Livro de Regras - Inglês

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Overview

Character creation is the single largest undertaking a played must undertake to play.
After character creation, most rules and minituae can be handled by the DM or picked
up over time. The only real duties of the player are to create and understand your
character, and to have fun. Below I will go over the steps to create your character for
this game.

The Idea
The best place to start when making a character is simply asking yourself “what would
be a fun thing to play in this setting?” If you're not big into role play, its fine to make a
version of yourself. Or you can go and create a whole backstory with complex history
and motivations. In either case, you will discuss your idea with the DM before the start
of gameplay to see if your idea fits the setting and wont overshadow other players.
Once you've got your basic idea, you can start to nail it down.

Race
Read over the playable races section and choose the one that fits best for your
character. Note the SPECIAL bonuses and race features. If you're just starting, it's
probably best to simply pick one of the humans, or ghouls, as the other races may run
into social issues in game. Your race also defines the size of your hit point dice which
determine HP and some healing.

SPECIAL
For your SPECIAL stats we will use point buy. Each stat starts with 1 point in it, which is
the minimum. You get 36 points to spend where 10 is the maximum in any given stat.
Note carefully the benefits of SPECIALs and Skills in the relevant document on the
subject. For example, endurance affects health, and intelligence affects your total
number of skills.

Background
This section will be heavily based on what your character idea is. See the document on
background for more details but simply put, you choose two skills, one tool, and one
SPECIAL saving throw to become proficient in that fits the background of your character
logically.
Starting Perk
Look over the perks available to you at level one (and beyond) to plan out your
character. After character creation perks are the major way to customize your character,
besides loot. Perks have restrictions including level, SPECIAL, proficiencies, race, and
other prior perks, make sure you qualify before choosing one.

Equipment
Your starting gear is defined by several factors. For the most part your DM will “give”
you an amount of caps to spend on gear based on your race and background. 500 caps
will be the average and is good for theorycrafting a new character. Not every player will
have the same amount, but they should be within an order of magnitude of each other.
Choose gear from the equipment document. The DM may restrict some items even if
you could afford them.

Derived Stats
There are several stats that come from things like your SPECIALs, equipment, or race.
Below I will give the formulas involved. For more information, check under Mechanics
and “Radiation, Resistances, Diseases, and Survival” documents.

Armor Class (AC): 10+Armor AC+Perk Bonuses+Other.

Physical Resistance: Armor bonuses+Perk Bonuses

Energy Resistance: Armor bonuses+Perk Bonuses

Fire Resistance: Armor bonuses+Perk Bonuses

Radiation Resistance: Racial features+Armor bonuses+Perk Bonuses

Max HP: 10+Hit Point Dice roll each level+endurance modifier*level. If your endurance
increases later, add the bonus retroactively. Some perks may also affect Max HP.

Proficiencies (Skill or tool): In addition to those gained from your race, and your
background, you have a number of proficiencies equal to your Intelligence SPECIAL
divided by 2, rounded up.
Carry Weight: Carry weight = Size * 15 + Strength * 20, where size is on a scale from 1
to 6, for tiny to gargantuan.

Critical Chance: A critical hit occurs when you roll a natural 20 on your d20. This may be
modified by perks, or rare equipment. See the mechanics document for more on
criticals.

Unexposed Humans
These are humans who were not significantly exposed to the wasteland, usually vault
dwellers but also some former government or company employee’s descendants. Going
into more detail in the background section will help to flush your character out.

Traits.
SPECIAL: You may add +1 to any 2 SPECIAL stats, except luck.
Age: Mature at 18, live to approximately 75
Size: Medium. Weigh between 100 and 250lbs. Between 5 and 6 ft tall.
Speed: 30ft
Hit Point Die Size: d8

Education. You have proficiency in one non combat skill of your choice.

Exposed Humans
These are the humans who descend from the survivors of the war. The people who
were lucky enough to survive the bombs, and avoid ghoulification became the main
constituents of the wasteland. Raiders, townsfolk, and everything in between. The
stresses of the wasteland have lead to physical improvements not found before the war.

Traits.
SPECIAL: +1 to Agility, strength and endurance
Age: Mature at 18, live to approximately 60
Size: Medium. Weigh between 100 and 250lbs. Between 5 and 6 ft tall.
Speed: 30ft
Hit Point Die Size: d8
Hard Times. Almost everyone in the wasteland has had to survive in the wild at one
point or another. You have proficiency in survival and sneak.

Minor Radiation Adaptation. -5 to rads per second

Ghouls
What happens when a human is exposed to lethal radiation? They die! Or at least that's
what usually happens. However, rarely, and under certain not-well-understood
circumstances, they become a ghoul. Ghouls have had their skin rot off, and their
bodies ravished by radiation however, they retain much of their mind. They are immune
to radiation and most diseases but normal humans view them as monsters. They do not
seem to age, however, they eventually lose their minds and become little more than
zombies.

Traits.
SPECIAL: +2 to endurance, +1 to strength, -1 to charisma
Age: Unaging, but can become feral
Size: Medium. Weigh between 80 and 200lbs, Between 5 and 6ft tall.
Speed: 25ft
Hit Point Die Size: d8

Ghoulification. You are immune to radiation and most diseases (DMs discretion). Feral
ghouls will not attack you unless provoked by you, or your allies.

Feral Instincts. You have proficiency in the unarmed combat skill.

Super Mutants
The original super mutants were created somewhere in the mojave desert by exposing
humans to the FEV (forced evolutionary virus). After their creator, The Master, was
killed by a vault dweller they have spread across North America. It is not clear if they
are somehow making more or not. Generally speaking super mutants are huge,
humanoid creatures with low intelligence. They are strong, tough, immune to radiation
and disease, and effectively immortal. However, they are not welcome among most
human settlements (even when not hostile, which is rare).

Traits.
SPECIAL: +3 strength, +2 endurance, -2 charisma, -2 intelligence
Age: Unaging, lose intelligence over time
Size: Large. Weigh between 200 and 500lbs. Between 6 and 8ft tall.
Speed: 30ft
Hit Point Die Size: d10

Super Mutant Regeneration. Unaging, and immune to diseases. -25 rad per second. +1
HP every 2 hours.

War never changes. Super mutants have proficiency in big guns and intimidation.

Synths
Short for synthetic humans, are a small group of artificial lifeforms created largely by the
CIT (Commonwealth Institute of Technology). They have been at work developing
synths for decades. Gen 3 Synths are sentient and biological, virtually indistinguishable
from a human, even on the inside.

Traits.
SPECIAL: +2 to Intelligence, +1 to agility
Age: Child synths can grow to adulthood, but generally they do not age
Size: Medium. Weigh between 100 and 250lbs. Between 5 and 6 ft tall.
Speed: 30ft
Hit Point Die Size: d6

Synthetic Dawn. Synths are immune to diseases and resistant to radiation. -10 rads per
second.

Slave Race. Synths were created as slaves and while a few escape, the parts of their
brain that allow them to be controlled can never be removed. As such, people or
technology in the wasteland may be able to compel you to do things against your will.
As part of their original purpose, they have skills embedded in them to carry out their
tasks. You have proficiency in one skill of your choice.

Robots
The robots of the wasteland are usually not sentient on the same level as a human, or
synth. However, there are some who are made to act and seem so. They cannot
formulate complex new plans, and generally have low intelligence. However, they are
tough and dangerous and often have built in weapons.

There are several kinds of robots in fallout. If you are interested in playing a robot, talk
with the DM about what kinds exist, your background and the limitations of being a
machine. Some perks and skills don't work for robots of different types. For example,
you can't use stimpacks to heal and you may be hackable.

Traits.
SPECIAL: Generally higher endurances and strength, and lower intelligence and
charisma. Depends on the type and background.
Age: Indefinite with parts and good repairs.
Size: Varies
Speed: Varies, usually slower than humans
Hit Point Die Size: d6-d12 depending on type

Machine Mind. Most robots cant think like humans or synths and cant make complex
new plans. Also, they can sometimes be hacked by someone who is skilled. However,
some robots are special exceptions. Robots do not require rest.

Machine Body. Being made of advanced metals means you can take more damage
than others. Your AC may be higher depending on your model and you may have
damage resistances. Medicine doesn't work on you, and you dont heal when you rest.
You, or someone else may attempt to repair you if appropriate materials are available.
Over the course of two hours they work on repairing you. The DC for the repair check is
increased by 5 for every 25% of your max HP you are missing. A robot can be repaired
even when “dead” (DC 20) assuming enough of the robot remains to be repaired. The
raw materials may need to be purchased and different models part will vary in
commonality.

Made for War. Most robots have some kind of weapon, either for defense, or for war. It
varies widely from laser eyes, to flamethrowers, to psychic blasts

SPECIAL

SPECIAL are your set of seven numbers that determine your characters natural
abilities. Each skill is governed by one or more SPECIAL stats. The DM may ask for a
skill check to be made with a different governing stat in certain circumstances.

Your SPECIAL stats generally range between 0 and 10. Each number is associated
with a modifier for dice rolls. It starts are -5 at 0, and goes up to +5 at 10. For example,
if you have 10 perception, you add +5 to rolls based on perception.

SPECIAL Modifier Table


SPECIAL stat SPECIAL Modifier

10 +5

9 +4

8 +3

7 +2

6 +1

5 +0

4 -1

3 -2

2 -3

1 -4

0 -5

Strength
○ Determines your ability to lift things, break open doors, swing a weapon
(including your fist), and even things like flexing your muscles to show off.
○ Your carry weight is based on strength. Exceeding it makes you
encumbered which causes exhaustion explained in detail in the
Mechanics document. Carry weight = Size * 15 + Strength * 20, where
size is on a scale from 1 to 6, for tiny to gargantuan.
● Perception
○ The ability to see, hear, taste and notice unusual things. A high Perception
is important for a sharpshooter.
○ Often used when your rely on your raw senses to notice something
○ Also used for noticing sneaking creatures
● Endurance
○ Determines your overall heartiness and resistances to things like poison
and radiation
○ You add your Endurance modifier to your HP dice roll each level. The size
of your HP dice roll is determined by your race.
○ Endurance also affects some resistances such as to radiation.
● Charisma
○ The ability to talk your way in, or out, of things as well as people's first
impression of you
● Intelligence
○ Knowledge, wisdom and the ability to think quickly. A high Intelligence is
important for any character.
○ More intelligent characters get a bonus to experience (Intelligence
Modifier * 3%, includes negatives)
○ Your number of proficiencies (skills or tools) is related to your race,
background, and intelligence. You choose a proficiency for every 2
intelligence you have above 0.
● Agility
○ Represents your coordination, nimbleness, and speed of movements
● Luck
○ The higher, the better.
○ The DM will sometimes have you make a luck check when they feel that
luck is the most important factor. This is up to the DMs discretion but will
often apply to things like gambling, finding loot, and encounters.
○ Your luck modifier is added to the your role on the crit table which can be
found in the Mechanics document

Skills
Almost any interaction with the world and people around you will require a skill check.
You tell the DM what you want to do, and the DM will tell you which kind of skill check to
make. For the most part combat skills are used to make attacks and contribute to your
chance to land the attack. General skills are used more widely, both in and out of
combat. If no skill fits, use the most appropriate SPECIAL.

