a melee weapon (a knife or
baton). The exact list from the core might be: Vault suit (Armor: DR 0 Physical, 2 Radiation, 1 Energy as per
Vault 111 jumpsuit stats 22 ), a Pip-Boy (multi-function tool serving as radio, flashlight, etc.), 2 Stimpaks, a
10mm Pistol with spare ammo, a combat knife or baton, a canteen of water, and some rations 20 . Tag
skills also grant extra gear – for instance, tagging Small Guns might give extra ammunition; tagging Survival
might give some food and water; tagging Repair might give a tool kit; etc. The StartPlaying example noted
that their character got “extra ammo, a baseball bat, a dose of Calmex (drug), food (iguana on a stick) and 2
water from tag skills” 20 , plus the origin gear of pistol, stimpaks, etc.

We can compile Alex’s starting inventory as follows (reasonable assumptions based on core tables):

• Vault 76 Jumpsuit: Armor providing DR 0 (Physical), 2 (Radiation), 1 (Energy) to Torso/Arms/Legs 22 .


• Pip-Boy 2000 Mk VI: Worn on arm – functions as personal computer, map, radio, and inventory
management device.
• 10mm Pistol: Base damage e.g. 5 [dice] (we’ll use the combat dice when needed), Range Medium,
ammo: 10mm rounds (let’s say he has 24 rounds on hand).
• Switchblade (or Combat Knife): a light melee weapon for backup (damage maybe 3 dice, fast).
• Baseball Bat: If the core gave one for tag, maybe he has a bat instead of knife. To not overload, we’ll
say just a knife for now for compactness.
• Stimpaks x2: Can heal injuries.
• RadAway x1: Vault medical kit possibly includes one RadAway (for radiation sickness).
• Canteen of Purified Water (1 quart).
• Preserved Food: e.g. 2x Cram or InstaMash packs (meals).
• Calmex x1: (A chem that calms nerves, maybe reduces difficulty on some fear tests or something).
• Toolkit: Basic tools for repair (from Repair tag).
• A few lockpins for lockpicking.
• Caps: Fallout currency. Vault 76 might not have used caps internally, but perhaps Alex finds or is
given some on exit. We can start with a small amount, say 30 Caps for trade.

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This gear will be enough to start. Feel free to adjust starting gear based on what the GM (you) deems
appropriate. In solo play, you can also use the loot tables provided later to supplement gear as you
explore.

6. Derive Defense, Hit Points, etc.: Now calculate derived stats:

• Hit Points: In Fallout 2d20, HP = Endurance + Luck 23 . For Alex, END 5 + LCK 7 = 12 HP (This
matches the StartPlaying example where their Vault Dweller with END6 LCK7 had 13 HP 23 , ours is
slightly less).
• Defense (Difficulty to be hit): Determined by Agility. Typically, AGI 8 gives Defense 1 (meaning
attackers need 1 success to hit), while AGI 9+ would be Defense 2 22 . Alex’s AGI 8 gives Defense 1
22 .

• Initiative: = Perception + Agility 24 . PER 6 + AGI 8 = 14.


• Carry Weight: = 150 + (STR × 10) lbs (if using that rule) 25 . STR 5 → Carry 200 lbs comfortably.
• Melee Damage Bonus: STR 5 is below the threshold for bonus damage (usually STR 7-8 grants +1
damage die) 26 , so Alex deals base melee damage with no extra bonus.
• Radiation Resistance: Vault suit provides some; we already noted its DR 2 vs Radiation. No
additional natural resist.
• Poison Resistance: Likely 0 by default (unless a perk or gear adds) 27 .

With that, Alex’s character sheet is complete. We have a capable stealthy shooter who’s handy with repairs
and blessed with luck – a solid build for a lone wastelander starting out.

Character creation takeaway: The process was similar to standard Fallout RPG character creation 28 , with
the main difference being that we tailored the character knowing he’ll be solo. We gave him a broad skill
set and resources to handle multiple situations. When you create your solo character, consider skills or gear
that might normally be covered by other party members. For instance, if you don’t have a dedicated medic
friend, you might want at least a point in Medicine or plenty of healing supplies. But don’t worry – part of
the fun is figuring out how to solve problems with what you’ve got (or finding creative ways around them).

Now that Alex is ready, let’s step into his shoes and begin the adventure. The following section will be the
playthrough of a short scenario: “Reclamation Day Blues.” It’s presented in a mix of narrative and
commentary. We’ll see how to use the oracles and make decisions step by step. Grab some dice – it’s time to
leave the Vault!

Step 2: Solo Adventure Tutorial – Reclamation Day Blues

Setting the Scene: Vault 76, October 23, 2102. Reclamation Day. The massive gear-shaped door of the Vault
slides open with a screech, revealing a dim pre-dawn sky and the silhouettes of Appalachian hills. One by
one, Vault 76 dwellers step outside, eager, nervous, or bewildered to see the world beyond the vault. By
plan, they will spread out and begin rebuilding civilization. Our character, Alex Hale, hesitates at the
threshold, adjusting his eyes to the darkness and taking a breath of the outside air – crisp, a bit smoky, with
a tinge of moss and decay so unlike the filtered Vault atmosphere. He clutches his pistol, the Pip-Boy on his
wrist blinking with navigation data provided by the Overseer.

The Overseer herself departed ahead of everyone (rumor says she left the vault early that morning on a
secret mission) 29 30 . Each vault dweller has a holotape from her with instructions to seek her out and

9
continue some important task. Alex plays the Overseer’s log on his Pip-Boy speaker as he steps into the
Wasteland:

“Happy Reclamation Day! You must rebuild Appalachia... but there’s something else. I’m sorry I
couldn’t tell you everything. I’ve gone to find the nuclear silos... We can’t let them fall into the wrong
hands.” (The message hints at contacting the Responders in Flatwoods next 30 , but first,
survival.)

