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  1 
  Acknowledgements and Notes 
   
   need to thank some very supportive 
  people, without whom this project 
  never would have happened.  Thanks 
  to Elizabeth for being you; thanks to 
  Miroslav for running such a wonderful 
  website; 
  thanks 
  to 
  my 
  playtesters: 
  Roman, Mike, Karen, Pete, and Arch; 
  thanks for all the supportive emails, 
  and 
  suggestions, 
  from 
  people 
  too 
  numerous to name; thanks to Brian Fargo, 
  Interplay, and Black Isle for making 
  such great role-playing games; thanks to 
  Michael Owen and Itsatrap, the Scorpion 
  Hunter, for ideas and rules regarding 
  condition 
  modifiers 
  to 
  armor; 
  mega-
  thanks to Ausir for compiling the most 
  comprehensive list of missing items and 
  errors, 
  and 
  to 
  Roman 
  for 
  compiling 
  another useful list; thanks to Chris 
  Taylor 
  of 
  Interplay 
  for 
  making 
  the 
  publication of this game a possibility; 
  thanks to Ausir (again!) for pointing 
  our more errors and inconsistencies; 
  thanks 
  to 
  Zillameth 
  for 
  setting 
  me 
  straight on the conditions of towns in 
  the Fallout universe; thanks to the 
  entire Fallout PnP Yahoogroup (Egroup) 
  for 
  the 
  inspirational 
  discussions, 
  especially about weapons and weapons 
  modifications 
  – 
  without 
  you, 
  this 
  ignorant progressive still wouldn’t know 
  the difference between a chamber and a 
  magazine.  Thanks also to No Mutants 
  Allowed and Freelancer, who provided me 
  with pictures of weapons so I didn’t 
  have to make hundreds of screenshots. 
   
  Some names and images in this book are 
  copyright Interplay Productions, Inc., 
  and are used with permission.  Some 
  images are copyright Paragon Software, 
  and are used with permission. 
   
  This is officially version 2.0 of the 
  Fallout: PNP RPG rules.  I’ve kept all 
  the rules from the game’s SPECIAL system 
  intact, except for gun damage, which I 
  modified – without any change to the 
  resulting numbers – for ease of play on 
  a tabletop.  Heavy weapons, artillery 
  pieces, and vehicles I had to completely 
  make up on my own; for my sources, 
  please see the bibliography at the end.  
  I made some tweaks here and there to 
  make 
  the 
  rules 
  a 
  little 
  more 
  “realistic,” like allowing both barrels 
  of a double-barrel shotgun to be fired 
  at once.  I included some other weapons 
  for the sake of realism and variety.  If 
  there is a glaring error or problem with 
  the game, please feel free to email me 
  at unasoda@hotmail.com and I will be 
  happy to make the necessary changes. 
   
  Version 1.1 changes – Added condition 
  modifier rules for weapons and armor, 
  fixed simple typos, fixed factual errors 
  regarding “canon” Fallout locations. 
   
  Version 
  1.2 
  changes 
  – 
  Adjusted 
  Louisville Slugger damage, fixed various 
  typos and tweaked sentence structures, 
  added 
  Perks 
  previously 
  left 
  out, 
  adjusted rolls to reflect errata in the 
  Fallout 
  readme 
  files, 
  added 
  Karma 
  errata, added the optional, streamlined 
  Burst Fire rules. 
   
  Version 1.5 changes – Tweaked sentence 
  structure and grammar to make the book 
  more readable and to clear up several 
  confusing passages, fixed spacing and 
  format problems; fixed several minor 
  errors; 
  added 
  canon 
  location 
  “Scrapheap,” fixed the index; added a 
  detailed vehicle combat system; added 
  pictures 
  of 
  weapons, 
  armor, 
  and 
  equipment; overhauled racial aspects of 
  character creation and added new races 
  to reflect Tactics additions; added new 
  Traits and Perks from Tactics; added new 
  weapons and armor from Tactics; added 
  some non-redundant armor from Wasteland; 
  added helpful essays; added the Table of 
  Contents; added character archetypes; 
  added a “sample adventure.” 
    
  Version 2.0 changes – mostly tweaks on 
  additions 
  in 
  the 
  1.5 
  version.  
  Reformatted many of the pages. 
   
  A Word About Role Playing and the 
  Fallout Universe 
   
  reating a role-playing game is much 
  like a high-wire act in the circus: 
  one 
  walks 
  a 
  very 
  fine 
  line 
  attempting to please as many people as 
  possible.  Fallout: Pencil and Paper RPG 
  was created for two groups of gamers – 
  those who enjoyed the Fallout computer 
  games and wanted to have a tabletop 
  version for their Saturday night role-
  playing sessions, and those people who 
  had not played the computer game but 
  were interested or curious in the post-
  Nuclear role-playing environment.  It is 
  my sincere hope that this game provides 
  the best experience for both kinds of 
  RPG groups. 
   
  I 
  C 
  
   
   
  2 
  Fallout: 
  Pencil 
  and 
  Paper 
  RPG 
  was 
  designed to be flexible in its rule 
  structure.  The system of character 
  creation and combat was drawn directly 
  from Fallout’s SPECIAL system, because 
  it is one of the more intuitive RPG 
  systems 
  I've 
  encountered. 
   
  However, 
  because 
  a 
  computer 
  can 
  do 
  many 
  calculations in a short amount of time, 
  and keep track of millions of variables, 
  the combat system can get a little 
  complex at times.  I've tried to provide 
  a character sheet that places all the 
  necessary numbers in one place for ease 
  of use, but some players may find that 
  tedious.  Which brings me to my next 
  (and last) point. 
   
  This book is designed as a guide.  The 
  reason we role-play is to allow our 
  imaginations to take us to another world 
  for a brief time.  It is not to sit 
  there and roll dice and punch numbers 
  into a calculator all night.  I've role-
  played with both kinds of groups, and 
  when I've GMed, I've leaned towards the 
  first kind – more story, less dice and 
  numbers.  I would skip looking up tables 
  and such and make things up on the fly.  
  For rules junkies, there are plenty of 
  tables and things to keep you going.  I 
  even encourage you to make your own 
  tables for things like critical hits, 
  perhaps using mine as a guide.  For 
  those more prone to loose, formless 
  role-playing, 
  feel 
  free 
  to 
  discard 
  tables, rolls, or whatever else suits 
  your fancy.  The idea behind this game 
  is to have fun, so if you find something 
  doesn't work for your group, please feel 
  free to get rid of it. 
   
  I’ve omitted some of the Tactics rules, 
  or changed others slightly, because they 
  are rules that belong more in a tactical 
  combat simulator than a roleplaying game 
  and would probably unbalance a PnP RPG.  
  For example, I kept the original Fallout 
  2 idea that ghouls could wear the same 
  armor that humans could, and I changed 
  the way that First Aid and Doctor skills 
  were used in combat (healing people 
  completely 
  in 
  1 
  round 
  would 
  have 
  seriously unbalanced the game).  I’m 
  sure diligent players will note other 
  changes as well; please keep in mind 
  that I’ve carefully considered those 
  rules and the spirit of a tabletop RPG, 
  and adapted them accordingly. 
   
  I get a lot of emails imploring me to 
  add things to the game; since this is as 
  exact 
  an 
  adaptation 
  of 
  the 
  SPECIAL 
  system as I can make, I usually only add 
  things that are “canon” or are obviously 
  missing from the game.  However, there 
  are some things in the games that are 
  fairly redundant.  You may not see every 
  weapon 
  in 
  Tactics 
  in 
  this 
  manual, 
  because one much like it already exists.  
  It actually appears that some of the 
  weapons 
  in 
  Tactics 
  are 
  factually 
  incorrect as well; when I’ve noticed a 
  factual error in a weapon description or 
  a kind of ammo a gun uses, I’ve tried to 
  fix it and maintain the spirit of the 
  game. 
   