Skill proficiency allows you to add your proficiency score (based on your level) to any
dice roll involving that skill.

● Combat Skills
○ Big Guns
■ Large weapons including miniguns, rocket launchers, fixed machine
guns and others
■ Governed by Endurance
○ Small Guns
■ Traditional hand held weapons from pistols to assault rifles,
excluding energy weapons
■ Governed by Agility
○ Energy Weapons
■ This covers weapons that use lasers or plasma to damage their
targets they tend to be rarer than small guns
■ Governed by Perception
○ Primitive Weapons
■ Bows, crossbows, spears, slings, atlatls, and other similar weapons
■ Governed by Agility
○ Explosives
■ Mines, bombs, grenades, as well as crafting and disarming traps
based on them
■ Governed by Perception
○ Melee Weapons
■ Anything from hammers to halberds
■ Governed by Strength
○ Unarmed
■ Obviously this covers your hands, but also attacks with “fist
weapons” such as brass knuckles, claws, or power fists
■ Governed by Endurance
● General Skills
○ Medicine
■ This skill covers a wide range of activities from diagnosing illnesses
and setting bones to crafting salves and performing brain surgery.
■ Governed by Intelligence
○ Lockpick
■ For picking mechanical locks. While a relatively narrow skill, it is
likely to be useful on a nearly daily basis
■ Governed by Perception
○ Repair
■ Another wide ranging skill that helps you keep your equipment in
working order as well as found technology and removing traps not
based on explosives
■ Governed by Intelligence
○ Science
■ Knowledge and understanding of the world including physics,
computer science, biology and other subjects. Generally used for
hacking terminals but also for understanding the world around you.
■ Governed by Intelligence
○ Sneak
■ Your ability to remain undetected by others. This is useful for
surprise attacks, avoiding conflict, or just slipping out without the
bartender noticing
■ Governed by Agility
○ Investigation
■ This skill defines your ability to search an area for clues or tracks. It
also governs your ability to notice people who are sneaking,
however, it only applies when you are actively looking for them. It
also applies to any time you actively try to discern the truth in
someone's face.
■ Governed by Perception
○ Survival
■ In the wasteland, nothing will kill you faster than ignorance. Survival
is about the general aptitude and know how to survive in the
wastes. How to build shelters. How to make fires. Knowing when
fires will attract. deathclaws and similar things. It can also be used
for harvesting materials from (formerly) living creatures like leather
or venom.
■ Governed by Endurance
○ Barter
■ This skill affects your trades with others in the world. Usually used
to haggle over prices it may also be used to start businesses and
see private inventories
■ Governed by Charisma
○ Speech
■ Interactions with the people of the wasteland don't always have to
be violent. Using speech you can try to persuade people, gain
allies, lie your way out of a fight, or whatever else with the power of
the word. However, keep in mind this isn't mind control; you can't
get someone to do something fundamentally against their beliefs,
or convince them of obviously false lies.
■ Governed by Charisma
○ Intimidation
■ When words won't cut it, sometimes a mean stare, or a flexing of
your rippling muscles will be enough to scare off raiders. But don't
count on it working on anything with no regard for its own life.
■ Governed by Endurance

PERKS

Perks are the most important part of your characters progression. At each level you will
be allowed to choose a new perk. Perks will have requirements including race, other
perks, skills, level, SPECIALs, and other things. Most perks are always available so
long as you meet the requirements, however some are gained from items or events in
the game. There is no cap on the total number of perks you can gain.

Requirements. Generally requirements are either SPECIAL stats, skill proficiencies, or


previous perks. SPECIAL requirements will have a two letter code and a number (ST 5)
which means you require that number of that SPECIAL. Any stat bonuses besides
Intense Training do not count toward this requirement. If a skill name is listed, you must
have proficiency. If a skillname is followed by a plus sign (+) you must have expertise in
that skill. A perk name means you must have that perk. Other requirements will be
explained. Blank means no requirements besides level.

Ranks. Ranks are the number of times you can take that perk; all effects stack.

Level 1

Name Rank Req Description


s

Gunslinger AG 6 When holding two weapons with the light


trait you may use your bonus action to
reload both of them.

Iron Fist EN 6 When striking, your limbs are nigh


indestructible. You never take damage from
a target as a consequence of attacking (for
example, punching steel, or spikes).

Ready. Steady. FIRE! When wielding a weapon with the two


handed and slow reload traits you may take
the “Steady Shot” action. You make one
attack at advantage at a target more than
20 feet away.

Child at Heart CH 5 Advantage on Charisma checks with


children.

Fortune Finder 3 LU 6 You find 3d6 extra caps when you find
caps.

Entomologist IN 6 Advantage on Attacks against insectoid


creatures.
Dr. Geiger PE 5 You know the rads in your immediate area
and know the direction of nearby radiation
sources.

Ugly Duckling EN 5 You are ugly. Advantage on intimidation


checks, but disadvantage on charisma
checks.

Inactive Camo AG 6 When standing perfectly still out of combat


you may attempt to sneak in partial cover or
when lightly obscured. You reveal yourself
when you move.

DUCK! Desc. You may take the disengage action as a


bonus action. (Require: Wielding primitive,
melee, or unarmed weapons)

Shop Class You craft items 25% faster

Craftsman/woman 4 You gain proficiency in one set of tools.

Level 2

Name Rank Req Description


s

Lady Killer/Black CH 5 +1 Damage against opposite sex.


Widow Advantage on charisma checks involving
the opposite sex.

Gun Nut AG 4 You gain proficiency in either Small Guns or


IN 4 Repair. If you already have proficiency in
both, you may gain proficiency in one other
skill of your choice.

Little Leaguer ST 4 You gain proficiency in either Melee


PE 4 Weapons or Explosives. If you already have
proficiency in both, you may gain
proficiency in one other skill of your choice.

Thief PE 4 You gain proficiency in either Lockpick or


AG 4 Sneak. If you already have proficiency in
both, you may gain proficiency in one other
skill of your choice.

Academic IN 4 You gain proficiency in either Science or


Medicine. If you already have proficiency in
both, you may gain proficiency in one other
skill of your choice.

Savage! AG 4 You gain proficiency in either Primitive


EN 4 Weapons or Unarmed. If you already have
proficiency in both, you may gain
proficiency in one other skill of your choice.

Private Eye PE 4 You gain proficiency in either Investigation


EN 4 or Intimidation. If you already have
proficiency in both, you may gain
proficiency in one other skill of your choice.

Scoundrel CH 4 You gain proficiency in either Barter or


Speech. If you already have proficiency in
both, you may gain proficiency in one other
skill of your choice.

Roughneck EN 4 You gain proficiency in either Big Guns or


Survival. If you already have proficiency in
both, you may gain proficiency in one other
skill of your choice.

Swift Learner IN 4 You have photographic memory, you have


advantage on checks made to reproduce
things you've seen such as handwriting,
images, or conversations.

Intense Training. 10 +1 to one SPECIAL of your choice

Percussive ST 6 When you fail a check to lockpick you gain


Maintenance IN <5 +5 bonus damage on your first attack
against the lock.

Ambidextrous You can add the appropriate SPECIAL


modifier to attacks made by your offhand
weapon.

Hut Hut Hike! St 5 After you move 20 feet in a straight line on


your turn you may take the Tackle action
against a creature within 5 feet. You make
a grapple attempt with advantage. In any
case, you become prone. If they fail the
check and they are knocked prone and both
of your are grappled.

Level 4

Name Rank Req Description


s

Ammo Scrounger 2 LU 6 You find 2d6 more ammunition,


particularly of the type in your main
weapon. Specialty ammo not included
(rockets, grenades).

Cannibal Over 5 minutes you gain 1d10+endurance


modifier HP from eating the corpse of a
human (or synth). Beware, this is
considered a heinous crime by most.

Derma Adamantitis 2 EN 7 Your skin hardens and calluses all over.


When wearing no armor you gain PR 5
and +2 AC

Rank 2 Requires Level 16

Travel Light Surviva If your armor weighs 25 lbs or less you


l move 10 speed faster.

You’re Special You gain proficiency in one SPECIAL


saving throw.

Educated IN 7 Advantage on intelligence checks to recall


history or lore that is not impossible to
know.

Cover vs Concealment When you take cover you gain an


additional +2 to your AC and agility saving
throws.

Scouter PE 7 As an action you may make an


investigation check on a target that you
can see clearly and determine their
approximate fighting potential

Inspirational CH 8 You have a number of inspiration dice(d8)


equal to your charisma modifier. As a
bonus action you may give one of these
die to a friend which they may add to one
attack roll, skill check, or saving throw in
the next 10 minutes. The dice replenish
after a nights rest.

Shotgun Surgeon Weapons you wield with the scatter trait


gain the suppressive fire trait.

Grognak’s Way ST 7 Before your first melee attack each turn


you may decide to attack with reckless
abandon. You gain advantage on all
melee attacks during your turn and
enemies gain advantage on all attacks
against you until the start of your next
turn.

Level 6

Name Rank Req Description


s

Fast Hands When you take the attack action using a


weapon you are proficient with you may
make two attacks.