As the sun peeks over the horizon, Alex stands at the entrance of Vault 76, looking out at a world both
familiar from training holovids and utterly alien in person. He’s on his own.

Scene 1: Outside Vault 76


Objective: Orient yourself, check immediate surroundings, decide where to go next. Possibly encounter an
immediate challenge.

Alex scans the area outside the vault. There’s a beaten path leading down from the Vault’s cliffside entrance
into the woods. In the distance, he can make out the crumbling remains of a road and a wooden sign that
says “Route 61 to Flatwoods” pointing south. The vault’s immediate vicinity seems quiet – no welcoming
party of raiders (thankfully).

However, this is a good time for our first Oracle question. As the solo player, I wonder: Is there any
immediate danger or notable feature right outside the Vault? This is something a GM might have preset (for
example, Fallout 76 the game starts fairly peacefully, but let’s see if we spice it up). We’ll ask the Yes/No
Oracle:

Question: “Do I notice anything unusual or threatening as I emerge from the Vault?”

Given that Vault 76 was in a secure location, it’s unlikely there’s a major threat right at the door. So I’ll
interpret that as biasing towards No. But to avoid pre-deciding, I roll a d20 on the Yes/No Oracle table. (We’ll
describe the oracle mechanics in plain language here; the actual table is in the later section.)

• We roll d20. Suppose we get a result of 14. According to our oracle, a mid-range number like 14
might correspond to a plain “No” (no unusual threat) or perhaps “No, but…” depending on
distribution. Let’s say for this example that 14 = No – nothing outright threatening.

So, the answer: No, there’s no immediate danger.

That’s good – Alex breathes a sigh of relief and steps forward onto the overgrown path. “So far, so good,” he
mutters.

But maybe to keep things interesting, we interpret a subtle “but” – nothing threatening, but something
unusual catches his eye. Perhaps an abandoned supply cache left by Vault-Tec or a prior scout? This could
be a small boon to start his journey. We’ll use the Loot Oracle Table for a quick idea of what he might find.

We roll on the Loot Table and get, say, a 7, which (for example) might mean: “Stash of old world food or
chems.” We decide Alex spots a small supply crate hidden behind a rock, marked with a faded Vault-Tec logo
(maybe intentionally placed as part of the Reclamation Day plan). Inside, he finds 2 packs of Rad-X (anti-

10
radiation meds) and a sealed MRE (meal ready-to-eat). A lucky find! He adds those to his inventory. (We
can justify this via his Luck as well – high Luck characters often stumble on useful things).

Now, Alex checks his Pip-Boy map. The Overseer’s log mentioned heading to a place called “Overseer’s
Camp” down the hill. Indeed, after walking a few minutes, he spots wisps of smoke through the trees. It
looks like a small campfire. Could that be the Overseer’s Camp?

Scene 2: The Overseer’s Camp


Objective: Investigate the camp, gather information or supplies, and likely face a first encounter (combat or
challenge).

Alex approaches cautiously. Here we have an opportunity for a stealth or perception check to see if he
detects any danger before walking into an ambush. The camp is in a clearing beside the road, with a lean-
to, a cooking station, and some crates.

We decide to do a Perception + Survival test for Alex to scout for danger (Survival is fitting for detecting
creatures in the wild). Difficulty, say, DN 1 (not too hard, but not automatic). Alex’s Perception is 6 and
Survival skill 3, so target number = 9. He rolls 2d20.

For the sake of example, let’s roll: d20s come up 8 and 14. The 8 is a success (under 9), the 14 is a fail. So he
scores 1 success, which meets the DN1. Success!

This means Alex notices something: perhaps tracks on the ground or a silhouette moving near the camp.
Let’s add a bit of oracle for flavor: What kind of danger is present? We can roll on the Encounter Table to see
what might be lurking.

Roll on Wasteland Encounter Table – suppose we get a result of 16. The entry for 16 might be: “A lone
Scorched humanoid wandering, seemingly in a daze, clutching a pipe weapon.” (Scorched are the semi-feral
infected survivors unique to Fallout 76.) That fits nicely as a first enemy: a single Scorched wanderer, which
is basically a hostile zombie-like person with a gun, not too tough for a beginner.

So, the oracle tells us there is an enemy nearby: a Scorched Man shambling around the Overseer’s
Camp. He hasn’t noticed Alex yet (since Alex succeeded his scout check). We interpret the tracks and a low
rasping noise Alex hears: indeed he sees the figure – once human, skin cracked and burnt with strange
green crystals, patrolling near the camp.

Now we move into Combat likely, but Alex has the drop on the Scorched. He decides to attempt a sneak
attack. Perhaps he’ll try to get a clear shot with his 10mm pistol from cover before the Scorched sees him.

First, determine if a sneak attack is possible: Alex will do an Agility + Sneak test opposed by the Scorched’s
Perception. Scorched aren’t very perceptive; let’s say they have PER 5 and no particular skill, effectively
target 5 for detecting. Alex’s AGI 8 + Sneak 3 = target 11. We roll Alex’s 2d20 stealth vs an assumed difficulty
or opposed roll. To simplify, we roll for Alex: suppose he gets 5 and 12. That’s 1 success (5 <=11) and one fail.
If the Scorched rolls perception with 2d20 target 5, odds are they get 0 successes (likely rolls above 5). So
Alex likely wins with 1 vs 0 successes. We confirm by a quick oracle or just logic – yes, he remains unseen.

11
Combat begins with a surprise round for Alex. He lines up his pistol, ranges about Medium (10mm pistol
effective range). He fires. Combat roll: Agility 8 + Small Guns 3 = target 11. Difficulty to hit the Scorched is its
Defense. A standard human-sized enemy often Defense 1 (if AGI ~5). We’ll assume Defense 1, so DN =1. Alex
rolls 2d20 to shoot: gets 3 and 15. The 3 is a success (actually a critical success if <= skill rank 3 – yes, rolling
a 3 or lower counts as 2 successes because the skill is tagged and rank 3) 18 . So that’s 2 successes from the
3, and the 15 is a miss. He has total 2 successes, need 1, so that’s 1 surplus success which converts to 1
Action Point for him 4 ! (He banks it for now.)