  One more thing: I realize this is very 
  confusing, but the Fallout world uses 
  the Metric system to measure everything 
  except weight, which is measured in 
  standard-system pounds.  I prefer metric 
  because of the easy conversions, but 
  since the game was originally programmed 
  and 
  created 
  by 
  Americans, 
  weight 
  probably slipped through the cracks.  
  Sorry about that.  I’m not going to 
  change it, either. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  3 
  Table of Contents 
   
  Acknowledgments and Notes  . . . . . . 1 
  Introduction . . . . . . . . . . . . . 4 
     Equipment . . . . . . . . . . . . . 4 
     Glossary . . . . . . . . . . . . .  4 
  Character Creation . . . . . . . . . . 6 
     Character Concept . . . . . . . . . 6 
     Terminology . . . . . . . . . . . . 6 
     Race . . . . . . . . . . . . . . .  7 
        Humans . . . . . . . . . . . . . 7 
        Ghouls . . . . . . . . . . . . . 7 
   
  Super-Mutants . . . . . . . . .  8 
   
  Half-Mutants . . . . . . . . . . 9 
   
  Deathclaws . . . . . . . . . . . 9 
   
  Dogs . . . . . . . . . . . . .  10 
   
  Robots . . . . . . . . . . . .  10 
     Traits . . . . . . . . . . . . . . 11 
     Statistics . . . . . . . . . . . . 13 
   
  Primary Statistics . . . . . .  13 
   
  Secondary Statistics . . . . .  16 
     Skills . . . . . . . . . . . . . . 18 
     Finishing Touches . . . . . . . .  22 
  The Game . . . . . . . . . . . . . .  22 
     Before Combat . . . . . . . . . .  22 
   
  Holding Weapons and Objects . . 22 
   
  Weapon Condition . . . . . . .  23 
   
  Repairing Weapons . . . . . . . 23 
   
  Vehicle Condition . . . . . . . 23 
   
  Repairing Vehicles . . . . . .  23 
   
  Wearing Armor . . . . . . . . . 24 
   
  Armor Condition . . . . . . . . 24 
   
  Repairing Armor . . . . . . . . 24 
     Combat . . . . . . . . . . . . . . 24 
   
  Combat Begins . . . . . . . . . 24 
   
  Step One: Determine Sequence .  25 
   
  Step Two: Action . . . . . . .  25 
   
    Attacking . . . . . . . . . . 27 
   
      Step One: Determining and 
   
       Rolling Against To-Hit . . 27 
   
      Step Two: Damage . . . . .  31 
   
      Step Three: Criticals . . . 33 
   
  Step Three: Continuing and  
   Ending Combat . . . . . . . .  33 
     Vehicle Combat . . . . . . . . . . 35 
   
  The Mechanics of Vehicle Combat 36 
     Damage and Death . . . . . . . . . 39 
        Fire and Acid Damage . . . . .  39 
   
  Poison Damage . . . . . . . . . 39 
   
  Radiation Damage . . . . . . .  40 
   
  Gas and Electrical Damage . . . 41 
   
  Chems, Addiction, and  
   Withdrawal . . . . . . . . . . 42 
  Healing . . . . . . . . . . . . 42 
  Robot Healing . . . . . . . . . 43 
  Death . . . . . . . . . . . . . 43 
     Life in the Wastes . . . . . . . . 43 
   
  Trading and Barter . . . . . .  43 
   
  Karma . . . . . . . . . . . . . 43 
   
  Karmic Perks . . . . . . . . .  44 
   
  Reading Books . . . . . . . . . 44 
   
   
  Opening and Breaking Down Doors 44 
   
  Traps . . . . . . . . . . . . . 45 
   
  Explosives . . . . . . . . . .  45 
   
  Mines . . . . . . . . . . . . . 45 
   
  Energy and Power . . . . . . .  46 
   
  Random Encounters . . . . . . . 46 
   
  Detecting Sneaks . . . . . . .  47 
   
  Swimming and Wading . . . . . . 47 
     The Art of the Thief . . . . . . . 47 
   
  Sneaking . . . . . . . . . . .  47 
   
  Stealing . . . . . . . . . . .  47 
   
  Planting Items . . . . . . . .  48 
   
  Picking Locks . . . . . . . . . 48 
     Advancement . . . . . . . . . . .  49 
   
  Perks . . . . . . . . . . . . . 49 
  The Fallout Universe: A Rough Guide . 58 
     Common Things . . . . . . . . . .  58 
     Places to Visit . . . . . . . . .  60 
  A Fallout Bestiary . . . . . . . . .  65 
  Arms, Armor, Equipment, and Vehicles  74 
     Weapons . . . . . . . . . . . . .  74 
   
  Unarmed Skill Weapons . . . . . 74 
   
  Melee Skill Weapons . . . . . . 77 
   
  Small Guns Skill Weapons . . .  80 
   
    Primitive Missile Weapons . . 80 
   
    Pistols . . . . . . . . . . . 81 
   
    Shotguns . . . . . . . . . .  84 
   
    Submachine Guns . . . . . . . 85 
   
    Rifles . . . . . . . . . . .  87 
   
    Assault Rifles . . . . . . .  89 
   
  Big Guns Skill Weapons . . . .  91 
   
    Machine Guns . . . . . . . .  91 
   
    Grenade Launchers and Mortars 93 
   
    Anti-Tank Weapons . . . . . . 94 
   
    Flamethrowers . . . . . . . . 94 
   
  Energy Weapons Skill Weapons .  95 
   
    Pistols . . . . . . . . . . . 95 
   
    Rifles . . . . . . . . . . .  96 
   
    Big Energy Weapons . . . . .  96 
   
  Throwing Skill Weapons . . . .  97 
     Weapon Enhancements . . . . . . . 100 
     Ammunition . . . . . . . . . . .  101 
     Types of Gas and Acid . . . . . . 104 
     Traps and Mines . . . . . . . . . 105 
     Armor . . . . . . . . . . . . . . 105 
   
  Helmets . . . . . . . . . . .  108 
     Equipment . . . . . . . . . . . . 109 
     Chems . . . . . . . . . . . . . . 111 
     Vehicles . . . . . . . . . . . .  112 
   
  Cars . . . . . . . . . . . . . 113 
   
  Trucks . . . . . . . . . . . . 113 
   
  Motorcycles . . . . . . . . .  114 
   
  Boats . . . . . . . . . . . .  115 
   
  Aircraft . . . . . . . . . . . 115 
   
  APCs . . . . . . . . . . . . . 116 
   
  Mobile Artillery . . . . . . . 116 
   
  Tanks . . . . . . . . . . . .  117 
     Vehicle Enhancements . . . . . .  118 
  Appendices . . . . . . . . . . . . . 119 
  Index . . . . . . . . . . . . . . .  154 
   
  
   
   
  4 
  Part I - Introduction 
   
  "Imagine 
  all 
  the 
  people, 
  living 
  in 
  harmony." 
  -  John Lennon, Imagine 
   
  magine for a moment a world without 
  politics.  Imagine a world without 
  religions, where people's views no 
  longer mattered, where there was no 
  longer any distinction between old and 
  young, 
  rich 
  and 
  poor, 
  Atheist 
  or 
  Believer, 
  liberal 
  or 
  conservative.  
  Imagine a world where every person was 
  equal regardless of skin color or ethnic 
  background. 
   
  The United States and Russia have over 
  30,000 nuclear devices in their arsenals 
  as of February 2001.  It would take 800 
  such devices to end most human life on 
  this planet.  In the half-hour between 
  the launch of the missiles 
  and the detonation of the 
  last bomb, it would not be 
  difficult 
  to 
  imagine 
  a 
  world 
  where 
  racial, 
  religious, 
  class, 
  and 
  national 
  distinctions 
  no 
  longer mattered.  In the 
  days and weeks after the 
  bombs, the remaining people 
  would struggle to survive 
  in a vastly different environment.  The 
  Earth as well as humankind would bear 
  the scars of that wound for hundreds if 
  not thousands of years. 
   
  Fallout 
  is 
  a 
  post-nuclear 
  RPG 
  set 
  sometime after a great nuclear conflict 
  in the year 2077.  99% of humanity and a 
  good deal of other life perished in the 
  nuclear war.  Of course, millions still 
  survived, although some were altered 
  beyond 
  imagination. 
   
  One 
  can 
  play 
  Fallout either as a campaign-oriented 
  RPG, with a series of smaller adventures 
  in a larger story, or as a single-story 
  game with a minimum of involvement in 
  the larger workings of the world.  It 
  can be played on a single Saturday night 
  with two or three friends or in a group 
  of 7 or 8 two or three times a week for 
  months on end.  The only limits are 
  scheduling 
  and 
  the 
  bounds 
  of 
  imagination.  
   