Furious Retribution When you take damage equal to or


greater than half your max HP and you
are the only target of that attack, you may
strike back with furious retribution. When
the conditions are met, as a reaction, you
may attack your assailant (if you are
aware of them) dealing half the damage
you took on top of your normal attack.

From Another Town 2 You gain expertise in a non-combat skill


of your choice which you already have
proficiency in. You are able to add double
your proficiency bonus to skill checks
with that skill.

Rank 2 Requires Level 10.

Entrepreneur CH 7 Your silver tongue and luck make your


LU 5 business ventures more successful.
Finesse 2 LU 8 Rank 1: You crit on a 19 or 20.

Rank 2: You crit on an 18, 19, or 20.


(Requires LU 9 and level 13)

Lead Belly EN 6 Radiation from food and drinks is


reduced by 50%, rounded down.

Energy Crisis Energy You gain proficiency in energy weapons.


Weapons If you already have it you may gain
IN 6 proficiency in one other skill instead.
+25% magazine size weapons that use
an Energy Cell, rounded down.

Nani?! ST 7 or You may use your bonus action to


EN 7 teleport behind someone within 15 feet of
you. Must have path you could normally
walk or jump.

Feng Shui Fanatic Explosive You are a master in the art of “Speed
s Remodeling”. When you choose, your
explosives deal double damage to
structures and are much less likely to
cause a collapse.

Hypnotic Eyes Speech If you spend one minute looking


CH 8 someone in the eye out of combat they
become mesmerized. For the next hour
that person gains the enchanted
condition. They are unaware of your
attempt during or after however the effect
ends if they take damage from you or
your allies or someone they know shakes
them out of it, at which point they become
aware of your gaze and are immune for
as long as they can recognize you.

Critical Banker 3 LU 9 When you roll a critical hit you may


choose to “bank” it. You reroll your roll to
hit and treat a natural 20 as a normal hit.
You may then save the critical hit for
later, replacing any attack you make
later. You may bank a critical for up to 24
hours, otherwise it exspires.
Level 8

Name Rank Req Description


s

Mysterious Stranger LU 7 When you take the attack action a


mysterious stranger randomly appears
and shoots your enemy before quickly
slipping away.

Animal Friend 2 CH 7 Rank 1: Wild animals will not attack you


unprovoked.

Rank 2: If you spend 24 hours with an


animal trying to gain its favor it becomes
attuned to you. You form a close personal
bond and it is willing to follow you into
combat. Its max HP is half yours, or its
base max HP, whichever is higher. It
loses any multi attack ability it had.
(Requires CH 8).

Does not apply to insectoids.

Mad Eye PE 8 +2 to perception checks to spot a surprise


attack. If you spot a surprise attacker you
take your turn before. If more than one
person does so, take turns by highest
initiative.

Commando Called shots no longer have -2 to hit when


wielding a two-handed ranged weapon.

Junior LU 6 +1 to damage with whips, revolvers. More


CH 5 likely to find unique loot. You're frightened
around snakes.

Rad Resistance EN 7 RR 5

Strong Back ST 8 +50 carry weight

Size Matters EN 8 You gain advantage on attacks using Big


Guns that would hit 3 or more enemies.

Kung Fu Master 3 Desc Rank 1: +1 to attacks made with melee or


unarmed melee weapons. Requires 7 ST
or 7 EN, respectively.
Rank 2: +2 to attacks made with umelee
or unarmed weapons. Requires 9 ST or 9
EN, respectively, and level 12.

Rank 3: +3 to attacks made with melee or


unarmed weapons. Requires 10 ST or 10
EN, respectively, and level 18.

Wasteland Medicine You had advantage on all medicine


Wanderer, M.D. + checks to diagnose medical issues.

When you have a doctor’s bag you can


perform any of the following:

● Stabilize an unconscious creature


without a check.
● You may spend an hour
permanently repairing a crippled
limb. This requires supplies costing
75 caps which are consumed.
● You may restore four of your
patients hit point dice. You may
only use this once per long rest per
patient.

Level 10

Name Ranks Req Description

You're in the Big PE 5 When wielding a melee weapon without


Leagues Now ST 5 the light trait, you may use your reaction to
bat a slow projectile back at the sender.
This includes rocks, grenades, and mini-
nukes. Make an attack roll without
proficiency.

Nerd Rage! Science When below 25% HP (rounded up) you


IN 8 gain 5 PR, and 5 ER. During this time you
have advantage on strength based skill
checks and saving throws and your melee
and unarmed attacks have +5 damage.
This effect lasts one minute. This effect
can only be triggered again after having
healed fully.

Fan The Hammer AG 8 When wielding a light weapon, you may


use your action to make an attack with
your main-hand weapon against every
target in a 15 foot cube, assuming they are
in range and you have line of sight. You
automatically reload during this attack as
many times as you require. You may not
use this again until you’ve had a nights
rest.

Stunning Strike EN 8 When wielding an unarmed weapon you


Unarme may use your action to deal a stunning
d strike to an enemy. The target makes an
endurance saving throw, DC = 10+your
endurance modifier+your proficiency
bonus. If they fail, they are stunned until
the end of their next turn. You may use this
two times per rest.

Bristleback EN 8 You’ve mutated a tough skin and spikes


covering much of your body. When
someone makes an attack against you
from within 5 feet they take 1d4 physical
damage from your spikes.

ST 8 Melee

Mister Sandman AG 6 You can instantly kill a sleeping creature


Sneak+ whose current HP is below 100. Otherwise
you deal 10d10 physical damage.

Night Person PE 5 Between From dusk till dawn you gain


IN 5 advantage on skill checks based on
intelligence or perception.

DIY Photonics Repair+ Reduce the cost of repairing and modifying


Energy energy weapons by 50%
Weapon
s

Level 12
Name Ranks Req Description

Fast Hands II AG 8, When you take the attack action you may
Fast make three attacks.
Hands

Fast Metabolism Stimpaks heal you for 50% more dice


worth. E.g. 4d6 >>> 6d6

Plasma Spaz PE 7 Plasma weapons can goo-ify targets at or


Energy below 75 HP
Weapon
s

Computer Geek IN 8 You may try to hack a computer or robot


Science once more after it locks you out. However,
the robot or defenses may become hostile.

Lifegiver 3 EN 4 +10 to Max HP

Sniper When making a called shot at a target


beyond your optimal range you do not get
disadvantage.

Pyromaniac You add a special concoction to your fire


weapons fuel. Things you ignite can only
be put out with a large amount of water.
Fire spreads to anything being used to “pat
out” your fires.

Ghastly Scavenger Cannibal Over 5 minutes you gain 1d10+endurance


modifier HP from eating the corpse of a
super mutant or ghoul. Beware, this is
considered a heinous crime by most.

Hit the Deck AG 6 As a reaction, you may dive to the ground


when an explosive goes off near you. You
move up to 5ft and gain advantage on any
agility saving throw required.

Level 14

Name Rank Req Description


s
Chemist Medicine You gain proficiency in the chemistry set.
+ You get advantage on checks made to
resist addiction. Chems you make last 50%
longer

Light Step PE 6 You do not trigger mines or pressure


AG 6 plates. This doesn't mean you see them.

Master Trader Barter+ You get advantage on checks made to


CH 6 barter and to negotiate payment or prices.

Adamantium When you would normally gain a crippled


Skeleton limb, you have a 50% chance to completely
resist and not become crippled.

Refractor 2 PE 7 +5% Chance to reflect energy weapons


damage back at the shooter.

BFG Big Guns Big guns and their ammo weigh half as
ST 8 much on your shoulders.

Power Armor You are able to use power armor.


Training

Level 16

Name Rank Req Description


s

Better Criticals LU 7 When you crit you may take the maximum
for one of the dice rolled.

Robotics Expert IN 9 When you successfully hack a robot you


Science+ have new options. You may choose to
cause it to self destruct after a short time,
or program it to view you as an ally in
combat.

Infiltrator Lockpick You are able to open windows and door


+ silently when sneaking. You are able to
make skill checks to pick locks at
advantage.

Carry A Big Stick ST 9 While wielding a two handed trait melee


weapon you may force your target to make
a strength saving throw when you land a
hit. On a fail the target is knocked prone. In
addition you may make another attack as a
bonus action. You may only use this once
per round.

Level 18

Name Rank Req Description


s

Fast Hands III AG 10, When you take the attack action you may
Fast make four attacks.
Hands II

Action Boy/Girl You may take an additional Action on your


turn. You may use this once per long rest.

Paralyzing Palm Unarme As an action you strike a target within


d range with an open palm technique. You
EN 9 make an attack roll, on a hit the target is
Stunning paralyzed for 5 rounds. Robots and
Strike creatures above your size are immune.
You may do this once per long rest.

The Bard Of Your CH 10 As an action you may attempt to convince


Own Existence Speech+ someone to perform some task they
normally wouldn't. You throw them off with
your smile, and twinkling eye and smooth
style. The target makes an intelligence
saving throw, on a failure they perform the
task you suggested. This task cannot be
directly physically harmful to the target. If
they succeed they see through your
arguments and become immune to future
uses of this ability. They may make the
saving throw again every 12 hours. You
may only use this ability once per night's
rest.
Level 20

Name Rank Req Description


s

Gun Fu AG 10 On your second target you get +3 damage.


On your third target you get +6 damage.
On your fourth target you get +9 damage.
Each target must be unique.

Grim Reaper's Sprint LU 10 When you get a kill using a called shot you
have a 50% chance to take another turn.

Ninja Sneak+ When using a melee or unarmed weapon


EN 10 or to make an attack on a target who hasn't
ST 10 noticed you you crit on a 16, 17, 18, 19, or
20 and any one or two rolls become threes.

Solar Powered From dawn till dusk you heal 5hp/round


and have advantage on all skill checks you
have proficiency in.

Strategos IN 10 At the beginning of a new round of combat,


regardless of whose turn it is, you may
invoke this ability. Each combatant you are
aware of declares their intention for that
turn in simple words such as “Attack this
raider”. Next, you go first. On each
person's turn, they must do what they
declared. If their course of action is no
longer valid they skip their turn. You may
use this ability only once per long rest.

The All Seeing Eye PE 10 You have superhuman awareness of your


surroundings. No one can remain hidden
from you within 100 feet, regardless of line
of sight. You have +10 to initiative. Partial
cover does not give your target any bonus
to AC or agility saving throws. And you can
see clearly out to one mile.