The shot hits. Damage: 10mm Pistol might be damage rating e.g. 4 or 5 combat dice (we’ll say 4 +1 bonus
because of one extra success? Actually extra successes can be spent on extra damage or other effects, but
usually you need to spend AP for extra damage. Instead, we banked the AP. So just base damage). Let’s roll
4 combat dice (d6 where 1=1 dmg, 2=2 dmg, 3-4=0, 5-6=1 dmg+effect). For quick sim, say we roll: 2, 5, 3, 1.
That translates to: 2 = 2 damage, 5 = 1 damage+effect, 3 = 0, 1 = 1 damage. Total = 4 damage plus an effect.
Pistol’s effect might be Piercing 1, meaning ignore 1 point of enemy armor per effect rolled. Scorched likely
have minimal armor (say DR 1 on torso). With one effect, we negate that, so full 4 damage goes through. A
Scorched might have around 5 or 6 HP. So it’s wounded but not dead – let’s say it has 2 HP left and now it’s
alert (and angry!).

Now, normal combat rounds proceed. Since Alex had surprise, that was round 1. Now round 2, we roll
Initiative or just assume Alex (14 initiative) likely goes before the Scorched (they might have INIT ~8). Indeed
Alex likely acts first.

He could try to finish it off with another shot before it closes distance. He spends his newly earned AP to
buy an extra d20 to ensure a hit (thus not giving GM AP since he had one saved). He rolls 3d20 to shoot
again. If he kills it clean, great. If he misses or does low damage, the Scorched will shoot back with its pipe
rifle.

Let’s narratively say: Alex fires a second shot as the Scorched lets out a ghastly hiss. His second attack roll –
even if not calculated here – we’ll assume is successful enough to deal the remaining damage (or we can
play it out fully, but for brevity: he pops off another two rounds, one hits the Scorched in the chest). The
creature collapses with a final guttural noise.

Victory! Alex approaches carefully, heart pounding – his first real fight. He hadn’t ever shot a living (or once-
living) being before. He checks the Scorched’s corpse. This is a chance to use the loot table or just common
sense for loot: a rudimentary Pipe Bolt-Action Rifle (the weapon it was carrying), a few .308 rounds for it
(say 5 bullets), and some random scrap (perhaps a can of food or an old teddy bear – Scorched aren’t known
for good loot). He also notices the body itself is weirdly charred and has flaky growths; he recalls Overseer’s
logs mentioning a “Scorched Plague.” This might serve as a story thread: figuring out the Scorched plague
will be a future quest.

Alex searches the Overseer’s Camp now. There’s a reason the Overseer set it up: she left some supplies and
a cache for Vault dwellers. Alex finds a cache with a holotape (Overseer’s Journal, entry 1), some crafting
materials, and a camping kit (essentially the means to set up a C.A.M.P. – Construction and Assembly
Mobile Platform, as in FO76, allowing survivors to build bases 31 ). The Overseer’s tape when played gives
him the next destination: Flatwoods, a town down the road, where the Responders had a base. Alex takes
note that his next goal is to go to Flatwoods to register as a volunteer and learn what happened to that
faction.

12
This concludes the small tutorial scenario: Alex successfully survived leaving the Vault, found the Overseer’s
camp, and dealt with a minor threat. In a full solo campaign, from here he would likely travel to Flatwoods,
do quests (perhaps joining the Responders’ training programs, investigating Morgantown Airport, etc.),
eventually get involved in the main storyline of stopping the Scorched plague, and so on – all of which you
can do solo by using the oracle tables to simulate quests and encounters. The possibilities are endless:
maybe he allies with a fledgling faction, builds his own settlement using the C.A.M.P. system, or roams the
mountains hunting cryptids like the Mothman.

Throughout this example, we used a mix of logical decisions, skill checks, and oracle rolls to drive the
story. Let’s reflect on how the solo mechanics aided the gameplay:

• We asked the oracle about immediate danger (got “No”), which prevented an unfair instant ambush
but then interpreted a minor find (loot).
• We rolled on an encounter table to introduce a foe instead of just deciding one ourselves, which
gave an element of surprise (it could have been something else entirely).
• We used normal combat rules, but as the GM we set the scene such that it was a fair fight for a
beginner character (one enemy, not too strong). If the oracle had indicated a massive threat (like a
group of raiders), as the solo GM we might have adjusted it or found a way for the character to
escape – remember, you control difficulty in service of a good story.
• We employed the character’s strengths (stealth and a ranged attack) to handle the encounter
smartly. In solo play, you often have to think tactically to survive since there's no backup – use
terrain, planning, and your resources.
• After the fight, we rewarded the character with loot and clues to continue the narrative, maintaining
momentum.

The Starter Kit scenario demonstrated a day one journey in microcosm. You can now proceed with Alex (or
your own character) beyond this point. The rest of the Fallout 76 storyline (or any original quests you cook
up) can be tackled by using the same approach: frame a scene, ask questions, use oracles, resolve actions with
2d20 rolls, interpret outcomes, and move forward.

We highly encourage you to maintain a log of events. For example, write down bullet points of each scene:
“Day 1: Left Vault 76, found supply cache, fought a Scorched at Overseer’s Camp (took minor damage, used
2 bullets, gained pipe rifle and holotape). Heading to Flatwoods next.” This helps track resources and story
developments, which is especially important in solo play because there’s no GM to remind you of details
later.