   
   
   
   
  Equipment for Gameplay 
   
  ach 
  player 
  needs 
  a 
  set 
  of 
  percentile-dice 
  (two 
  ten-sided 
  dice, with one die representing the 
  "ones" column and the other representing 
  the 
  "tens" 
  column 
  of 
  a 
  two-digit 
  number).  The Gamemaster needs a set of 
  normal RPG dice as well (d4, d6, d8, 
  d10, d12, d20).  The group might want to 
  have a pool of extra 10-sided dice for 
  ease of play and rolling burst attacks 
  all at once, as well.  Each player also 
  needs a character sheet (provided in a 
  separate file), a pencil, and a bit of 
  imagination.  The Gamemaster needs this 
  book and a little more imagination.  A 
  single hex-sheet is helpful, although 
  not 
  absolutely 
  necessary. 
   
  Every 
  character 
  can 
  provide 
  their 
  own 
  miniature figure to use on the hex 
  sheet, and the Gamemaster may want to 
  think 
  about 
  getting 
  a 
  few 
  generic 
  critter figures and some scenery (trees 
  and 
  ruined 
  buildings, 
  walls, 
  etc), 
  although these are not necessary either.  
   
  You can pick up dice at any gaming store 
  or comic book shop, and hex-sheets are 
  also usually available at these kinds of 
  stores.  Other games like Warhammer 40K 
  and Battletech use hex-sheets, and you 
  can sometimes order them from these 
  companies’ catalogues.  Miniatures are a 
  little more difficult; for the budget-
  minded gamer, green plastic grocery-
  store army men work very well, and fit 
  perfectly on a hex sheet (you can also 
  use the vehicles and obstacles some 
  sacks of these toys come with).  For the 
  aesthetically-minded 
  gamer, 
  you 
  can 
  spend literally hundreds of dollars on 
  detailed miniatures from model railroad 
  stores 
  for 
  that 
  immerse 
  gaming 
  experience. 
   
  Glossary 
  of 
  Terms 
  in 
  the 
  Fallout 
  Universe 
   
  Combat: A sequence of events that takes 
  place 
  on 
  a 
  hex-grid 
  in 
  rounds 
  of 
  approximately 10 seconds each.  Resolves 
  with all parties that intend each other 
  harm either fleeing or dead.  
   
  Critter: A critter generally refers to a 
  non-human NPC. 
   
  Death: Death occurs when a character's 
  hit points drop below 0 and no medical 
  treatment is readily available.  Death 
  is final in the Fallout universe. 
  I 
  E 
  
   
   
  5 
  Experience (XP): A numerical measure of 
  the character's collective experiences 
  in 
  the 
  Fallout 
  universe. 
   
  When 
  a 
  character has enough Experience points, 
  she goes up a Level.  
   
  Fallout: 
  A 
  series 
  of 
  games 
  from 
  Interplay Productions, sequels to their 
  popular Wasteland RPG, set in a post-
  nuclear universe; the same universe in 
  which this open-ended RPG is set.  Also, 
  the radioactive dust particles scattered 
  after a nuclear device detonates. 
   
  Gamemaster (GM): The Gamemaster is sort 
  of a storyteller and judge rolled into 
  one.  The GM relates the story to the 
  players, 
  telling 
  them 
  what 
  their 
  characters are experiencing, and they 
  have 
  a 
  chance 
  to 
  control 
  their 
  character's responses.  The GM does the 
  majority of the dice rolls and controls 
  all Non-Player Characters.  The GM's 
  word in any situation is final, and 
  overrides even this rulebook.  After 
  all, 
  it 
  is 
  the 
  Gamemaster's 
  world.  
  Being 
  Gamemaster 
  requires 
  a 
  little 
  imagination and a normal set of dice 
  (1d4, 1d6, 1d8, 2d10, 1d12, 1d20).  
   
  Karma: A measure of whether a character 
  has done more good than evil, more evil 
  than good, or a healthy balance of the 
  two. 
   
  Level: A measure of the Character's 
  "rank" in the Fallout universe.  When a 
  Character gains a Level, it represents 
  that they have gained enough Experience 
  from their actions that they have a 
  better grasp of the world around them.  
   
  Non-Player Character (NPC): A Character 
  in the Fallout universe that is not 
  controlled by a Player; these Characters 
  are controlled by the GM.  
   
  Perk: A Perk is a special reward a 
  character gains every few levels.  
   
  Player: The Player is one of the human 
  participants 
  in 
  the 
  game, 
  more 
  specifically a human in control of a 
  character, called the Player Character.  
   
  Player Character (PC): A Character in 
  the 
  game 
  universe 
  controlled 
  by 
  a 
  Player.  The Player's "Alter Ego" in the 
  Fallout universe.  
   
  Primary Statistics (Statistics, Stats): 
  Primary statistics measure a Character's 
  basic abilities, and include Strength, 
  Perception, 
  Endurance, 
  Charisma, 
  Intelligence, Agility, and Luck.  
   
  Rank: Not a position, but rather a 
  measure of the "level" of some Perks.  
   
  Rolls Against __: When you see this, an 
  action requires a dice roll against a 
  specific Stat or Skill.  Rolls against 
  Primary Statistics use 1d10 and must 
  make 
  equal 
  to 
  or 
  less 
  than 
  that 
  particular Stat to succeed.  If a 
  character’s Stat is higher than 10, it 
  doesn’t effect the roll against that 
  number – the action will still succeed 
  no matter what.  Some rolls against 
  Stats have penalties – this is where 
  racial maximums will take effect.  Rolls 
  against Secondary Statistics and Skills 
  use percentile dice (2d10) to do the 
  same thing.  A roll of 2 when rolling 
  against Endurance, when your EN is 4, 
  means your character managed to fight 
  off the deadly plague.  A roll of 75 
  when rolling against a 40% Outdoorsman 
  skill means your character did not find 
  the mutated cactus with the water that 
  would have saved her life.  Some rolls 
  are 
  made 
  by 
  the 
  GM, 
  without 
  the 
  characters – or players - knowing the 
  result.  
   
  Round: A round of combat is generally 
  about 10 seconds long and lasts until 
  all critters in combat have their turn. 
   
  Secondary 
  Statistics 
  (Derived 
  Statistics): 
  These 
  statistics 
  are 
  derived from mathematical formulae using 
  numbers from various sources, such as 
  Primary Statistics, Equipment, and so 
  forth.  
   
  Skills: A numerical measure of how good 
  your Character is at different skills in 
  the Fallout universe.  If you have the 
  right skill, you can do anything.  
   
  To Hit: After all the modifiers, To Hit 
  is the number you need to roll against 
  in combat to have your weapon connect 
  with a critter and do harm to it.  
   
  Trait: Traits are bred-in abilities that 
  make characters more unique. Most are 
  often double-edged swords, and cannot 
  change throughout the game. 
   
  Turn: A turn in combat consists of one 
  critter or character performing their 
  actions.  A turn lasts for 10 seconds of 
  
   
   
  6 
  game time; however, all turns happen 
  "simultaneously" within the 10-second 
  combat round. 
   
  Gameplay 
   
  ameplay 
  begins 
  with 
  character 
  creation.  If everyone already has 
  a character, go ahead and skip this 
  part.  
   
  Part 
  II: 
  Character 
  Creation 
   
  Character Creation Part One: 
  Character Concept 
   
  “Who are you?” 
  - 
  Tom 
  Stoppard, 
  Rosencrantz 
  and 
  Guildenstern are Dead 
   
  hink about what your 
  character 
  will 
  be 
  like. 
   
  Your 
  character is your alter-
  ego 
  in 
  the 
  Fallout 
  universe. 
   
  Will 
  your 
  character be a gun-happy 
  sniper? 
   
  A 
  dune-buggy 
  racer?  A sneaky thief?  
  A fast talker who can squeak past the 
  armed guards with a good excuse?  A 
  boxing champ, strong but slow?  A 
  beautiful seductress who takes what she 
  wants 
  after 
  the 
  moment? 
   
  The 
  possibilities are endless.  It might be 
  a good time to familiarize yourself with 
  the character sheets at this time, and 
  learn a few terms.  
   
  Throughout 
  the 
  character 
  creation 
  process and a good deal of the game 
  explanation, we will be following the 
  examples 
  of 
  Jack 
  and 
  Jane, 
  our 
  unassuming 
  and 
  politically 
  correct 
  friends.  
   