Backgrounds
The Background of your character is very important to defining who they are, what they
know, and where they are going. In the wasteland people live many different lives and
know many different things. You will rarely meet two people with the same skillset or
experiences. Because of this, in this game each player should develop their background
with help from the DM. Get a general idea of what your character did up until now and
pick skills and or tools relevant to that life.

If you need help, ask the DM to make suggestions. You will gain proficiency in your
chosen skills and tools. You may also choose a trait, or work with your DM to create
one. Traits are unlike perks in that they always have a downside to balance out their
benefit. For example, you may move faster on foot, but have a phobia of open waters.

To create your background consider what life your character has lived. Try your best to
fit this past into the world the DM has made and the flavor and tone of the Fallout
universe. Have the DM review your background to see if it fits and is reasonable as they
have the final say on what can work in the game.

Informed by background, pick two skills, one saving throw SPECIAL, and one tool
to be proficient in.

You may also choose a trait; this is optional.

Traits
A trait is meant to be a balanced way to add flavor to your starting character. As such
they are optional. All traits must be approved by the DM. When designing a trait
remember that the benefit should be mostly counterbalanced by the negative.

Tools are the catch all term for things in the world that generally require more than trivial
experience to use effectively.

This list will not be exhaustive but will try to include anything you are likely to come
across.

When using a tool in a non-trivial way the DM will ask you to make a check (roll a d20)
and add the relevant SPECIAL modifier to the roll. If you are proficient in that tool, you
may also add your proficiency to that roll.

In most cases, you can make an attempt, even if you aren't proficient. However,
sometimes you can't try to use a tool at all without proficiency. The most notable
example of this is using power armor.And a failure on a vehicle operation check could
result in a crash.

As an example, using machinist’s tools to make a zip-gun will require a roll where the
difficulty will depend on the complexity of the intended product. The DM will ask you to
make a check and add an appropriate SPECIAL modifier, such as perception or
intelligence, to the roll. If you are proficient, you would also add your proficiency score to
that roll.

Name Notes

Carpentry and With or without power


Woodworking

Machining and Includes blacksmithing


Metalworking

Cooking Hardware Generally used in checks to cook using more than an


open fire

Musical Instrument One proficiency per instrument

Chemistry Set Requires 5 intelligence to attempt use.

Glassmaking Include glassblowing

Orienteering Tools Reading and making maps, and use of navigators


supplies

Brewery Hardware

Leatherworking Tools

Mason's Tools

Earthenware Tools For pottery and firing

Pulled Wagons Carts, wagons. Usually pulled by Brahmin

Self Propelled Land Cars, motorcycles, tractors


Vehicles

Watercraft Rowboats, sailboats, motorboats

Aircraft Vertibirds, planes, helicopters


HP. Your max HP is set by rolling your hit point die. It is the total of each roll you’ve
made, one for each level, plus your endurance modifier time yours level plus 10. Some
effects reduce maximum HP. When you’ve lost HP it can be regained in several ways
including medical treatment, and rest.

Healing. There are many ways to heal your character. The easiest is resting and letting
your wounds heal. Another way is through stimpacks and other medicines. There are
also doctors around the wasteland able to help with healing, radiation, and addiction.

Resting. Allowing your body and brain to recuperate is an important part of life and
survival, insomniacs beware.In order to heal, you may do a Short Rest or a Long Rest.

● Short Rest
○ You relax for one hour doing nothing more strenuous than meditating,
reading a book, or eating. It is assumed you spend most of the time sitting
or laying down.
○ At the end of your short rest you may roll your hit point dice. Your total
number of hit point dice is your level, and the number of sides on the dice
is determined by your race. You may roll hit point dice and add your
Endurance modifier, then add this total to your current HP. You may do
this one at a time until you run out of hit point dice.
● Night’s Rest
○ Races that require sleep must rest each night for about 8 hours. During
that time, unless stated otherwise, they must sleep for 6 hours.
○ If they fail to do so they will gain a level of exhaustion after 24 hours since
their last rest.
○ They may only rest once per 24 hours.
○ Reduces your current exhaustion by one assuming they’ve had sufficient
food and drink.
○ A character must have at least 1 hit point at the start of the rest to gain its
benefits.
● Long Rest
○ You spend three days relaxing and allowing your wounds to heal. During
this time you sleep full nights, and during the day you do not engage in
strenuous activities like combat, running, long distance travel, sports, or
prolonged physical labor.
○ One combat during a long rest will not disrupt the rest.
○ At the end of the three days you regain all HP and all your hit point dice.
First Aid. With appropriate supplies you temporarily fix a crippled limb. Make a
medicine check (DC 14+1 for total number of crippled limbs) to nullify the effects of a
crippled limb. This lasts for 24 hours after which the effects return until the limb is
healed.

Medicine. Many chems come in handy in the wasteland. From mentats to stimpaks,
chems can have helpful effects. They can also be addictive and cause negative effects
when in withdrawal. Various chems and medical equipment are detailed in the
Equipment document.
Damage Types. There are four damage types: Physical, Energy, Fire, and Radiation.
Radiation is a special case that does not affect your HP directly but causes serious
status effects.

● Physical Damage comes from damage caused by impacts, piercing, slashing,


falling, and other traumatic events.
● Energy Damage comes from electromagnetic energy and thermal energy being
transferred to the tissues of the target. This causes burns, vibrations, and boiling
that destroys the body of the target.
● Fire Damage is specifically from chemical oxidation reactions and notably
different from energy in its need for proximity and ability to spread. While the
burns from energy and fire are similar, the ability to resist them is very different
so they are classed differently.
● Radiation is a special case detailed below. It comes from charged particles, and
very high energy EM and while it can cause warming it usually affects it target in
more indiseous mechanisms causing your body to breakdown and mutations
such as cancer, or a new arm, to form.

Resistances. In addition to AC which represents your ability to completely evade taking


damage serious enough to affect your HP, some creatures, armor, and perks have
Resistance. Resistance simply reduces each instance of damage by a specific amount.
For example, if you have 5 Fire resistance, you subtract 5 damage from any given
instance of fire damage, usually totalled over a round as something like 1d6 fire
damage. Radiation and its resistance has some special characteristic described below.

Diseases. The wasteland has many diseases, some from before the Great War, many
from after. Just like brahmin and mutants, viruses and bacteria also mutated in the
wasteland to form new blights on the remnants of humanity. If it is known, a disease can
be identified by a successful medicine check. Common diseases require no check, and
first-of-its-kind ones may require several checks to figure out. The common cold, and
yearly flu are still the most common, however, there have come about even more exotic
diseases that can cause mutations, or even enslave their carrier.
Survival. For some, this is all that is left. The struggle to survive in the wasteland has
improved in some places, such as the NCR. But in most of the former United States
every day is still a struggle. You may be thinking of radscorpions, and yao gai, but as
ever the largest threat is the elements. Hot and cold, dry and wet, lack of food and
shelter kills more people than any deathclaws. In your travels you must remember to
eat, and drink, and to keep warm or cool. Get sleep, and avoid too much radiation. If
you fail in this you will risk serious conditions that will make survival even more difficult.
Exhaustion is the most common risk of lack of food, sleep, and water, but other effects
as defined by the DM can also befall you.

Radiation. The slow killer. Death by radiation takes time, but you will wish it hadn’t.
Taking Radiation Damage increases your rads absorbed. It does not decrease your HP
directly but will cause radiation sickness shown below. Your total rads absorbed is
cumulative and can only be reduced with rad-away, some items and perks, and well
trained doctors with the right technology. As your rads increases, you suffer the
following effects:

Radiation Description Effects


Level

0-100 No effect

101-200 Slightly Nauseous -10% Max HP

201-300 Always tired Unable to use reactions

301-400 Vomiting -20% Max HP

401-500 Hair Falling Out Exhausted, level 1

501-600 -30% Max HP

601-700 Bleeding all over Exhausted, level 2

701-800 -40% Max HP

801-900 Skin falling off Exhausted, level 3

901-1000 -50% Max HP

1001+ Death Or Worse


The exhaustion levels cannot be removed by anything but reducing your rads. The HP
reduction is total at that point.

Removing Radiation. Luckily for those of the wasteland, the prewar USA stockpiled
huge quantities of rad-x and radaway in anticipation of the war so these can be found
across the wasteland. Some technology and perks may also remove or mitigate
radiation. Not to mention that some races have natural resistances.

Rad Absorption. Radiation is usually either dealt instantaneously (20 rads from an x-
ray), or over time (5 rads/round). In either case, resistance removes that amount of
radiation from each instance. Because rads tend to be dealt over time, the DM will often
use the combat rounds system to get the granularity of radiation even if there is no
combat. Most contaminated food gives an instant radiation dose, as does drinking.
Usually these are low, but sometimes they can be quite high, even affecting normally
resistant creatures.

Combat
Combat is the system we use to manage the small sections of time in a fight. Combat
consists of rounds where each combatant takes their turn in order, based on Initiative
roll of that combatant. Highest goes first, and so on. A round in combat can have any
number of turns (one for each combatant) but the whole round only represents 6 real
world seconds.

Here is a simple step by step for the stages of combat:

1. Roll initiative. Each combatant rolls a d20 and adds their agility modifier. This is
their initiative and determines the turn order.
2. Establish positions. The DM specifies where everyone, and everything is at the
start of combat. This is usually based on marching orders discussed beforehand
and where the DM knows the people and objects in an area to be at that time.
Usually this is transcribed onto a grid or hex map. However, for simple combats,
it may be played in theater of mind.
3. The DM determines who was surprised at the start of combat, this is explained
below.
4. Each player takes their turn in order by initiative.
5. When the last player finished their turn, you start the next round at the top and
repeat until the DM rules combat over.
Surprise
Surprise is simply the state that an affected combatant can't move or take actions on
their first turn of a given combat encounter. A combatant is surprised when they were
completely unaware of their enemies before the first strike. Usually this happens when
one side is sneaking, and goes unnoticed up until the first attack.

Generally this is determined by comparing the sneak roll of the sneaking combatants to
the perception roll of the group being attacked. If the defenders were actively looking for
the attackers they may do an investigation check instead. In either case, the defenders
are surprised if they fail to notice all of the attackers. Not all defenders must be
surprised.