Before we conclude, let’s compare how this solo experience differed from a traditional GM-led game:

• Guidance vs. Surprise: In a GM game, the Overseer might have planned the Scorched ambush or
not. In solo, we let the oracle decide if it happened. That created a genuine surprise for us as the
player. We could have just as easily rolled something like encountering a friendly Mr. Handy at the
camp instead, leading to a roleplay scene rather than combat. The adventure could diverge wildly
based on oracle results, which is exciting.
• Pacing: We could linger and explore as much as we wanted. Solo play has a nice flexibility with
pacing – you can fast-forward travel with a quick roll, or zoom into minutiae and roll for every little
discovery. Just be careful to keep it fun and moving; if you find yourself bogged down, step back and

13
simplify the scene framing (not every abandoned house needs a dozen oracle questions – unless you
enjoy thorough scavenging, which is a valid playstyle too!).
• Challenge Balancing: We, acting as GM, moderated the challenge. If that Scorched had by freak
dice luck one-shot Alex with a critical, we might have used Luck points to mitigate or even said “it
only grazed him” rather than kill him off unceremoniously. It’s okay to fudge in favor of the story you
want – you’re not competing against anyone. The dice and tables are tools to keep things interesting,
but you are the ultimate judge. If something isn’t fun or fair, adjust and continue. For instance, if you
rolled an encounter with a Deathclaw five minutes after leaving the Vault (extremely deadly), you
might interpret it as “you hear a distant roar of a Deathclaw – definitely avoid that area!” rather than
actually confronting it.

With the Starter Kit completed, you should be ready to venture further on your own. In the next section, we
present the promised Oracle Tables – these are your wasteland GM toolkit. Use them whenever you need
inspiration or a random outcome. We’ve filled them with cool, flavorful entries to spark your imagination,
from unique encounter ideas to quirky loot and wasteland events. Good luck, Lone Wanderer – the
wasteland awaits!

Solo Oracle and Random Tables


Below you will find a collection of Oracle Tables specifically tailored for a Fallout solo campaign. These
tables are your GM emulator – use them to answer yes/no questions, generate random encounters,
determine NPC behaviors, find loot, and add unexpected twists to your story. All entries are infused with
Fallout flavor to keep your solo game thematic and exciting.

How to Use: Each table has a die indicator (d20, d12, etc.). When you need to use a table, roll the
appropriate die and read the result. If an entry doesn’t perfectly fit the situation, interpret it metaphorically
or tweak as needed. The goal is to prompt ideas. Feel free to mark off or reroll results if they come up too
often, or even expand the tables with your own entries as you discover new elements in your campaign.

Yes/No Oracle Table (d20)

Use this oracle to answer questions about the story with Yes or No, often with added nuance. The entries
include “And” or “But” to indicate an unexpected bonus or complication. For most questions, assume a
roughly even chance and roll. If a situation is very likely, you can treat an outcome one step higher (e.g.
“Yes” might become “Yes, and”). If very unlikely, shift one step lower (e.g. “No” might become “No, and”).
You can also use Luck points or logic to bias outcomes if appropriate.

Roll
Answer Description
(d20)

Absolutely yes. Not only is the answer yes, but you get something even better
Yes,
1 than expected. (The situation yields a bonus or a favorable twist in addition to
and...
yes.)

2–6 Yes A clear yes. Things go in your favor, exactly as hoped.

Yes, Yes, however there’s a catch or cost. You get what you want, but with a
7–10
but... complication, limitation, or minor downside attached.

14
Roll
Answer Description
(d20)

No, No, you don’t get the outcome you hoped, however there’s some silver lining or
11–14
but... consolation. (It fails, but you find an alternative or mitigate the loss.)

A clear no. The desired outcome doesn’t happen, and things simply don’t go your
15–19 No
way this time (but no new complications beyond the failure).

No, Absolutely not, and to make it worse, a new problem arises. Not only is the
20
and... answer no, but an unexpected twist makes the situation even more unfavorable.

Example: Alex tries to pick a locked safe in an old store. “Is the lock high quality?” He rolls d20 and gets a 20:
No, and... – So not high quality (meaning it’s an old, rusted lock – that sounds like a yes to being easy, since
question phrased negatively... Perhaps better to phrase “Is the lock easy to pick?” If we got No, and that
would mean it’s not easy and maybe the lock is booby-trapped!). We interpret “No, and” as: the lock is not
easy and it’s trapped. A trigger mechanism clicks – time to dodge an explosion or gas! The oracle
introduced a twist beyond a simple answer.

Whenever you roll a 1 or 20 on this table (exceptional yes/no), it’s a good cue to also roll on the Random
Event Table below, to see what twist occurs in addition to the answer.

Random Event Table (d10)

This table is used when you need a twist or new event to occur, independent of yes/no questions. You
might trigger a random event when you roll an exceptional result on the Yes/No Oracle, at the start of a new
scene, or anytime the story feels a little stale and you want a surprise. These events are phrased generically
so you can tailor them to your context.

Roll
Event
(d10)

Enemy Appears or Escalates – A hostile force manifests unexpectedly. (E.g. new enemies
1
ambush, reinforcements arrive, or an ongoing enemy gains an advantage.)

NPC Action or Arrival – An NPC (ally, neutral, or unknown) takes a notable action or enters
2
the scene. (Maybe someone you’ve met returns, or a stranger shows up.)

Environmental Hazard – The environment itself becomes a challenge. (Sudden radiation


3
storm, brush fire, cave-in, extreme weather, etc., sweeps through.)

Discovery – You stumble upon a noteworthy clue, resource, or location. (Find a hidden note, a
4
map, a cache of supplies, a new area is revealed.)

Technical or Gear Problem – Something with technology or equipment goes wrong. (Your
5
gun jams, your Pip-Boy malfunctions, a generator dies plunging area into darkness.)

Personal Challenge – A problem or challenge related to the character internally. (Fear,


6 memory, or an old injury acts up; you face a moral dilemma; you need to rest or eat sooner
than expected.)