  Character Terminology 
   
  Primary Statistics  
   
  There are 7 Primary Statistics, or Stats 
  that describe various attributes of a 
  character: 
  Strength, 
  Perception, 
  Endurance, 
  Charisma, 
  Intelligence, 
  Agility, and Luck.  These are the 
  character's strengths and weaknesses, 
  and are the limits by which other 
  aspects of a character are determined.  
  In general, Primary Statistics are not 
  altered after the game begins.  For more 
  information on what specific Statistics 
  mean to the game, see below, Character 
  Creation Part Four - Statistics.  
   
  Skills  
   
  There are 19 skills a character knows.  
  These are the skills a character learns 
  as he or she travels the highways of 
  life.  Not all of them are covered in 
  the Boy Scout Handbook, either.  They 
  are: 
  Small 
  Guns, 
  Big 
  Guns, 
  Energy 
  Weapons, 
  Unarmed, 
  Melee 
  Weapons, 
  Throwing, 
  First 
  Aid, 
  Doctor, 
  Pilot, 
  Sneak, Lockpick, Steal, Traps, Science, 
  Repair, Speech, Barter, Gambling, and 
  Outdoorsman.  Skills can go up all the 
  time, and can sometimes go down.  For 
  more information on what specific Skills 
  mean, see Character Creation Part Five- 
  Skills below.  
   
  Traits  
   
  Traits 
  are 
  an 
  optional 
  part 
  of 
  a 
  character.  They are usually double-
  edged swords, giving a bonus as well as 
  a penalty, making your character unique.  
  See Character Creation Part Three - 
  Traits below for a list of Traits and 
  their effects.  
   
  Perks  
   
  Perks are special abilities a character 
  gains every few levels, and sometimes 
  just for doing something extra neat in 
  the 
  game. 
   
  Perks 
  sometimes 
  effect 
  skills, 
  or 
  will 
  make 
  gameplay 
  more 
  interesting.  Perks never penalize the 
  character, they just do good things.  
  For a list of perks, see Advancement: 
  Perks in Part III: The Game. 
   
  Karma  
   
  Just like in the real world, the post-
  nuclear world has a system of morals.  
  Performing certain actions can raise and 
  lower a person's karma.  Rather than an 
  abstract idea of morality, punishment, 
  and reward, karma in Fallout is a 
  numerical value of how many good or bad 
  things a character has done.  Karma also 
  connotes a person's reputation among the 
  other inhabitants of the wastes.  Do 
  enough 
  good 
  things, 
  and 
  word 
  gets 
  around.  Do enough bad things, people 
  know about it. Really good people tend 
  G 
  T 
  
   
   
  7 
  not to associate with really bad people, 
  and vice-versa.  If a character is 
  really good or really bad, or performs 
  an action that heavily affects their 
  karma one way or another, they can 
  sometimes get a karmic perk.  Most of 
  the time, these just describe a usually 
  well-known aspect of a character, but 
  can sometimes give bonuses for being 
  especially good (or evil).  Maybe there 
  is something to this karma stuff after 
  all.  In addition to normal karmic 
  perks, there are special karmic perks 
  that a character can pick up along the 
  way, and you can bet that they will have 
  some 
  kind 
  of 
  major 
  impact 
  on 
  the 
  character's life.  A beginning player's 
  karma is always zero.  
   
  Secondary Statistics  
   
  This is a catchall category for many of 
  the other parts of a character that do 
  not fall under any of the previous 
  slots.  Many of these do not change all 
  that often, except for those related to 
  armor.  Secondary Stats include Armor 
  Class, 
  Radiation 
  Resistance, 
  Poison 
  Resistance, 
  Healing 
  Rate, 
  Unarmed 
  Damage, Action Points, Carry Weight, 
  Damage 
  Resistance, 
  Sequence, 
  and 
  Critical Chance.  For more information 
  on 
  these 
  statistics, 
  see 
  Character 
  Creation Part Four - Statistics.  
   
  Character Creation Part Two - 
  Race 
   
  “He hath disgraced me, and hindered me 
  half a million, laughed at my losses, 
  mocked at my gains, scorned my nation, 
  thwarted my bargains, cooled my friends, 
  heated mine enemies; and what’s his 
  reason?  I am a Jew.” 
  - The Merchant of Venice, Act III, Scene 
  1:45-8 
   
  Before going any further, the player 
  needs to choose a race.  All are human, 
  or were once human, but each have 
  different advantages and disadvantages.  
  There may be more races out there.  The 
  post-nuclear world is a big place, after 
  all. 
   
  Non-human 
  races 
  are 
  usually 
  campaign and world specific; this means 
  that it won’t always work with the plot 
  for everyone to play a robot, especially 
  if the GM was counting on a low-tech 
  story.  In addition, Deathclaws, dogs, 
  and 
  robots 
  are 
  recommended 
  for 
  experienced gamers ONLY, as they are 
  very difficult to play.   
   
  Note that races have minimum and maximum 
  statistic numbers; this means that the 
  statistics for any given race cannot go 
  below a minimum number or exceed a 
  maximum number.  The player will want to 
  make a note of these numbers for later, 
  when he or she assigns his or her 
  character statistics.  In addition, each 
  race gains perks at a different rate; 
  this can combine with various traits 
  that effect how fast a character gains 
  perks (see Traits, below).  The player 
  will want to note the rate at which his 
  or her character gains perks on the 
  character 
  sheet, 
  in 
  the 
  appropriate 
  section by the experience points box. 
   
  Some races have innate Radiation and 
  Poison 
  Resistances 
  bonuses. 
   
  When 
  calculating these secondary statistics 
  (see Secondary Statistics, below), add 
  these numbers to the character’s base 
  resistances. 
   
  Note that Deathclaws and 
  Dogs 
  are 
  considered 
  “animal” races. 
   
  Human 
   
  Your basic human.  Two 
  arms, two legs, two eyes.  
  You and me.  Humans gain 
  no bonuses or penalties to 
  their 
  basic 
  statistics, 
  except a 30% resistance to 
  electricity, and gain a perk every 3 
  levels.  Humans weigh anywhere from 110 
  to 280 pounds, and stand around 1.5 to 
  2.5 meters tall. 
   
   
   
  STR  PE  EN  CH  IN  AG  LK 
  Minimum 
   1 
  1   1   1   1   1   1 
  Maximum 
  10   10  10  10  10  10  10 
   
  Ghoul 
   
  When the bombs hit, some people were 
  irrevocably changed (and not just the 
  ones 
  who 
  were 
  atomized 
  at ground 
  zero, 
  either).  
  Ghouls 
  are 
  humans 
  who 
  were 
  
   
   
  8 
  alive when the bomb went off, and the 
  radiation altered them at a cellular 
  level.  Ghouls enjoy an extremely slow 
  cellular mitosis rate, rendering them 
  essentially immune to the effects of old 
  age.  The radiation also changed their 
  outward appearance, forever marking them 
  as outsiders.  Their skin hangs off 
  their bones, sometimes in shreds, and 
  sunken eyes peer out from skulls twisted 
  and burned by radiation, giving these 
  unfortunate people their name.  Their 
  skin can be anywhere from pale white to 
  dirt brown in color, with green and 
  yellow the most common.  When they do 
  have hair remaining, it usually does not 
  grow.  Some ghouls were inexplicably 
  merged with plant species, and have 
  shrubs and moss growing out of various 
  parts of their bodies.  It might have 
  twisted their bodies, but the radiation 
  did not affect their minds, and they are 
  forced to live as misshapen outcasts, 
  fully aware of the society they were 
  once part of, but also aware they can 
  never rejoin it.  For this reason, many 
  ghouls have formed settlements of their 
  own, or live in settlements with humans 
  and mutants who do not mind their 
  appearance. 
   
  Unlike 
  their 
  mythic 
  namesakes, 
  ghouls 
  do 
  not 
  eat 
  human 
  flesh.  They do, however, require a 
  small amount of radiation to survive, 
  and for this reason, one can often find 
  a population of ghouls around a leaky 
  nuclear reactor or an impact crater from 
  the war.  
   