For example, your party ambushes three raiders. You all sneak into positions on a
hillside. The sniper tells the DM he fires at the front raider in the valley. The DM calls for
initiative, then establishes positions. The DM compares the perception rolls to the
stealth rolls of your group. Two of the raiders dont notice the party but the front one has
seen the sniper as he moved into position to shoot. Now you play out combat normally
except the two surprised raiders skip their first turn.

Sneak Attack Damage. When you deal damage to a surprised combatant they take an
additional 3 damage.

Surprise Attacker. The person who initiates the surprise combat always goes first on
the first round of combat, regardless of their initiative. In the above example, this
prevents the front raider from somehow seeing the sniper, and moving to cover after the
sniper told the DM he pulled the trigger. Only one person in the entire combat encounter
can be the surprise attacker, as determined by the DM. Also, they may not change the
target for that first attack, regardless of surprise.

Your Turn
On your turn you can move and/or take an action. Under special circumstances you can
also take a bonus action and/or a reaction. You can do them in any order unless
specified elsewhere.

Bonus Action. These are special actions afforded only by specific features or
equipment. They are not interchangeable with your normal action and you only get one
if a feature or equipment says so. For example, you normally take no bonus action.
However, if you are duel wielding, making an attack with your offhand weapon requires
your bonus action. Bonus actions are only during your own turn.
Reaction. These are actions you can take on any turn in combat but only when the
required trigger is satisfied. The two most common instances of this are using the
“Ready” action to define a trigger and response, detailed below, and attacks of
opportunity, also detailed below.

On your turn, you can move a distance up to your speed and take one action. You
decide whether to move first or take your action first. Your speed — sometimes called
your walking speed — is noted on your character sheet.
Other events on your turn. Besides the move, action, bonus actions, and reaction you
can do some simple activities. You can talk in short phrases and simple gestures. You
may perform a simple interaction with objects or your immediately available inventory.
For example, you could close and lock a door. You can sheathe a knife and draw your
pistol. You could grab a weapon on the ground. And anything of similar effort and
speed. Trying to perform more than one of these will require your action.

Also, the DM may decide an interaction is too complex for a simple interaction and
requires you action, something such as entering a combination into a safe lock. Also,
some equipment requires an entire action to activate.

Action. You have many choices for actions. The most common one is the attack action
which is how you deal damage most of the time. However, other actions include, dash,
dodge, ready, help and others detailed below.

Attack. Attacks have 4 steps.

1. Choose a target. Person, object, direction, or specific point (in range).


2. Decide if you want to do a simple attack, or called shot. See called shots
document.
3. Roll your d20 and add the relevant bonuses such as SPECIAL modifier, or
proficiency.
4. If the total is higher than, or equal to their AC (armor class) you land the hit.
5. If you landed the hit, roll damage. This is based on the weapon and your
SPECIAL modifiers.
It may sound complex, but when you get used to it it only takes a few seconds.

Dash. Until end of turn, you gain your base movement speed as a bonus. This
represents a serious, all out sprint for your character.

DIsengage. Until end of turn, Moving doesn’t provoke opportunity attacks.


Dodge. Attacks against you using primitive weapons, unarmed, or melee weapons have
disadvantage and you gain advantage on agility saving throws.

Distract. You choose a target that can see and hear you within 30 feet and get their
attention during combat to make an opening for an ally to exploit. The first attack
against your target made by anyone besides you has advantage. This effect ends at the
start of your next turn.

Hide. When appropriate (detailed in mechanics) you may attempt to hide from enemy
combatants. You make a sneak check vs all enemies in the area making perception
checks. If no enemy notices you, you become hidden and benefit from that condition,
detailed in mechanics.

Ready. You define a trigger, and what your character will do when that trigger happens.
When the trigger happens, you may either do exactly what you described or do nothing.
You use your reaction to perform the action. You may move up to half your movement
as part of your action but only if you didnt move on your turn. For example, you want to
shoot the first person that comes through a door in front of you. You ready that action,
and when a person comes through the door you can either shoot, or not. You can not
change the action, only abort it. For example, if the person turns out to be an ally, you
may wish to avoid filling them with holes.

Search. You may search the area for something. You make an investigation check and
the DM determines if you find anything.

Push. You may push a creature of your size or smaller. When you do, they move 5 feet
away from you and make an agility saving throw. On a fail they are knocked prone.

Clear Jam. You may spend your action clearing a jammed gun. No check is required.

Other. If you have another idea for an action, ask the DM and they will determine if it
can be done in one action. Sometimes it will be too much for one person in one turn.
Other times it will be trivial and require no action at all.

Movement in Combat
When moving in combat you move at your movement speed. If you have more than one
movement speed your total movement cannot exceed your highest movement speed in
any one mode. For example. If you have 30 feet of ground movement (default type),
and 60 feet of swimming speed, you can move only 30 feet on the ground, but then may
swim another 30. However, you may not walk 30, then swim 60.

Difficult Terrain. When moving in difficult terrain, every foot of movement costs 2 feet
of your speed to traverse.

Jumping. There are four kinds of jumps. Running high jump, running long jump, and
standing high jump, standing long jump. In any case, your total distance cannot exceed
your movement speed. So you cannot run 30 feet then try to jump another 10 feet if
your move speed is 30 feet. Unless you have some way to fly, or hover, you always end
your turn on at the same absolute height as when you left the ground.

Prone. On the first turn aftering becoming prone, if you did not do so voluntarily, you are
unable to get up or move. After that turn you may use half your movement to get up.
You may crawl when prone, where each foot of movement requires an additional foot of
speed. While prone, from 15 feet or more against you have disadvantage and attacks
within 10 feet have advantage. You also have advantage on ranged attacks while
prone.

Ranged Attacks
Attacks made with ranged weapons, basically anything but your fists and melee
weapons, have some special features. Ranged weapons have one or two range
numbers. When there is just one number, you cannot attack beyond that range. When
there are two numbers, attacks within the first number are made normally, and attacks
between the first number and second number are made with disadvantage, attacks
beyond the second number cannot be made.

Too Close. Primitive weapons have disadvantage on attack rolls against targets within
5 feet.

Opportunity Attacks
These are attacks made when an enemy leave the range of a melee or unarmed
weapon you currently have equipped and at hand. You may make one normal attack
against them as they leave the range, before they leave it. This uses your reaction.
Clearing a Jam
On the turn that your gun jams you may use your reaction to attempt to quickly clear the
jam. Make a repair skill check against the DC = 15 - Weapon Quality

Two Weapon Fighting


When you make an attack with a weapon with the light property you may make an
additional attack with a light weapon in your offhand using your bonus action. You may
also choose to throw them instead.

Grappling
You may replace an attack with a grapple. You attempt to immobilize an enemy of your
size+1 or smaller. You make a strength check contested by their strength, or agility
(their choice). If you win, they are grappled. Their speed is 0, however, they can still
fight at full strength.

If two people successfully grapple a target, it becomes restrained. If three or more


people do, it becomes effectively paralyzed.

Breaking a grapple requires an action and another contest, again using strength vs
strength or agility. The grappled creature need only make one check to break any and
all grapples on it, however, the DC to break the grapple is d20+highest strength among
grapplers+2 for each grappler beyond the first.

Damage Types

There are only 4 damage types: physical, energy, fire, and radiation. Each weapon will
deal some amount of damage in one or more of these types. Some things have
resistance to damage, which reduces each instance of damage by a set amount. See
the mechanics document for a full review.

The called shots system is used when the player wants to attack a specific part of an
enemy. Due the the smaller relative size of any sub-portion it is necessarily harder to
hit. The benefit of doing so is in trying to strategically wound or damage the enemy
using the crippled limbs system.

During an attack, you declare your target. If you do not specify a subtarget you roll
normally, your hit roll vs their AC. On a hit you heal damage normally and which body
part was hit is random. If you do specify a target, you roll your hit dice with a -2 to hit.
On a hit you deal damage to their HP normally. If you crit while calling shots, you
automatically cripple the “limb”. Criticals, crippling, and the medical system are covered
in “HP, healing, resting, first aid, and medicine” and “Mechanics” documents.

Below is a table of effects for different crippled parts.

Head Disadvantage on perception checks. headache. dizziness.


stunned 1 round

Torso Can't hold breathe. may vomit. stunned 1 round.

Dominant Arm 10% chance to drop held object. Two Handed weapon: -2 to hit.
One handed weapon: -5 to hit. -3 to melee and unarmed
damage.

Offhand Arm 10% chance to drop held object. Two Handed weapon: -2 to hit.
One handed weapon: -5 to hit. -3 to melee and unarmed
damage.

Both Arms Cant use weapons.

Leg Speed reduced by 10ft. Cant jump.

Both Legs Speed reduced by half. Cant jump, or climb.

Wings Cant fly. Falls to ground when crippled.

Antennae / IFF Become frenzied. See conditions.


chip

Critical Hits. A critical hit is when you landed a lucky shot that deals extra damage. It
occurs when you roll a natural 20 on your roll to hit during an attack. When you crit you
look to the critical hit table to see what effects are applied to your target. You add your
Luck modifier to the critical table roll. A critical hit is a guaranteed hit, regardless of the
targets AC. Note that criticals only occur on attack rolls, not on skill checks or saving
throws; success is not guaranteed even with a natural 20 on those rolls. When your crit
results in a crippled limb and you didnt call your shot the crippled limb is random.

Quality. All weapons have a quality rating. Everything from a metal rod to a minigun.
Quality is a rating out of 5 stars, 5 being highest quality, least likely to jam. However,
each weapon has its own minimum and maximum value on this scale. Some weapons
go from 1 to 5. Others may only go from 4 to 5. Obviously the latter is better as the
weapon will never degrade too far. Similarly, some may only go from 1 to 2.
Quality determines how often your gun will jam when you roll a critical fail,
detailed below. When your gun jams, it goes down in quality (within its range). You must
use the repair skill, and appropriate parts, tools, and time to raise the quality. Its costs
more to go from 4 to 5, then from 1 to 2.