15
Roll
Event
(d10)

Friendly Aid – Help arrives or something beneficial happens out of the blue. (A traveling
7 doctor crosses your path, you find a working protectron that fights on your side, or a hidden
cache has just what you need.)

Faction Move – A major faction in the area makes a move that affects you. (E.g. Brotherhood
8 patrol sweeps through, Raider gang starts a firefight nearby, Super Mutants block a route –
not aimed at you specifically, but you get caught in it.)

Time Skip or Shift – Something causes time to jump or the situation to drastically change
9 when you weren’t looking. (You wake up hours later to find something changed, or while you
were busy, the dungeon’s occupants moved around.)

Twist the Previous Answer – Re-examine the last significant answer or situation, and flip
some element of it. (The thing you assumed was true is false or vice versa. The ally who
10
promised help betrays you, or the locked door you failed to open wasn’t the only way in after
all, etc.)

Use the result rolled as a prompt. For example, if you roll a 3 (Environmental Hazard) while exploring a
vault, perhaps a section floods or the lights flicker off triggering security bots. Or if you roll a 7 (Friendly Aid)
during a tough battle, maybe an unknown sniper from afar starts picking off your enemies (who is that
mysterious helper? – a new storyline!). Let the events enrich the narrative.

Wasteland Encounter Table (d20)

When traveling or when an oracle question indicates “Is there an encounter here?”, use this table to see
what creature, person, or group you run into. These encounters are flavored for a Fallout game (with
emphasis on Fallout 76 region, but most can fit any wasteland with minor reskins). Adjust the difficulty of
encounters to your character’s level – if you roll something too deadly at the moment, you can choose to
interpret it as signs of that encounter rather than direct conflict (e.g. footprints of a Deathclaw instead of
the beast itself), or allow escape. Many entries are written to allow flexible response (fight, avoid, talk).

Roll
Encounter
(d20)

Peaceful Traveler: A lone settler or trader with a pack brahmin is heading your way. They
1 might trade, share news, or ask for help. (Could be an opportunity for roleplay rather than
combat. Perhaps they have a map or know local rumors.)

Critters Swarm: A small pack of wasteland critters infests the area. (e.g. Radroaches scuttling
2 in an old barn, Molerats burrowing up nearby, or Bloatflies buzzing around a carcass.) They
may attack if you get close, or you might avoid them.

Raiders on Patrol: A group of 2-3 raiders (ragged bandits) are moving through, possibly
looking for loot. They haven’t noticed you yet. Are they heavily armed or just punks with pipe
3
guns? (If you’re low-level, maybe they’re willing to talk or take a bribe; otherwise they could be
violent.)

16
Roll
Encounter
(d20)

Old Robot: You encounter a single Mister Handy robot (or Protectron) wandering on its pre-
war routine. It could be friendly (maybe offering cleaning or medical aid), completely oblivious,
4
or malfunctioning and hostile. (Ask the oracle or use NPC behavior table to determine its
attitude.)

Feral Ghouls: You come across 1d3 Feral Ghouls feasting on something or lurking in a ruin.
5 They screech and charge when they sense you. (They might also be dormant until disturbed,
giving you a chance to sneak by.)

Trapped Survivor: You find a non-hostile person in peril – e.g. a settler caught under rubble or
a trader cornered by wild dogs (2 wild dogs snarl nearby). They cry out for help. (Will you
6
intervene? If yes, fight off the threat; if no, the wasteland claims another life. A rescue could
earn a friend or reward.)

Super Mutant Ambush: A super mutant (possibly with a mutant hound) lies in wait or patrol.
You spot their telltale green skin and ragged armor. They might shout “Meat!” and attack.
7
Alternatively, maybe this mutant is one of the rare reasonable ones (perhaps part of a non-
violent group) – you could try to parley if the oracle suggests.

Brotherhood of Steel Patrol: A pair of Brotherhood of Steel knights in power armor, on a


mission. They are wary but not hostile by default. They might question you (“Citizen, have you
8
encountered any advanced technology or mutants here?”). Could offer assistance if you have a
common enemy, or they might confiscate tech if you carry something “unsafe.”

The Mothman (Cryptid Sighting): As dusk falls, you glimpse the glowing red eyes of the
Mothman watching you from afar. He disappears almost as soon as you notice. (This encounter
9 is more eerie than deadly – unless you wish to pursue, in which case the Mothman might lead
you into a dangerous area or vanish. The sighting could also boost your character’s mysticism
or forebode something.)

Enclave Remnant (Mysterious Stranger): You encounter a person in a clean, pre-war military
outfit or perhaps advanced armor who is curiously helpful or inquisitive. They might be an
10 Enclave agent gathering info quietly. Possibly they help you fight a local threat then depart, or
subtly question you about Vault 76 or other tech. (An intriguing encounter that can
foreshadow bigger plots.)

Dangerous Wildlife: A larger wasteland creature crosses your path. Roll 1d3 to see which: (1)
Yao Guai (mutated bear) scavenging for food, (2) Radscorpion erupting from the ground, (3)
11
Snallygaster (a local cryptid mutant in Appalachia) slinking in the shadows. These creatures
are likely hostile if you’re nearby. You might attempt to sneak away or fight if well-armed.

Minefield or Trapped Area: Not a creature, but a deadly encounter nonetheless. You wander
into an old minefield or a building rigged with traps (signs like “Keep Out” bulletins are half-
12 buried). Realizing it, you must tread carefully. (Use this as a skill challenge: e.g. Perception +
Explosives to navigate, or Agility tests to avoid mines. Potential loot of mines if you succeed, or
injury if not.)

17
Roll
Encounter
(d20)

Supply Cache with a Guard: You find a stash of supplies in a ruined Red Rocket station – but
someone or something guards it. Maybe a single gun turret is active (and will shoot intruders),
13
or a lone scavenger claims this spot and aims a rifle at you when you approach. (Could lead to
a fight or a tense dialogue over sharing loot.)