  Ghouls 
  age 
  very 
  slowly, 
  and 
  their 
  lifespan is a whopping 300 years past 
  when they were exposed to the radiation.  
  Their unnaturally long lifespan does not 
  mean that they can't be killed by other 
  means, however, and ghouls are just as 
  vulnerable 
  to 
  disease, 
  falls, 
  and 
  bullets 
  as 
  everyone 
  else. 
   
  Ghouls 
  usually weight anywhere from 80 to 160 
  pounds, and stand anywhere from 1.5 to 
  2.5 meters tall.  Whether or not ghouls 
  can reproduce is a subject open to 
  scientific 
  debate. 
   
  Ghouls 
  have 
  a 
  natural 80% Radiation Resistance bonus 
  along 
  with 
  a 
  30% 
  Poison 
  Resistance 
  bonus.  Ghouls gain a perk every 4 
  levels.  Luckily, Ghouls can wear any 
  kind of armor that normal humans can 
  wear. 
   
   
   
  STR  PE  EN  CH  IN  AG  LK 
  Minimum 
    1   4   1   1   2   1   5 
  Maximum 
    8  13  10  10  10   6  12 
   
  Super-Mutant 
   
  Super 
  mutants 
  (or 
  just 
  mutants, 
  as 
  they prefer to 
  call 
  themselves) are 
  not the product 
  of 
  "natural" 
  aftereffects 
  from 
  the 
  war, 
  but 
  a 
  race 
  created 
  by 
  one 
  person, 
  the 
  insane 
  overseer 
  of 
  a 
  particular 
  Vault 
  who 
  wanted to create a master race.  Using 
  biological 
  research 
  from 
  a 
  prewar 
  military installation, he developed the 
  Forced 
  Evolutionary 
  Virus 
  (FEV) 
  and 
  began performing experiments on people.  
  Many died before he achieved the desired 
  results.  After "dipping" the person in 
  a vat containing the FEV virus, they 
  would emerge and undergo an intense 
  physiological change.  They grew much 
  stronger and more intelligent, as well 
  as 
  growing 
  in 
  height 
  and 
  stature.  
  Armies of Super-Mutants were once slaves 
  to this Master and his dream to "dip" 
  every human on the planet, but the 
  Master was eventually killed and the 
  mutants freed (although to hear them 
  tell it, the Master was more of a 
  Messiah than a madman).  Like ghouls, 
  mutants age very slowly, but not as 
  slowly as their cousins.   
   
  Mutants 
  are 
  generally 
  huge, 
  easily 
  reaching 2.8 to 3 meters in height, 
  weigh up to 350 pounds, and come either 
  male or female.  Their skin is usually a 
  greenish 
  yellow 
  color, 
  and 
  various 
  bunions and growths cover their bodies.  
  They have hair in all the usual places, 
  but it usually grows slowly (a result of 
  the slowed cellular mitosis from the FEV 
  virus).  Although sterile for a long 
  time after the "dipping," mutants can 
  eventually 
  have 
  children, 
  among 
  themselves or a half-mutant, half-human 
  hybrid 
  (see 
  Half-Mutant, 
  below).  
  Unfortunately, like ghouls, mutants are 
  largely 
  outcast 
  from 
  human 
  society.  
  Many of them prefer it this way, looking 
  on human society as diseased or inferior 
  because of the prejudice and corruption 
  that still exist.  Mutants were once 
  part of what they see as an attempt to 
  finally 
  unite 
  humanity 
  and 
  overcome 
  humankind's 
  weaknesses, 
  and 
  it 
  is 
  rumored that vats of the FEV virus still 
  exist, and a mutant society is at work 
  
   
   
  9 
  attempting to achieve this goal, even 
  after the Master's death.  
   
  Mutants enjoy a 50% Radiation Resistance 
  bonus and a 20% Poison Resistance bonus, 
  and gain a perk every 4 levels.  They 
  gain an additional 2 hit points per 
  level.  Mutants cannot easily use small 
  arms; when using a weapon that requires 
  a roll on the small guns skill, mutants 
  make the roll as if their Perception 
  were two points lower.  Mutants gain a 
  25% bonus to their Damage Resistance for 
  all types of attacks, too.  Mutants can 
  easily live 200 years beyond when they 
  were "dipped."  Mutants born of a 
  mutant-mutant union mature at the same 
  rate a human does, and generally live 
  around 250 years.  Mutants cannot wear 
  armor designed for humans; they just 
  don't make it their size.  Someone in 
  that vast wasteland might, however.  
   
   
   
  STR  PE  EN  CH  IN  AG  LK 
  Minimum 
    5   1   4   1   1   1   1 
  Maximum      13  11  11   7  11   8  10 
   
  Half-Mutant 
   
  Where there is a will, there is a way.  
  Half-mutants 
  (or 
  halfies) 
  are 
  the 
  product of a union between mutant and 
  undipped human.  They do not enjoy as 
  many of the abilities as full mutants, 
  but neither are they as outcast; many of 
  them can pass for tall, ugly humans.  
  They live a little longer than normal, 
  and are a little more spry than their 
  mutant parents.  There are not too many 
  halfies in the world, and a halfie is 
  sure to have an interesting story or two 
  to tell.  
   
  Halfies 
  gain 
  15% 
  bonuses 
  to 
  their 
  Radiation and Poison Resistance, and 
  gain a perk every 3 levels.  Halfies can 
  wear normal human armor (although it 
  might be a little tight) and can often 
  live to the ripe old age of 150 years.  
  They stand about 2 meters tall and 
  weight from 150 to 300 pounds. 
   
   
   
  STR  PE  EN  CH  IN  AG  LK 
  Minimum 
    3   1   2   1   1   1   1 
  Maximum 
   12  10  11  10  10   8  10 
   
  Deathclaws 
   
  Deathclaws 
  are 
  a 
  race 
  of 
  semi-
  intelligent, enormous, mutated lizards.  
  They walk on two legs, stand more than 
  two meters tall in adulthood, and have 
  scaly skin ranging from brownish-green 
  to 
  light 
  yellow.  Their 
  heads 
  are 
  abnormally 
  large and have 
  horns 
  growing 
  out 
  of 
  them, 
  suggesting 
  lizard DNA and 
  human DNA might 
  have 
  been 
  stirred 
  together in the 
  evolutionary soup at some point after 
  the War.  Some tribes of Deathclaws in 
  the Midwestern and Eastern United States 
  have developed patches of fur, adapting 
  to the more extreme climate conditions 
  found there. 
   
  Deathclaws live in tribes of anywhere 
  from 25 to 100 individuals, and spend 
  most of their time protecting the egg-
  laying females and hunting.  They can 
  communicate quite effectively with each 
  other, and can use simple battle plans.  
  Some Deathclaws are intelligent enough 
  to learn the nuances of human language, 
  although they cannot actually “speak” as 
  we do – they simply imitate human speech 
  in much the same way a parrot does, 
  except their “voice” is often deep, 
  gravelly, and is prone to affecting 
  strange 
  accents. 
   
  One 
  tribe 
  of 
  Deathclaws, the Grey tribe of Northern 
  California, 
  was 
  the 
  subject 
  of 
  scientific 
  intelligence-creating 
  experiments, and its members are far 
  smarter than the average mutant lizard. 
   
  Deathclaws get their name from the foot-
  long 
  bony 
  claws 
  growing 
  from 
  their 
  “fingers.”  This means that they always 
  have a built-in melee weapon; it also 
  means they cannot use any other weapons 
  besides their claws, ever.  In addition, 
  Deathclaws cannot use armor; no one 
  makes 
  protection 
  for 
  giant 
  lizards.  
  Deathclaws are some of the most hated, 
  feared, and misunderstood creatures in 
  the wastes – when walking among humans, 
  an 
  appropriate 
  disguise, 
  such 
  as 
  a 
  loose-fitting robe with a cowl to cover 
  the head, is an absolute necessity.  
  Most 
  people 
  will 
  simply 
  attack 
  a 
  Deathclaw on sight, or attempt to run 
  away as fast as possible. 
   
  Deathclaws gain a perk every 4 levels, 
  and gain 2 extra hit points per level.  
  They stand about 3 meters tall, and 
  
   
   
  10 
  weigh up to 400 pounds.  In addition, 
  they enjoy a +5 melee damage bonus, a 
  0/40 
  Gas 
  Resist, 
  and 
  have 
  a 
  40% 
  Resistance 
  to 
  Normal, 
  Fire, 
  and 
  Explosion damage with a Damage Threshold 
  of 4 for each of those damage types.  
  Deathclaws only live for 15 years, and 
  reach 
  maturity 
  (adventuring 
  age) 
  at 
  around 4 years.   
   