Critical Fails and Weapon Jams. When you roll a natural 1 on your d20 roll to hit you
suffer a critical fail. Add your Luck Modifier to your fail table roll. Your hit misses no
matter what and you roll on the Critical Fail table. The DM may also rule unfavorable
repercussions such as shooting something close to your intended target, but this is not
predictable. When a weapon jams it cannot fire again until it is cleared. As a reaction
you may attempt to clear the jam, make a repair skill check, DC = 15 - Gun Quality. On
a quality 1 weapon, if you fail to clear the jam as a reaction, it breaks.
Needless to say, melee weapons do not jam, however, they do have quality and
that still reduces until it breaks. And while you energy weapons may not jam either, they
have similar malfunctions that work identical to small guns. Thrown explosives do not
have quality or jamming.

Helping Others, Out of Combat. If more than one person attempts the same task
(together, or in series) they roll the appropriate check only once with advantage, using
the highest modifier among them. It doesn't matter if its two, or twenty people helping,
you never roll more than the two d20s in advantage. The DM may decide that significant
enough changes have been made to consider it a “fresh” skill check.

Sneaking, Surprise, and Unnoticed Attackers. Sneaking is a skill check, usually a


contest between the sneak skill and the perception stat that represents whether you are
noticed by another person. It does not mean being invisible, if you are in the open, in a
well lit area, no amount of skill will prevent other from noticing you. Just because you
succeeded in your initial attempt to sneak, does not mean they won't notice you if you
make noise or walk out in the open.
The three primary benefits of sneaking are to avoid someone seeing you, to gain
advantage on an attack on someone who hasn't noticed you, or to get bonus damage
on surprised combatants in combat, as detailed in that document.

Carry Weight and Encumbrance. Your carry weight is the maximum weight you can
carry before becoming encumbered. Carry weight = Size * 15 + Strength * 20, where
size is on a scale from 1 to 6, for tiny to gargantuan. When encumbered , for every hour
of movement you gain one level of exhaustion. In addition, attacks against you have
advantage while encumbered.
While carry weight is the main limiter, you must also have the physical ability to
carry what you have. You must have backpacks, pouches, and sacks to hold the things
you wish to carry. Similarly, if an object is too unwieldy to pick up alone you may not be
able to do so even if it's below your carry weight. When choosing your gear, remember
to buy a backpack, and some sacks. Your clothes are assumed to have some pockets,
but it is limited and you cant fit a rocket launcher in there.
A tip on tracking weight: When you make your character, add all their gear up.
After that you will only have to make small changes each session. You are welcome to
use a spreadsheet. Even if you dont want to bring a tablet or laptop, you can print it out
each session and make small changes in writing then update the spreadsheet before
the next session.

Hacking. Hacking uses the science skill and allows you access to a terminal’s systems
or sometimes a robot. Hacking is usually harder than picking locks and may require
several checks, the benefit is that many computers have useful information or even
controls for doors and defenses. Failing a hack will lock you out of the system.
Hacking a robot is harder still, and the only way to do it to a hostile robot is to
somehow immobilize it, or sneak up on it.
In this document we will cover common items, armor, weapons, weapon mods, chems,
tools as well as some rarer items not found in every settlement but that you may come
across.

Armor
Armor reduces the chance that your enemy can land an effective attack on you. This is
represented by adding to your Armor Class (AC). Since they must tie or beat your AC to
deal damage, a higher AC is very useful. And AC above twenty starts to become very
difficult to overcome since we roll a twenty sided die to determine if an attack hits. On
top of that, some armor has Damage Resistance, detailed in the “Radiation,
Resistances, Diseases, and Survival” document. There are no proficiencies for normal
armor. However, armor presents trade offs, more protection generally reduces speed or
accuracy. Heavy armor also weighs significantly more and costs a ton of caps. Power
armor negates the downsides (besides caps), but requires a perk to use.

In the wasteland there are no two sets of armor exactly alike. Mass production hasn’t
made much of a comeback. As such, armor is placed into categories. Armor in the
same category is generally the same weight, materials and has the same effects on the
wearer but may look very different from one another. Metal Scrap Armor, for example,
may be well craft and look like Lorica Segmentata, or it may look like some stop signs
hammered around someone. Because it is.
Below is a table of armor categories with their value , weight, AC bonus, and effects.
The value is approximate and may differ from place to place. Remember that all
humanoids have a base AC of 10. Dis-(Check) means disadvantage on the type of
check. Armor can be shared between same size-same body type. So a super mutant
cannot wear armor meant for humans, who are medium.

PR, ER, FR, RR = Physical, Energy, Fire, Radiation resistances, respectively

Armor Name Caps Pound AC Effects


s

Leather 175 8 +0 PR-1. FR-1

Wood 250 12 +1

Quilted Armor 450 10 +2

Reinforced 750 15 +3 PR-1, FR-1


Leather

Metal Scrap 1200 20 +4

Combat Armor 1600 30 +5 -5 speed, PR-1, ER-1

Monster Hide 1400 40 +6 PR-1, RR-5

Segmental 2100 50 +7 -5 speed, Dis-Perception


Metal

Heavy Combat 2600 65 +8 -10 speed, -1 hit, Dis-Perception , PR-2, ER-


Armor 2, RR-2

Shield 100 5 +0 +2 AC against melee, unarmed, and


primitive weapons

Ballistic Shield 350 10 +0 Sacrificial shield able to absorb some


damage before becoming unusable. While
holding the shield in your offhand you may
use your bonus action to affix it in front of
you. So long as the shield is up and has HP
your AC is 16 and your speed is reduced by
10 feet. The shield takes all physical and
energy damage directed at you by non-AOE
weapons. The shield has 20 HP. You may
lower the shield at any time. If damage
would exceed the remaining HP of the shield
the extra damage is dealt to your HP
regardless of your AC or their roll to hit.

Radiation Suit 3000 10 +0 RR-35, Dis-Perception

Weapons
Weapons come in a very wide range of variety in Fallout. From steak knives to nuclear
catapults. In this section I will list all the generic weapons, including melee, unarmed,
small arms, big guns, energy weapons, grenades, mines, and more. Many weapons
have traits besides their damage that affect how they can be used or how their damage
works. For example AOE-5-AGI means the weapon has an AOE of damage in a 5 foot
radius from the point of impact, and that creatures in that area may make a agility
saving throw to take half damage. Sometimes there are custom AOE effects and saves.

Also covered in this section is the ammo system and a brief review of jamming. Keep in
mind that prices are their retail value and you can generally expect to get half that when
selling, depending on the local market.

Ammunition. There are many different ammo types in the wasteland. Luckily, due to
pre-war standardization efforts, there is only one type of ammo used for different
classes of ammo. In other words, all pistol ammo is the same. The same goes for
assault rifle ammo, full rifle ammo, and energy gun ammo. There are also special ammo
types for certain weapons, like rockets, mini nukes, and Flame fuel.
When a weapon fires, it uses some of its ammo (or charge for things like energy
cells). When it runs out of ammo you must reload to continue firing. You must use your
bonus action to reload. You must have a free hand to reload. Each applicable weapon
will have a magazine size; this is the number of shots you can make before needing to
reload. For the sake of simplicity we will assume all ammo is in magazines, that
magazines are weightless, and that you always repack your magazines after a fight.
You don't have time to repack during combat.
Ammunition is rare in the wasteland. While everyone would rather shoot you,
sometimes people simply have to conserve and use melee or primitive weapons.
Generally speaking, if you are not conservative with ammo you may end up lugging
around a ten pound paper weight.
Here is a table of ammunition:

Name Caps Shots per Cost of Weight Description


Box (1lb) Box

Pistol 2.5 50 125 -

Assault 5 30 150 -

Rifle 12.3 15 185 -


3

Buckshot 6.66 12 80 -

Energy Cell 205 - - 1 One energy cell shoots a


different number of times in
each energy weapon.

Rocket 150 - - 5

40mm 55 - - 1
Grenade

Flamer Fuel 200 - - 8 Number of shots depends on


weapon

Mini Nuke 875 - - 10

Arrow 1 - - 10 in
1lb

Atlatl Arrow 1.5 - - 5 in 1lb

Blow Dart .5 - - 25 in Poison not included


1lb

Tip: Buy a small (fit in your lap) chalkboard/whiteboard to keep up with ammo and HP
during combat.

Jamming. When you roll a critical fail on an attack roll (roll to hit) you roll on the critical
fail table. Your gun will jam depending on its current quality and the roll table result. At
the moment when you jam, you may use your reaction to make a repair check, DC = 15
- Gun Quality. On a success the gun is unjammed and you may continue to use it
normally. If you fail the repair check the gun is jammed until you or someone else uses
their action to unjam it, this does not require a repair check.

Traits. Many weapons have traits such as being light, or two handed. Below is a table
for defining these terms.
Trait Meaning

Light When you attack with a light weapon, you may use your bonus
action to make an attack with a different light weapon in your
offhand

Two Handed Requires the unhindered use of both arms at the time of firing.

Slow Reload You may not fire this weapon again on the same turn after
reloading.

AOE-NUM- NUM = radius of sphere of damage in feet. SPECIAL is a three


SPECIAL letter code for a special. A success halves damage.

Suppressive Fire On a hit you may deal the damage done to the target to one
additional target within 5 feet.

Armor Piercing Ignores Damage Resistances

Thrown Meant specially for being thrown. Usually longer range. When
thrown, you add your agility modifier to damage instead of any
other modifier.

Select Fire A weapon with automatic fire settings. You may choose to make
an attack where you fire in a burst. -5 to hit. +10 to damage. -10
Ammo. If your magazine has less than 10 ammo, subtract 1
from the damage bonus for each missing ammo.

Versatile May use one, or two hands. Two handed damage will be
displayed in parentheses.

Reach For melee weapons with a 10 foot range.

Scatter Attacks against targets within half the minimum distance have
advantage. E.g. (30/100), attacks within 15 feet have
advantage.

Bloody Mess When this weapon cripples a limb, roll a d20. On a 20, the limb
explodes in gore rendering it useless. If its the head, or torso
the target is reduced to 0HP if they had less than 100HP.

Unique Has special effects, look for more details below its respective
table or talk to the DM. May also denote unique AOE type.