Mutant Creatures Fighting: You stumble upon two types of creatures fighting each other. For
example, a group of feral ghouls battling super mutants, or a deathclaw attacking a herd of
14
brahmin. They might be so distracted you can sneak by, or you could wait to loot the
aftermath. Of course, the victor might notice you at the end...

Responder Volunteer Bot: A Responder Protectron (from the pre-war emergency services that
became the Responders) is trundling around giving automated aid announcements. It might
15 hand out a free healing item or direct you to a safe location (like “Please proceed to Flatwoods
for further aid”). It’s usually non-hostile unless attacked, and can even act as a temporary
companion if you need an escort (albeit a slow one).

The Scorched: You encounter a human-like figure with burning, cracked skin – a Scorched. It
could be alone or with 1-2 others. They wield improvised weapons and attack anything non-
scorched. If this is your first time meeting them, you might need to do a Lore check to recall
16
info about the Scorched Plague. (They behave somewhat like ghouls but with weapons.) If
you’re in an area known for Scorched (like near their nests or known towns), you might even
catch a glimpse of a distant Scorchbeast in the sky – if so, you definitely want to stay hidden.

Radstorm Approaches: (Not a creature but an encounter-level event.) The sky darkens with
green clouds – a radiation storm is rolling in. You need to find shelter quickly or suffer steady
17 radiation damage. The crackle of lightning in the green haze creates a terrifying backdrop.
Possibly ghouls become more active during the storm. (This event forces a change: take cover
for an hour or travel under hazard.)

Friendly Faces: You come across a small settlement or camp of friendly survivors (perhaps
3-4 people). They could be people from your Vault or just locals who managed to band
together. They welcome you to rest by their fire. (Use NPC behavior/motivation oracle to flesh
18
them out – are they genuinely friendly, do they need help with something, do they have
interesting news like “There’s a raider gang up north”?) This can be a refreshing break and a
chance to trade or get quests.

Remnants of War: The aftermath of an old battle. You find a scene like destroyed robots and
turrets around a bunker, skeletons wearing military gear, maybe a half-buried cache. No active
19 combatants now, but the area could be littered with unexploded ordnance or attract
scavengers. If you search, you might find ammo or a functioning weapon among the wreckage
– or trigger a leftover security system.

18
Roll
Encounter
(d20)

Major Threat – Boss Encounter: You encounter one of the wasteland’s big dangers
unexpectedly. (Examples: a Deathclaw prowling an area it normally isn’t seen, a hulking Super
Mutant Behemoth, or an entire Raider war party moving through.) This is a life-threatening
encounter. You likely should avoid or escape unless extremely prepared. Perhaps you hear it
20
or see signs first – e.g. a Deathclaw footprint – giving you a chance to backtrack. If you choose
to engage, be strategic and use everything at your disposal. This encounter could also be
foreshadowing a larger plot (why is a Behemoth here? Is something driving these monsters
out of their usual territory?).

When rolling on this table, consider the environment you’re in and modify results if needed. For instance, if
you’re deep in a Vault, you won’t meet a travelling merchant (reroll something Vault-appropriate like
security robots or feral ghouls). If in a city, maybe swap “wild animals” with “raider sniper” etc. The table is a
starting point – customize to maintain logical consistency.

NPC Behavior & Motivation Table (d10)

This table helps determine attitude or motives of an NPC you meet, if it isn’t obvious. This can apply to
both friendly and neutral characters, even some intelligent enemies if negotiation is possible. Roll when you
meet someone and you’re not sure how they’ll react, or when an NPC’s behavior needs direction.

Roll
Behavior/Motive
(d10)

Friendly & Helpful: The NPC is genuinely friendly. They offer help, advice, or supplies without
1 expecting much in return (perhaps just companionship or a good word). They might become
an ally or at least wish you well.

Cautious & Wary: The NPC is neutral but guarded. They might talk at a distance, hand on
2 their gun, until trust is earned. They could be convinced to cooperate with a successful
Charisma/Speech check or if you prove non-threatening.

Needs Help: The NPC is in some kind of trouble or need, and their attitude is shaped by that
desperation. (E.g. injured and begging for a Stimpak, or their brahmin got loose, or their
3
friend is missing.) They will be friendly if you assist, but might be incoherent or frantic until
their issue is resolved.

Greedy Trader: The NPC primarily sees you as a customer or a source of profit. They are
4 talkative if there’s a deal to be made, but not interested in altruism. They might try to upsell or
even swindle you. (If you have something valuable on you, they might scheme to get it.)

Deceptive/Two-Faced: The NPC appears friendly or neutral, but is actually deceiving you.
5 Perhaps a raider in disguise or a spy. They might lead you into a trap or feed you false info.
(Use clues or an Insight test to potentially detect their deception.)

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Roll
Behavior/Motive
(d10)

Hostile (Initial): The NPC’s first reaction is hostile. This could be due to faction (e.g. a raider
who just hates outsiders, or a territorial settler who thinks you’re a raider). They might shoot
6
first or threaten you. You can choose to fight or attempt to defuse the situation (maybe a
speech check or a show of peace might move them to cautious instead).

Fearful/Submissive: The NPC is afraid – maybe of you, or of something else nearby. They
might plead for mercy if they thought you were an enemy, or they’re generally jumpy (perhaps
7
a past trauma). They’ll comply with requests quickly to avoid harm, but they won’t be reliable
under pressure.

Zealous/Ideological: The NPC is driven by a strong belief or faction loyalty. Could be a cult
fanatic (e.g. Apocalyptic Cult of the Wasteland), a BoS scribe who cares only about tech, or a
8
Responder dedicated to helping others. Their actions will prioritize their cause. If you align
with it, they treat you well; if you oppose it, they might become hostile or dismissive.