  Deathclaw Attacks 
   
  Claw Swing (Melee Weapon): Dmg. 3d8+MD 
  AP S: 3 T: N/A B: N/A 
   
  Claw Stab (Melee Weapon): Dmg. 2d10+MD  
  AP S: 3 T: 4 B: N/A 
   
  Gore (Unarmed): Dmg: 2d8+MD, 75% chance 
  of knockdown.  AP S: 4 T: N/A B: N/A 
   
  Note that the numbers in parenthesis are 
  for Grey Tribe Deathclaws. 
   
   
    STR   PE  EN    CH  IN  AG  LK 
  Minimum  6      4  1     1   1    6   1  
  Maximum 14(12)  12 13(11) 3   4(8)16   10 
   
  Dogs 
   
  Dogs are four-legged, furry, slobbering 
  beasts. 
   
  Extremely 
  good-natured 
  and 
  even-tempered, they are usually loyal to 
  one human master or a group of humans, 
  who in return shower the dog with love, 
  affection, food, and milkbones. 
   
  Dogs in Fallout are no different than 
  their real-world counterparts.  They can 
  stand anywhere from 60cm to 1.5 m at the 
  shoulders, and walk on all fours.  Most 
  are covered with hair, ranging in color 
  from white to brownish-tan to black, and 
  usually a combination of anything in 
  between.  Since dogs have no opposable 
  thumbs, they 
  cannot 
  use 
  weapons 
  or 
  tools of any 
  kind, 
  and 
  they 
  cannot 
  communicate 
  except 
  by 
  barking, 
  wagging their 
  tails, 
  and 
  pointing with 
  their snouts.  Dogs cannot use armor 
  unless it is specially made for them, 
  and 
  they 
  cannot 
  carry 
  items 
  unless 
  someone creates a device that allows 
  them to.  Even then, they cannot pick 
  anything up on their own, except with 
  their mouth.  For these reasons, dogs 
  are very difficult to role-play well, 
  and the GM and players should take this 
  into consideration before allowing a 
  player to create a dog character. 
   
  Dogs gain perks every 2 levels, and live 
  between 10 and 15 years.  They gain no 
  other bonuses.  Dogs can weight anywhere 
  from 30 pounds to 150 pounds.  They also 
  get an innate 50% bonus to Electricity 
  Resistance.  It’s a dog’s life. 
   
  Dog Attacks 
   
  Bite (Unarmed): Dmg. 2d6.  AP S: 3 T: 4 
  B: N/A 
   
  Lunge (Unarmed): Dmg. 1d6.  AP S: 4 T: 
  N/A B: N/A, 50% chance of knockdown. 
   
   
   
  STR  PE  EN  CH  IN  AG  LK 
  Minimum 
    1   4   1   1   1   1   1 
  Maximum 
    7  14   6   5   3  15  10 
   
  Robots 
   
  Before the War, several companies and 
  research facilities were manufacturing 
  humanoid-robots.  These machines weren’t 
  artificial intelligences per se, but had 
  incredibly 
  fast 
  supercomputers 
  that 
  allowed them to “reason” on the same 
  level as many humans (and, in some 
  cases, 
  to 
  reason 
  better 
  than 
  their 
  creators).  
  Robots are very 
  rare 
  in 
  the 
  Fallout universe, 
  and should only 
  be 
  played 
  as 
  characters if it 
  fits the plot of 
  the 
  campaign.  
  They 
  almost 
  always come from 
  high-tech 
  areas 
  or installations, and are usually only 
  part of an adventuring party associated 
  with high-technology (in other words, 
  tribals usually don’t keep robots). 
   
  Robots can communicate with humans using 
  memorized speech patterns, and even have 
  some of their own unique Traits (see 
  Traits, below).  Many people in the 
  wastes will find speaking robots to be 
  more of a sideshow curiosity than an 
  actual being, and will not deal with one 
  unless it is part of a larger group; 
  they simply do not recognize the robot 
  
   
   
  11 
  as a sentient creature - and whether or 
  not a robot is sentient is open to 
  debate. 
  Robots 
  stand 
  approximately 
  2 
  meters 
  tall, but can vary in size from 1 meter 
  to 3 meters, and usually weight from 
  300-400 pounds.  They are made of metal 
  and silicon, and are usually a white, 
  light tan, or light grey in color.  
  Robots cannot wear armor, but they can 
  use weapons and tools.  Robots require 
  some regular maintenance, which they can 
  perform themselves if not incapacitated.  
  A 
  robot 
  must 
  have 
  someone 
  roll 
  a 
  successful 
  Repair 
  and 
  Science 
  skill 
  while examining it for 12 hours at least 
  once a month.  If this maintenance is 
  not preformed, the robot begins taking 
  1d10 points of damage every 24 hours 
  beyond the deadline for the repairs. 
   
  Robots take damage as normal, but they 
  do not heal hit points back over time 
  (see Healing, below).  Instead, robots 
  must be repaired.  A successful use of 
  the Science skill on a robot will act 
  like a successful use of the First Aid 
  skill on a flesh-and-bone character, 
  healing 1d10 hit points.  In addition, 
  if the robot has a crippled limb or 
  another 
  medical 
  malady 
  such 
  as 
  blindness, it takes a successful roll 
  against Repair to “heal” that body part.  
  For more details, see Healing, below. 
   
  Robots are immune to the effects of 
  radiation, 
  poison, 
  gas 
  attacks, 
  and 
  chems.  Robots never gain perks.  They 
  enjoy a 40% Damage Resistance to all 
  kinds of attacks, but unfortunately are 
  affected by EMP (pulse) weapons.  Robots 
  don’t have a “lifespan” per se, but each 
  unit has a battery that generally lasts 
  anywhere from 75 to 150 years.  Of 
  course, that battery can be replaced, 
  effectively 
  allowing 
  the 
  robot 
  to 
  continue operating forever, so long as 
  it continues to get a fresh power 
  supply. 
   
   
   
  STR  PE  EN  CH  IN  AG  LK 
  Minimum 
    7   7   7   1   1   1   5 
  Maximum 
   12  12  12   1  12  12   5 
   
  Character Creation Part Three 
  - Traits 
   
  Traits are an optional part of the 
  character creation process.  They simply 
  describe an aspect of the character's 
  personality or physical description, and 
  permanently affect things like Skills, 
  Primary 
  Statistics, 
  and 
  Secondary 
  Statistics. 
   
  Some 
  traits 
  are 
  not 
  available to every race, and some traits 
  are only available to robots or animal 
  races. 
   
  A character can pick two traits, one 
  trait, or no traits at all.  A character 
  can never have more than two traits. 
   
  Fast Metabolism 
  Your metabolic rate is twice normal.  
  This means that you are much less 
  resistant to radiation and poison, but 
  your body heals faster.  You get a 2 
  point bonus to Healing Rate, but your 
  Radiation and Poison Resistance start at 
  0% (racial modifiers are added later).  
  Robots cannot choose this trait. 
   
  Bruiser 
  A little slower, but a little bigger.  
  You may not hit as often, but they will 
  feel it when you do!  Your total action 
  points are lowered, but your Strength is 
  increased.  You get a 2 point bonus to 
  Strength, but loose 2 Action Points.  
   
  Small Frame 
  You are not quite as big as everyone 
  else, but that never slowed you down.  
  You can't carry as much, but you are 
  more agile.  You get a 1 point bonus to 
  Agility, but your Carry Weight is only 
  15 lbs X Strength.  
   
  One Hander  
  One of your hands is very dominant.  You 
  excel with single-handed weapons, but 
  two-handed weapons cause a problem. You 
  have a 40% penalty to hit with two-
  handed weapons, but get a 20% bonus to 
  hit with weapons that only require one 
  hand.  Animals cannot choose this trait. 
   
  Finesse  
  Your attacks show a lot of finesse.  You 
  don't do as much damage, but you cause 
  more critical hits.  All of your attacks 
  lose 
  30% 
  of 
  their 
  damage 
  (after 
  reductions 
  are 
  made 
  for 
  Damage 
  Resistance, etc.) but you gain a 10% 
  bonus to Critical Chance.  
   