Keep in mind anything small enough to be thrown, can be. But only deals 1d4 with no
bonus.
Unarmed. A normal punch, with intent to seriously harm or kill, deals 1 damage. With
these weapons you can increase that damage while still being considered unarmed.
This doesn't mean people in the game world will ignore a power fist, just that certain
perks and situations will qualify.

Name Value Weight Damage Q-Range Traits

Fist N/A N/A 1 ∞ Light.

Brass Knuckles 15 1 1d4 1-5 Light.

Spiked 55 1 1d4 1-5 Light. Armor Piercing


Knuckles

Boxing Gloves 25 1 1d2 1-5 Light.

Katar 100 2 1d6 1-5 Light.

Power Fist 400 5 1d12 1-4 Bloody Mess.

Melee. These are the hand held weapons of war. They range from a tire iron to a ripper.
They include replicas of classical weapons like the longsword and modern things just
lying around like machetes or wrenches. Unless noted by the reach trait, melee
weapons have a 5 foot range. Similar to armors above many melee weapons fall into
categories of similar use and damage. For example, a machete acts much the same
was as a gladius in combat and so are both categorized as a short sword.

Name Valu Weight Damage Q-Range Traits


e P/E/F/R

Knife 20 1 1d4 1-5 Light. Thrown (30/60).

Short Sword 125 2 1d6 1-5 Light.

Rapier 160 2 1d8 1-5 Armor Piercing.

Medium Sword 200 3 1d8 1-5 Versatile(1d10).

Large Sword 225 5 2d6 1-5 Two handed.

Ripper 450 4 1d10 1-4 Unique.

Club 10 4 1d6 1-4 Versatile(1d8).


Metal Pipe 15 7 1d8 1-4

Wrench 25 5 1d6 1-5

Collapsible Baton 35 2 1d4 1-5

Stun Baton 75 3 1d4/1d4 1-4

Sledge 100 8 1d10 1-5 Two handed.

Super Sledge 450 12 1d12 1-5 Two handed. Bloody Mess

Spear 150 4 1d8 1-5 Versatile(1d10). Reach.


Thrown (20/60).

Staff 20 3 1d6 1-5 Versatile(1d10). Reach.

Halberd 225 6 1d10 1-5 Two Handed. Reach.

Morning Star 175 5 1d8 1-5 Armor Piercing.

War Hammer 175 4 1d8 1-5 Versatile(1d10).

Whip 90 1 1d4 1-5 Reach. Light.

Long Axe 160 3 1d10 1-5 Two Handed.


Thrown(20/40).

Hand Axe 45 2 1d6 1-5 Light. Thrown(30/60).

Javelin 50 3 1d6 1-5 Thrown(30/120).

Ripper - This one handed chainsaw rips and tears its victim. The wound is ghastly and
difficult to heal. Automatically cripples on a crit.

Primitive Weapons. The bow was one of the first true weapons of war. If it aint broke,
dont fix it. Bows and Crossbows use arrows, slings use rocks, atlatls use atlatl arrows.
Blow dart guns use darts that may be dipped in various substances for effects. Only
crossbows require a bonus action to reload.

Name Valu Weigh Damag Q- Range Traits


e t e Range

Short Bow 75 2 1d6 1-5 60/280 Two handed.

Longbow 150 4 1d10 1-5 100/400 Two handed.


Recurve Bow 125 3 1d8 1-5 80/360 Two handed.

Compound 250 3 1d8 1-4 125/500 Two handed.


Bow

Heavy 200 10 1d12 1-3 150/600 Slow Reload. Two


Crossbow Handed

Hand 175 2 1d6 1-4 60/280 Slow Reload. Light.


Crossbow

Atlatl 25 2 1d6 1-4 50/150

Sling 10 1 1d4 1-5 60/200

Blow Dart 10 1 1 5-5 35/75 Two handed.


Gun
Small Guns. Below is the table of small guns you may find. The field called Mag tells
you the standard magazine size. Damage is physical unless specified other.

Name Caps Lbs dmg Q- Range Mag Traits


Range

Revolver 225 1 1d6 4-5 30/150 6 Light.

Semi-auto 260 1 1d6 1-4 30/150 12 Light.


Pistol

Assault 450 2 1d8 4-5 40/200 5 (uses assault ammo)


Revolver

Submachi 1425 5 1d6 1-4 50/300 25 Select fire. Two handed.


ne Gun

Assault 1700 9 1d8 1-5 150/500 30 Select fire. Two handed.


Rifle

Hunting 1275 11 1d12 3-5 300/100 5 Two Handed. Slow


Rifle 0 Reload

Double 350 6 2d6 4-5 40/100 2 Scatter. Bloody Mess.


Shotgun

Semi 900 9 2d6 1-5 40/100 8 Scatter. Two Handed.


Auto
Shotgun

Lever 975 6 1d8 1-4 125/350 7 Two Handed.


Action
Rifle

Tranquiliz 350 5 1 4-5 75/200 1 Two handed. Slow


er Rifle Reload.

Pipe Gun 150 1 1d4 1-2 20/100 9 Light.

Pipe 100 1 1d4 1-3 20/100 5 Light.


revolver

Zip Gun 50 3 1d8 1-2 40/120 1 Two handed. Slow


Reload.
Energy Weapons. Energy weapons deal their damage in lasers and plasma. They are
the highest tech weapons from before the war, and some after. They are very rare, and
thus expensive to buy and maintain. However, they have special benefits. First off, they
deal damage in energy which many armors and creatures are less resistant to, with a
few exceptions. On top of that, when an energy weapon crits a target below 50 HP the
creature dies and is turned an ash pile, or goo pile for laser guns and plasma guns
respectively. Some equipment may be destroyed. Both types of energy weapon use
energy cells for their power.

Name Caps Lb dmg Q- Range Ma Traits


s Range g

Laser Pistol 960 2 E:1d1 3-5 40/160 8 Light.


0

Laser Rifle 2475 9 E:1d1 3-5 250/60 14 Two handed.


2 0

Plasma 1275 2 P:1d6 4-5 35/145 6 Light.


Pistol E:1d6

Plasma Rifle 3125 11 P:1d8 4-5 200/50 10 Two handed.


E:1d8 0

Laser 465 5 1d10 1-5 150/45 1 Two handed. Unique.


Musket 0 Slow Reload.

Laser Musket - Reloading requires you to charge the weapon by turning the dynamo
handle 3 times. Requires no energy cells, effectively infinite ammo.

Big Guns. Big guns come in many different types and sizes. Unlike small guns or
energy weapons these have no standard of damage type or ammo and may use
projectiles, lasers, or explosives. Their common theme is in the strength required to
wield them effectively. Energy based big guns also retain the ability to goo-ify targets
below 50 HP. Speed is reduced by 5 while using big guns. If ammo is not specified, use
common sense.

Name Caps Lb dmg Q- Range Mag Traits


s Ran

Minigun 2150 35 P:4d6 1-4 75/300 8 Unique. Slow Reload.


Two handed.
Suppressive Fire.

Laser 3150 45 E:6d6 3-5 125/425 100 Slow Reload. Two


minigun handed. Suppressive
Fire. Uses fusion core for
ammo.

Tesla 8400 35 E:20d6 3-5 250/600 5 Unique. Slow Reload.


Cannon Two handed. Bloody
Mess. Uses Fusion Core
for ammo.

Rocket 4500 40 P:4d6 4-5 60/220 1 Unique. Slow Reload.


Launche F:4d6 Two handed. AOE-15-
r Agi. Bloody Mess.

Flamer 1850 55 F:6d4 1-4 20 ft 6 Unique. Slow Reload.


cone Two handed. AOE-5-Agi.
Or
60 ft line

Grenade 1750 15 P:4d4 1-5 75/250 4 Slow Reload. Two


Revolver handed. AOE-5-Agi.
Bloody Mess.

Grenade 950 9 P:4d4 2-5 75/250 1 Slow Reload. Two


Launche handed. AOE-5-Agi.
r Bloody Mess.

Fat Man 6800 60 P:4d8 1-5 45/90 1 Unique. Slow Reload.


E:4d8 Two handed. AOE-25-
F:4d8 Agi. Bloody Mess.
R:175

Minigun - Each “firing” takes 30 assault ammo. Follows the same rules as energy
weapons with regard to ash piles.

Flamer - May fire as a cone or a line. In either case no attack roll is required. Targets hit
by the flamer caught fire and take 2d4 fire damage each round for 1d6 rounds. New hits
do not cause more stacks, but add 2 rounds to the duration. Things in the area may
catch fire.

Fat Man - After detonation a 30 foot radius circle has 5 rad/s for the next 24 hours.
Things in the area may catch fire.
Rocket Launcher - When fired this weapon produces a back blast, an area of dangerous
gases which deals 3d6 physical damage to anything in a 20 ft cone in the opposite
direction of the target.

Tesla Cannon - This extremely powerful experimental weapon must be charged over
two turns. On the first turn you use your action to charge it. On the second turn, it fires
immediately, before you have time to move for turn. You use your action to direct the
weapon on the second turn. If for some reason it is dropped, or you are unable to use
your action to control it, it still fires, and the DM decides on the results. Follows the
same rules as energy weapons with regard to ash piles.

Grenades. These explosives rely on the strength of your arm for launching. You must
use your bonus action to throw a grenade. Grenades fall under the explosives. You add
your explosives modifier to your roll to hit, but you do not add anything to the damage
modifier. The range is (X/Y) where X = 5*strength+10 and Y = 2*X.

Name Caps lbs Damage Traits

Frag Grenade 200 1 P:4d8 AOE-15-agi

Pipe Bomb 140 3 P: 4d6 AOE-10-agi

Dynamite 165 1 P: 2d10 Unique. AOE-5-agi

Molotov 50 1 F:4d4 Unique. AOE-10-agi


Cocktail

Gas Canister 200 1 P: 4d6 Unique. Armor Piercing.


AOE-20-End

Nuka 1000 1 P:3d6 Unique. AOE-20-agi


Grenade E:3d6
F:3d6
R: 75

Plasma 425 1 P:4d8 AOE-15-agi


Grenade E:4d8

Dynamite - Dynamite can be placed into a bundle. Each additional stick increases
damage by 1d10. Every 3 sticks bundled increases the AOE by 5 feet, e.g. 3, 6, 9 sticks
-> 5,10,15 feet.
Molotov Cocktail – Objects and creatures in the area take 2d4 fire damage each round
for 1d6 rounds.