Secretive & Curious: The NPC is not immediately hostile, but very reserved. They may ask
questions of you but give little of themselves. They might have a secret mission or identity (like
9 an Enclave agent or an undercover Railroad member). If you impress them or stumble upon
their secret, they could recruit you or reveal more. Otherwise, they part ways quietly after
gleaning what they want.

Scheming Ally: The NPC offers to join forces or claims to be on your side, but they have an
ulterior motive. Perhaps they intend to use you as muscle for their problem, or plan to betray
10
you at a critical moment to take loot. For now, they’ll fight alongside you or assist, making
themselves seem valuable – just watch your back when the big prize shows up.

This table can be used in combination with others. For example, if the Wasteland Encounter gives “Peaceful
Traveler” but you roll a 5 on this NPC table (Deceptive), maybe that traveler is actually scouting for raiders.
Or a “Trapped Survivor” encounter plus a 10 (Scheming Ally) could mean they staged the trap to lower your
guard and steal from you.

Always cross-check with what you already know: If an NPC is a well-known character (say you meet a named
character from lore), decide if it fits that they’d behave in these ways. If not, you may choose an appropriate
behavior or use this table only for random, unnamed folks.

Loot and Scavenging Table (d12)

Whenever you search a container, body, or location for loot, you can use this table to find out what
interesting item or stash you find. This is a general loot table focusing on one notable find; you can always
supplement with common items (like scrap, basic ammo, caps) as makes sense. Roll d12:

20
Roll
Loot Found
(d12)

Ammo Cache: A box of ammunition. Roll 1d6: (1) Small caliber (e.g. 10mm, .38) 2d20 rounds,
(2) Shotgun shells 4d6 shells, (3) Rifle rounds .308 or 5.56, 3d10 rounds, (4) Energy cells
1
(microfusion or small energy cells) 2d12, (5) Explosives: a couple grenades or mines (choose
type), (6) Mixed bag: a handful of various ammo types.

Medicine Stash: You find medical supplies. e.g. Stimpak x1, RadAway x1, and maybe a
2 tincture of Rad-X or a healing salve. If roll again or exceptional, perhaps a Doctor’s Bag (for
treating injuries) or a diluted serum from Vault-Tec experiments.

Food and Drink: A supply of preserved edibles. e.g. Canned meat (Cram) x2, Purified Water
x2, Sugar Bombs cereal, or even a rare Nuka-Cola Quantum bottle. This find can keep you
3
nourished or serve as trade goods. (Maybe include a quirky item like InstaMash packets that
are actually still good.)

Weapon (Basic): A usable weapon appropriate to the area. If in a civilian home, maybe a Pipe
Revolver or a Kitchen knife. In a military site, perhaps a Hunting Rifle or Service Pistol. Roll
4
type by context or pick one just above what you currently have to show progression. The
weapon might be in poor condition (could jam on complication) unless you maintain it.

Weapon (Advanced or Mod): A special or modified weapon. E.g. a pistol with a silencer mod, a
melee weapon with extra spikes (does +1 damage), or a unique weapon like a Laser Pistol or a
5
Flamer if context allows. Could also be a mod kit (e.g. scope or extended magazine you can
attach to a weapon later).

Armor/Clothing: Some protective gear. Perhaps a piece of armor: Leather chest piece or
Raider armor scraps. Or a useful outfit: a Responder uniform (maybe grants a bonus to
6 Medicine checks), a hazmat suit (for radiation protection), or a pair of sturdy boots that reduce
foot injury. If already well-armored, maybe this is combat armor parts or even power armor
frame (though power armor should be rare – only in known drop sites).

Caps Stash: You find a hidden stash of bottle caps (the wasteland currency). Could be inside a
7 mattress or behind a brick. Roll 4d20 to see how many caps. On an exceptional result, perhaps
you find a few Pre-War money bundles as well (not as currency, but can be sold as junk).

Technical Scrap or Upgrade: Some valuable junk or tech that can be used or sold. E.g. a bag
of screws, circuits, and aluminum (crafting components), a broken but salvageable
8 Protectron body part, or a toolkit upgrade that gives +1 Repair when used. Possibly a
magazine or instruction manual that, per core rules, might temporarily boost a skill or give a
recipe 32 .

Holotape or Note: Not a physical gear benefit, but a piece of lore or quest info. A holotape
journal or a crumpled note that provides a clue. (E.g. a holotape from a dead Vault 76 dweller
9 describing a treasure cache at “Mountainside Bed & Breakfast” or a note “Joe, meet us at the
old mine, we have the mini-nuke there.”) This can launch a new side mission or narrative
thread.

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Roll
Loot Found
(d12)

Traps! (Twist) Instead of loot, you triggered a trap while searching. Maybe the container was
rigged with a grenade bouquet, or a sleeping ghoul was in the cabinet. Resolve a sudden
10 threat (dodge an explosion or fight a sprung enemy). The “loot” you get might just be the XP
from surviving this surprise. (If you have Luck or a perk like Light Step, maybe you avoid the
worst.)

Rare Collectible: Something valuable or unique, not immediately useful in combat but prized.
E.g. a Nuka-Cola Quantum, a Vault-Tec bobblehead (maybe gives +1 to a stat for a short
11 time or permanently if you use a house rule), a set of Pre-War Military Dog Tags, or a Vintage
holotape game. These items could be turned in to certain NPCs for rewards or just kept as
interesting flavor.

Power Item: Jackpot find (should be relatively infrequent). Examples: a Fusion Core for power
armor, a functioning Stealth-Boy, a Mutagenic Serum that can boost an attribute temporarily,
or an old but working Mr. Handy robot follower (perhaps you find a deactivated robot you
12
can reactivate to accompany you for a while). Such items can significantly aid you, so maybe
require a skill check or quest to fully utilize (e.g. you found a power armor frame but need a
fusion core and repairs to use it).