  Kamikaze  
  By not paying attention to any threats, 
  you can act a lot faster in a turn.  
  This lowers your Armor Class to just 
  what you are wearing, but you sequence 
  much faster in a combat turn.  You have 
  no natural Armor Class (Armor Class is 
  
   
   
  12 
  therefore 0 regardless of Agility).  You 
  must wear armor to get an Armor Class.  
  Your sequence gets a 5 point bonus.  
   
  Heavy Handed  
  You swing harder, not better.  Your 
  attacks 
  are 
  very 
  brutal, 
  but 
  lack 
  finesse.  You rarely cause a good 
  critical hit, but you always do more 
  melee damage.  You get a 4 point bonus 
  to Melee Damage, but your critical hits 
  do 30% less damage, and are 30% less 
  likely to cripple a limb or cause 
  unconsciousness.  
   
  Fast Shot 
  You don't have time for a targeted 
  attack, because you attack faster than 
  normal people. It costs you one less 
  action point to use a weapon.  You 
  cannot perform targeted shots, but all 
  weapons take one less action point to 
  use.  Note that the Fast Shot trait has 
  no effect on HtH or Melee attacks.  
  Animals cannot choose this trait. 
   
  Bloody Mess  
  By some strange twist of fate, people 
  around you die violently.  You always 
  see the worst way a person can die.  
  This does not mean you kill them any 
  faster or slower, but when they do die, 
  it will be dramatic.  Just how dramatic 
  is up to the Gamemaster. 
   
  Jinxed  
  The good thing is that everyone around 
  you 
  has 
  more 
  critical 
  failures in combat.  The bad 
  thing is: so do you!  If you, 
  a member of your party, or a 
  non-player character have a 
  failure in combat, there is a 
  greater 
  likelihood 
  the 
  failure 
  will 
  be 
  upgraded 
  (downgraded?) to a critical 
  failure.  Critical failures 
  are bad: weapons explode, you may hit 
  the wrong target, you could lose part of 
  your turn, or any number of bad things.  
  Failures are 50% more likely to become 
  critical failures around the character 
  or anyone else in combat.  
   
  Good Natured  
  You studied less-combative skills as you 
  were growing up.  Your combat skills 
  start at a lower level, but First Aid, 
  Doctor, 
  Speech, 
  and 
  Barter 
  are 
  substantially improved.  Those skills 
  get a 20% bonus.  You get a 10% penalty 
  to starting combat skills (Small Guns, 
  Big Guns, Energy Weapons, Unarmed, and 
  Melee Weapons).  This is a one-time 
  bonus.  Animals and robots cannot choose 
  this trait. 
   
  Chem Reliant  
  You are more easily addicted to chems.  
  Your chance to be addicted is twice 
  normal, but you recover in half the time 
  from their ill effects.  Robots cannot 
  choose this trait. 
   
  Chem Resistant  
  Chems only effect you half as long as 
  normal, but your chance to be addicted 
  is only 50% the normal amount.  Robots 
  cannot choose this trait. 
   
  Night Person  
  As a night-time person, you are more 
  awake when the sun goes down.  Your 
  Intelligence and Perception are improved 
  at night but are dulled during the day.  
  You get a 1 point penalty to these 
  Statistics from 0601 to 1800, and a 1 
  point bonus to these Stats from 1801 to 
  0600.  Robots cannot choose this trait.  
  Note that the bonus cannot take IN and 
  PE above the character’s racial maximum 
  or below the character’s racial minimum. 
   
  Skilled  
  Since you spend more time improving your 
  skills than a normal person, you gain 
  more skill points.  The tradeoff is that 
  you do not gain as many extra abilities.  
  You will gain a perk at one level higher 
  than normal.  For example, if you 
  normally gained a perk every 4 levels, 
  you would now gain a perk every 5 
  levels.  You will get an additional 5 
  skill points per new experience level, 
  and a one-time bonus of +10% to your 
  skills when you begin the game.  Animals 
  and robots cannot choose this trait. 
   
  Gifted  
  You have more innate abilities than 
  most, so you have not spent as much time 
  honing your skills.  Your statistics are 
  better than the average person, but your 
  skills are lacking.  All Stats get a 1-
  point bonus, but all skills get a 10% 
  penalty and you receive 5 less Skill 
  Points per level.  Robots cannot choose 
  this trait. 
   
  Sex Appeal  
  This trait increases your chances of 
  having a good reaction with members of 
  the opposite sex.  Unfortunately, this 
  trait tends to annoy members of your 
  
   
   
  13 
  sex.  Jealous twits.  When interacting 
  with members of the opposite sex, you 
  gain a 1 point bonus to Charisma for 
  reactions only.  When making Speech and 
  Barter rolls, you gain a 40% bonus for 
  each.  When interacting with members of 
  the same sex, you have a 1 point penalty 
  to Charisma for reactions only and have 
  a 40% penalty to both Speech and Barter 
  rolls.  Only humans can choose this 
  trait. 
   
  Glowing One  
  Extreme radiation exposure has left you 
  glowing 
  in 
  the 
  dark. 
   
  Your 
  glow 
  eliminates 
  modifiers 
  from 
  light 
  in 
  combat for both you and your enemies.  
  In addition, you gain a +50% bonus to 
  Radiation 
  Resistance, 
  but 
  everyone 
  around you takes 10 rads per hour (see 
  Radiation 
  under 
  Damage 
  and 
  Death, 
  below).  Only Ghouls can choose this 
  trait. 
   
  Tech Wizard  
  You spent your formative years hunched 
  over a bench learning all about the way 
  things work.  The trouble is that you’ve 
  ruined your eyes!  You get a +15% bonus 
  to Science, Repair, and Lockpick skills, 
  but you lose 1 Perception.  Deathclaws 
  and Dogs cannot choose this trait. 
   
  Fear the Reaper  
  You have cheated death!  You gain perks 
  as if you were a human, but you are now 
  on death’s short list.  This means that 
  once a month, you must roll against Luck 
  or else drop dead.  Only Ghouls can 
  choose this trait. 
   
  Vat Skin  
  Other people find you hideous to behold 
  and disgusting to smell after your “dip” 
  in the FEV vats.  The good news is that 
  you gain a +10 bonus to your Armor Class 
  thanks to your extra-tough skin.  The 
  bad news is that everyone within ten 
  hexes of your location, friend and foe, 
  suffers a 1-point penalty to Perception 
  (you are unaffected).  Only Mutants can 
  choose this trait. 
   
  Ham Fisted  
  Genetic engineering – or dumb luck – has 
  endowed you with huge hands.  You get a 
  “free” tag skill in Unarmed, but you 
  suffer a -20% penalty to Small Guns, 
  First Aid, Doctor, Repair, Science, and 
  Lockpick Skills (these numbers cannot go 
  below 0%).  Only Mutants can choose this 
  trait. 
  Domesticated  
  You 
  have 
  undergone 
  extensive 
  house 
  training and have developed an above-
  average Intelligence.  Your IN is raised 
  by 1, and can even go above your racial 
  maximum, but you get a –2 penalty to 
  Melee Damage.  Only Deathclaws and Dogs 
  can choose this trait. 
   
  Rabid  
  You are a half-crazed, feral killing 
  machine.  You are not affected by 
  crippled limbs (blindness still affects 
  you normally), and every time you kill 
  an opponent in combat, you get 5 more 
  APs 
  that 
  round. 
   
  Chems, 
  including 
  stimpaks, have no effect on you.  Only 
  Deathclaws and Dogs can choose this 
  trait. 
   
  Tight Nuts  
  This robot was built to take the knocks.  
  You 
  get 
  double 
  the 
  base 
  Damage 
  Resistance to any attack, but you gain 
  only half the Hit Points back from 
  repairs.  Only Robots can choose this 
  trait. 
   
  Targeting Computer 
  You have been programmed with an onboard 
  targeting computer.  All attacks cost 1 
  extra AP to perform, but you can always 
  add +15% to your chance to-hit.  Only 
  Robots can choose this trait. 
   
  EMP Shielding 
  You 
  have 
  a 
  dedicated 
  EMP 
  shielding 
  system.  It takes you 2 AP to move 1 hex 
  because of your heavy equipment, but you 
  have a 30% Resistance to all forms of 
  EMP attack.  Only Robots can choose this 
  trait. 
   