Gas Canister - Releases poison gas in an area. Creatures within the area have their
vision heavily obscured and gain the poisoned condition until 5 rounds after exiting the
gas. The area dissipates in 1 minute in steady air or 1 round in a strong wind.

Nuka Grenade - Leaves behind an area 20 feet wide of 2 rads/s for 3 hours.

Mines. Mines are explosives placed on the ground. Once armed they detonate when
triggered. Usually by being stepped on or getting too close. Mines usually go unnoticed,
but they can be spotted with a successful perception or investigation check. Mines can
be disarmed with a successful explosives check. After disarming they can be picked up.
Placing and arming a mine takes an action, at minimum. Taking the time to cover it
makes it harder to spot.

Name caps lbs damage traits

Frag Mine 175 2 P:4d8 Bloody Mess.


AOE-10-agi

Bottlecap Mine 325 4 P:6d8 Bloody Mess.


AOE-5-agi

Plasma Mine 575 3 P:4d8 AOE-15-agi


E:4d8

Nuke Mine 875 6 P:3d6 Unique. AOE-


E:3d6 20-agi
F:3d6
R: 75

Nuke Mine - Leaves behind an area 20 feet wide of 2 rads/s for 3 hours.

Weapon Modifications
Weapon modifications are components that you can add or swap out in various guns to
alter their characteristics like range, magazine size, or even help with accuracy or
damage. Not all weapons can be modified, and generally speaking the more advanced
weapons have more mods available to them. Having a modification added will cost
money. Doing it yourself will require a repair check, the DC will depend on the difficulty
of adding the mod. On a failure, the quality of the gun decreases by one. The list below
will not list every weapon the mod can be added to. For example, you cannot add a
suppressor to a rocket launcher. Use common sense and when you are unsure ask the
DM.

Name Caps Effect

Suppressor 125 Reduces firing sound. The first shot fired from sneak
does not give away your position to enemies, though
they will still probably know a shot was fired.

Short Range Optic 275 Extends minimum range by 50 and maximum range by
100

Long Range Optic 575 Extends minimum range by 200 and maximum range by
400

Recoil 400 When firing a burst you get +1 to hit.


Compensator

Night Vision Scope 850 Extends minimum range by 100 and maximum range by
200. Can see targets through scope.

Targeting RCS 950 +1 to hit. When you pull the trigger the RCS (reaction
control system) shoots compressed air to finely adjust
your aim to the center of mass of your target.

Beam Splitter 325 Attached energy weapon gains Scatter trait and has min
and max range reduced to half.

Extended 250 2 times magazine size


Magazine/
Improved Efficiency
Module

Boosted Capacitor 850 +1 to damage to energy weapons

Targeting computer 1250 +2 to hit. A small ball turret on the front of the weapon
and barrel gimbal redirects your shots on to target

Shoulder Strap 60 When you drop the weapon it remains attached to you.

Full Auto Mod 1100 The weapon gains the Select Fire trait. This mod may
only be applied to semi-automatic weapons for which it
makes sense. No full auto revolvers.
Bayonet 75 Adds a spike to the end of your weapon. Attacks using it
deal 1d6 on one handed weapons, deals 1d8 on two
handed weapons.

Chems
Medicine, drugs, chemicals and everything you can ingest or inject to affect you.
Collectively called chems these can have profound, temporary affects on a person.
Each chem has a different effect, and some have negative effects. Many chems have
addictive properties as well. Each time you take them you chance becoming addicted.
Once addicted you must take them once per 24 hours or suffer withdraw. Some chems
cure withdraw, also doctors in towns can help.

Below is a table of chems, including their effects and withdrawal symptoms. Chems are
usually negligible in weight. Assuming the chems are readily reachable you may use
your action or bonus action to use them. Addictivity-DC is the DC to avoid becoming
addicted, endurance check.

Name Caps Time A- Effects Withdrawal


DC

Addictol 85 - - Regain 10hp, remove -


addictions

Cateye 165 4h - Darkvision 90ft. -

Fire ant 220 1h - 10FR. Adv Agility Checks. -


nectar Disadv Int Checks.

Healing 165 1m - +5hp/round -


poultice

RadAway 250 3h 2 -300rads/hr +2 rad absorption


from all sources

Rad-X 150 8h - 5 Rad Resist -

Stimpak 125 - - Heals 4d6 -

Super 350 - - Heals 8d6 -


Stimpak

Ultra 650 - - Heals 10d10, gain 1 point of -


Stimpak exhaustion
Auto 1100 - - When HP drops below 50%, -
Stimpak heals 8d6. 3 charges.

Buffout 325 1m 6 Advantage on all attacks, Disadvantage on


checks, and saving throws all attacks,
based on Strength and checks, and
Endurance. 25 Temporary saving throws
HP. based on
Strength and
Endurance. -20
max HP.

Calmex 225 1h 8 Advantage on Sneak checks Disadvantage on


and checks made to disarm Sneak checks
traps. Attacks against and checks made
surprised targets are critical to disarm traps.

Jet 400 1 6 Double movement speed. -15 move speed.


roun Advantage on agility saving You may only
d throws. In addition to your use your action,
normal action, choose one: or bonus action,
make one attack, dash, not both.
disengage, sneak, or interact Disadvantage on
with an object. agility saving
throws.

Med-X 255 10m 4 5 Physical Resistance, 5 -2 AC


healing

Mentats 175 1h 3 Advantage on Skill checks Disadvantage on


based on Intelligence and Skill checks
Perception based on
Intelligence and
Perception

Psycho 315 1m 6 3 Physical Resistance, +1 to -2 AC, -1 Hit, -2


hit, +3 to damage. Damage

Supplies
This is a list of general items that may be useful in all sorts of situations. Many do not
have descriptions but have obvious uses such as rope or a padlock. Some items have
negligible weight.
Name Caps Lbs Description

Glass Test Tube and 20 - Can be used to hold liquids or samples


Stopper

Backpack 45 2 Helps with holding your loot!

Ball bearings (Bag of 55 1 As an action, you can spill these tiny metal balls
1,000) from their pouch to cover a level, square area
that is 10 feet on a side. A creature moving
across the covered area must succeed on a DC
10 Agility saving throw or fall prone. A creature
moving through the area at half speed doesn't
need to make the save.

Bedroll 25 3 More comfortable sleep outdoors

Bell 15 -

Blanket 25 3 Keep warm

Pulley 45 2 When properly strung with rope it multiplies a pull


by 5x

Bucket 10 1

Caltrops (bag of 20) 65 1 As an action, you can spread a bag of caltrops to


cover a square area that is 5 feet on a side. Any
creature that enters the area must succeed on a
DC 15 Agility saving throw or stop moving this
turn and take 1 physical damage. Taking this
damage reduces the creature's walking speed by
10 feet until the creature regains at least 1 hit
point. A creature moving through the area at half
speed doesn't need to make the save.

Brahmin Tallow 3 - Burn for 4 hours


Candle

Quiver 30 2 Holds 20 arrows

Leather Case, map 25 1 Holds a few maps or scrolls


or scroll

15ft of Iron Chain 85 10 A chain has 15 hit points and 16 AC. It can be
burst with a successful DC 21 Strength check.
Wooden Chest with 125 15
Metal Lock and Key

Ring Pitons 12 1 Piton with ring for rope

Cheap Clothes 10 1

Moderate Clothes 25 1

Fine Clothes 75 2

50ft of Hemp Rope 25 10

Small pouch 5 - Fits on a belt or attached to clothes

Crowbar 15 2 Advantage on strength based checks where the


crowbars leverage can be applied

Collapsible Fishing 35 4 Fishing. Maybe you'll get lucky.


Rod and Tackle

Liquid Flask 15 -

Vacuum Flask 60 1 Keeps cold things cold, and warm things warm.

Grappling Hook 25 5

Doctor’s Bag 150 8 Gives advantage to checks made to provide first


aid for crippled limbs. Also useful for surgery and
other applications.

Quartz Watch 125 - Keeps the time.

Snap Trap 50 5 When you use your action to set it, this trap forms
a saw-toothed steel ring that snaps shut when a
creature steps on a pressure plate in the center.
The trap is affixed by a heavy chain to an
immobile object, such as a tree or a spike driven
into the ground. A creature that steps on the plate
must succeed on a DC 14 Dexterity saving throw
or take 1d4 physical damage and stop moving.
Thereafter, until the creature breaks free of the
trap, its movement is limited by the length of the
chain (typically 3 feet long). A creature with two
free hands can use its action to make a DC 15
Strength check, freeing itself or another creature
within its reach on a success. Each failed check
deals 1 physical damage to the trapped creature.
Pencil 1 - For writing

Brahmin hide 20 -
notebook

Jug 25 1

10 ft Ladder 35 8

Oil Lamp 25 1 casts bright light in a 15-foot radius and dim light
for an additional 30 feet. Once lit, it burns for 12
hours on a flask (1 quart) of oil.

Oil (1 quart in 65 2 Burns.


bladder or flask)

Padlock and Key 30 1 Without the key it may be picked or broken.


Difficulty depends on quality. Listed price is
lowest quality.

Magnifying Glass 100 - Advantage on investigation checks involving


small things

Handcuffs and Key 40 1 Breaking them requires a successful DC 20


Strength check. May also be picked.

Pick axe 35 5 Used for digging in rocky dirt, and breaking rocks.

Shovel 30 3 Moves dirt.

Metal pot 35 3

Geiger Counter 60 1 Makes clicking sound proportional to rad/s in


area.

Cloth Sack 15 -

Balance Scale 85 3 Comes with a set of pre measured weights.

Whistle 4 -

Bar of Soap 50 - Helps prevent infection. Also, smell.

Iron Spike (1ft) 5 1

Telescope 145 1 Allows you to see distant things better.

Microscope 550 5 Allows you to see microscopic things. Comes


with slides.
Tent (2 person) 50 4

Waterskin (2qt) 40 1

Fusion Core 700 5 A technology developed shortly before The Great


War the fusion core is small multi-purpose power
source used in everything from power armor,
certain weapons, vehicles, and generators. Price
based on full power. Energy capacity is out of
one hundred. E.g. 37/100

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