Feel free to adjust quantities based on your needs. When looting enemies, common sense applies (a raider
will have whatever weapon they used, some ammo, maybe some caps or chems, etc., in addition to a roll on
this table for something interesting).

Also, consider condition: Fallout is about scavenging mostly worn items. You might find a great rifle, but it
could break after some use without maintenance (maybe on a weapon break complication). This
encourages you to keep searching for spare parts or better gear.

Complication Table (d6)

This is a mini-table for when you roll a 20 (complication) on a skill test and need an idea of what goes
wrong (if it’s not obvious from context). The Fallout RPG core encourages creative complications, so these
are general prompts:

Roll
Complication
(d6)

Equipment Jam/Break: A piece of your equipment malfunctions at the worst time. (Your gun
1 jams or even breaks, your lockpick snaps, your Pip-Boy screen flickers out momentarily.) You’ll
need an action to fix it or use a backup.

You’re Exposed/Off-Balance: You succeed (if it was a success with complication) but put
yourself in a bad spot. (During a fight, maybe you move into the open or trip – next attack on
2
you is easier or has an extra die. If sneaking, you make a noise – something hears you even
though you got where you wanted.)

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Roll
Complication
(d6)

Environmental Hitch: Something in the environment complicates things. (The floorboards


collapse a bit under you, causing noise or minor damage; a sudden gust of radioactive wind
3
blows dust in your eyes; an alarm system triggers.) This might introduce a new challenge or
hazard to deal with alongside your main task.

Delayed Success or Extra Cost: You didn’t fail outright, but it takes longer or costs extra
resources. (Picking a lock takes twice as long – cue a random encounter check because of the
4
delay; or you waste extra ammo hitting your target; or crafting uses up an extra component
unexpectedly.)

Friendly Fire or Collateral Damage: Your action harms something you didn’t intend. (In
5 combat, you hit a volatile object – explosion hurts you or an ally; in social settings, your words
offend someone else nearby; in repairing, you fix one thing but damage another.)

Attract Trouble: The complication draws unwanted attention. (Your gunshot reverberates,
attracting more enemies soon; your tinkering sends sparks up a vent, awakening some
6
molerats elsewhere; if in conversation, maybe an eavesdropper hears classified info.)
Essentially, a future encounter or challenge is spawned by this mishap.

Use these ideas to spice up the narrative when the dice give you lemons. Sometimes a complication can be
very specific (e.g. you drop an item or injure yourself), so you don’t always need this table, but it’s here for
inspiration.

With these oracle tables at your disposal, you are well-equipped to handle the unpredictability of the
wasteland on your own. Combine oracles as needed: For example, if you’re entering a new town, you
might roll on the Encounter Table to see who’s there, use the NPC table for their demeanor, and the Loot
table when you scavenge buildings. If you’re unsure how a faction would respond to your actions, use the
Yes/No or NPC motives. When traveling, the Encounter or a random Event can generate side adventures.

Final Advice: Solo roleplaying is a skill that improves with practice. At first, consulting tables might feel
slow, but soon you’ll get a feel for when to roll and when to just decide based on the story you want. Don’t
be afraid to pause the “action” and brainstorm a moment if a rolled result puzzles you – often the most
memorable twists come from thinking, “How on Earth does this result make sense?” and then creatively
making it fit. The wasteland is a strange and dangerous place, after all – full of stories waiting to be told by
you.

Now go forth, lone wanderer, and create your own legend in the Fallout universe. The only limit is your
imagination (and maybe your ammo supply)! Stay safe out there, and enjoy the adventure.

Sources:

• Fallout: The Roleplaying Game Core Rulebook (Modiphius, 2021) – for core mechanics and setting
lore.

23
• Cannibal Halfling Gaming – Fallout RPG Review (Aug 18, 2021) – discusses Fallout 2d20 system
features 5 16 .
• StartPlaying.games Blog – How to Make a Character for Fallout RPG (May 2, 2025) – provides a
character creation example 33 14 18 7 .
• Oracle RPG – Play Fallout solo with ChatGPT (Nov 8, 2024) – inspiration on solo play methods for
Fallout (using AI as GM) 34 .
• GraphicPolicy – Modiphius Announcement of Lone Wanderer Solo RPG (Feb 7, 2025) – news on official
solo product in development 2 .
• Fallout Wiki (vault lore and Fallout 76 setting) – for timeline and world details 3 .

(All the above were referenced to ensure this supplement remains true to the Fallout RPG rules and lore. This
document is an unofficial fan work intended to complement the official game.)

1 Tenkar's Tavern: Bundle of Holding - Solo Rules!


https://www.tenkarstavern.com/2025/01/bundle-of-holding-solo-rules.html

2 Fallout: Royal Flush is coming later 2025 and Fallout gets a solo TTRPG game, Lone Wanderer - Graphic
Policy
https://graphicpolicy.com/2025/02/07/fallout-royal-flush-is-coming-later-2025-and-fallout-gets-a-solo-ttrpg-game-lone-wanderer/

3 30 31 Fallout 76 - Wikipedia
https://en.wikipedia.org/wiki/Fallout_76

4 7 8 9 10 11 12 13 14 15 18 19 20 21 22 23 24 25 26 27 28 33 How To Make A Character


For Fallout RPG | StartPlaying
https://startplaying.games/blog/posts/how-do-you-create-character-fallout-ttrpg-modipihus

5 6 16 17 32 Fallout: The Roleplaying Game Review | Cannibal Halfling Gaming


https://cannibalhalflinggaming.com/2021/08/18/fallout-the-roleplaying-game-review/

29 Overseer (Fallout 76) - The Fallout Wiki


https://fallout.wiki/wiki/Overseer_(Fallout_76)

34 Play Fallout solo with ChatGPT — Oracle RPG


https://oracle-rpg.com/2024/11/play-fallout-solo-with-chatgpt/

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