  Beta Software 
  You 
  have 
  been 
  equipped 
  with 
  an 
  experimental 
  operating 
  system 
  and 
  peripherals.  You get 1 extra Tag Skill, 
  but whenever using ANY tag skill, you 
  must roll against Luck or suffer an 
  automatic failure and, in combat, a loss 
  of all APs for that round.  Only Robots 
  can choose this trait. 
   
  When you have picked your traits, be 
  sure and note their effects on your 
  statistics and skills on a sheet of 
  scratch paper, as well as their other 
  effects on your character sheet.  
   
   
  
   
   
  14 
  Character Creation Part Four 
  – Statistics 
   
  “The measure of man is the measure of 
  all things.”  
  - Pythagoras 
   
  Primary Statistics 
   
  fter making a character concept, 
  choosing a race, and picking a 
  trait or two, the player must 
  decide 
  on 
  a 
  character's 
  Primary 
  Statistics. 
   
  Primary 
  Statistics 
  influence the Secondary Statistics (see 
  below), and are sometimes rolled against 
  to 
  determine 
  different 
  effects 
  (Perception to notice a thief filching 
  your wallet, etc).  All characters start 
  life "average" -- that is, they have 5 
  in every Primary Statistic.  The player 
  then 
  has 
  5 
  "character 
  points" 
  to 
  distribute as he or she sees fit among 
  the Statistics.  In addition, Statistics 
  may be subtracted from if the player 
  wants to add to another Statistic.  This 
  can be done so long as points are not 
  "lost" (i.e., if a point is subtracted 
  it 
  must 
  be 
  added 
  somewhere 
  else).  
  Statistics can never go below racial 
  minimums and can never go above racial 
  maximums.  Sometimes, this means that a 
  Stat must be adjusted up or down, and 
  the numbers must be re-distributed to 
  other Stats.   
   
  If you chose a trait that effects a 
  Statistic, keep this in mind as you are 
  distributing your points; traits cannot 
  (usually) 
  raise 
  Stats 
  above 
  racial 
  maximums or lower Stats below racial 
  minimums, either, so there is no use in 
  wasting a points!  Remember to adjust 
  Statistics for Traits after assigning 
  your points. 
   
  Examples: Choosing a Race, Traits, and 
  Primary Statistics 
   
  Jack 
  wants 
  to 
  make 
  a 
  hand-to-hand 
  fighting character.  He thinks playing a 
  fighting mutant would be fun, and his 
  character concept is something along the 
  lines of one of those lovable mugs like 
  Rocky Balboa.  Jack decides the Heavy 
  Handed trait will work well for him.  
  Statistically, Jack begins with:  
   
  STR 5 PE 5 EN 5 CH 5 IN 5 AG 5 LK 5  
   
  Since these statistics fit within the 
  racial parameters for a Mutant, Jack is 
  OK so far.  Jack decides a fighter needs 
  to be more agile and strong, so he 
  allocates 2 points to STR and 3 points 
  to AG:  
   
  STR 7 PE 5 EN 5 CH 5 IN 5 AG 8 LK 5  
   
  Jack decides his character doesn't need 
  to be all that attractive, but could 
  stand to be a little more lucky.  He 
  takes a point from CH and adds it to LK:  
   
  STR 7 PE 5 EN 5 CH 4 IN 5 AG 8 LK 6.  
   
  None of these statistics are too high or 
  two 
  low 
  for 
  the 
  Mutant 
  racial 
  parameters.  Jack's character is well on 
  his 
  way 
  to 
  becoming 
  a 
  post-nuclear 
  pugilist.  
   
  Jane wants to make a character that can 
  fast-talk her way out of any situation.  
  She thinks a human would work best for 
  that kind of job in the wastes, so she 
  will 
  be 
  working 
  with 
  normal 
  racial 
  maximums and minimums.  She also thinks 
  the Sex Appeal trait will be beneficial, 
  so she makes a note of that trait on her 
  character sheet. 
   
  She begins by allocating 2 points to CH 
  to make her character more likable, 2 
  points to IN to give her character a 
  better grasp of the world, and 1 point 
  to PE so her character is more aware:  
   
  STR 5 PE 6 EN 5 CH 7 IN 7 AG 5 LK 5.  
   
  Jane decides a character that relies on 
  her wit doesn't need to be strong, so 
  she takes one point away from STR and 
  one from EN.  She then allocates these 
  to luck.  
   
  STR 4 PE 6 EN 4 CH 7 IN 7 AG 5 LK 7.  
   
  She now has a post-nuclear version of a 
  lawyer.  
   
  Primary Statistics: Descriptions 
   
  A 
  complete 
  description 
  of 
  Primary 
  Statistics, with their use, is provided 
  below.  
   
  STRENGTH (STR)  
  A measure of your character's physical 
  strength and muscle power.  Characters 
  with a high Strength probably spent a 
  lot of time in the gym in high school.  
  A 
  
   
   
  15 
  Characters with low Strength probably 
  got beat up by the characters with high 
  Strength.  This statistic is used in the 
  secondary statistics Carry Weight, Melee 
  Damage, and Hit Points.  All weapons 
  have a minimum Strength requirement as 
  well.  Rolls against Strength are used 
  when characters try to break doors down, 
  bend the bars on their prison cell, and 
  do other feats that require sheer muscle 
  power.  
   
  PERCEPTION (PE)  
  Perception is your character's awareness 
  and "street-smarts," sometimes called 
  instinct or a "sixth sense."  Perceptive 
  characters 
  notice 
  details 
  instantly, 
  like smells, sounds, and sights that 
  don't 
  fit 
  a 
  "normal" 
  picture.  
  Perceptive characters tend to be able to 
  read another person's reactions, and can 
  even tell when another person is lying.  
  Highly perceptive characters are private 
  investigators. 
   
  Characters 
  with 
  low 
  Perception 
  walk 
  about 
  in 
  their 
  own 
  little world.  This statistic is used in 
  the Sequence secondary statistic, and in 
  several skills such as Lockpick, Traps, 
  First Aid, and Doctor.  The primary use 
  of this statistic is to determine the 
  maximum 
  distance 
  your 
  character 
  can 
  shoot a ranged weapon effectively.  The 
  better the score, the farther you can 
  accurately shoot.  A high Perception is 
  imperative for a sniper.  Rolls against 
  Perception are used when there is a 
  little detail the character has a chance 
  of noticing, such as the glisten off the 
  scope of the sniper taking an aim at his 
  or her head.  
   
  ENDURANCE (EN) 
  Endurance 
  measures 
  the 
  body’s 
  constitution 
  and 
  overall 
  health.  
  Characters with a high Endurance have 
  great 
  immune 
  systems, 
  good 
  cardiovascular fitness, and can outrun 
  and outswim others.  Characters with 
  high 
  Endurance 
  can 
  swim 
  across 
  the 
  English Channel.  Characters with low 
  Endurance can drown in the kiddie pool.  
  The 
  Hit 
  Point, 
  Poison 
  Resistance, 
  Radiation Resistance, and Healing Rate 
  secondary 
  statistics 
  are 
  based 
  on 
  Endurance, 
  which 
  also 
  modifies 
  a 
  character's 
  Outdoorsman 
  skill.  
  Endurance is used to determine if burst 
  hits knock characters down, or even 
  unconscious (see Knockdowns in Combat 
  Part II: Damage, below).  Rolls against 
  Endurance determine things like whether 
  your character can hang on to that rope 
  over a canyon, or can resist the deadly 
  cloud 
  of 
  bacteria 
  that 
  renegade 
  scientist just sprayed in his or her 
  face.  
   
  CHARISMA (CH) 
  Charisma is how physically attractive 
  your character is, and how adept they 
  are at knowing exactly what to say and 
  do in social situations.  Beauty as well 
  as 
  grace 
  and 
  leadership 
  ability 
  contribute to Charisma.  A Charismatic 
  character will be the leader of the 
  pack, and everyone will follow his or 
  her 
  orders. 
   
  John 
  F. 
  Kennedy 
  was 
  charismatic; Dan Quayle was not.  No 
  secondary 
  statistics 
  are 
  based 
  on 
  Charisma.  It heavily influences Barter 
  and 
  Speech 
  skills. 
   
  Rolls 
  against 
  Charisma are made when a character is 
  attempting to schmooze past some guards 
  or trying to pick someone up in a bar.  
   
  INTELLIGENCE (IN) 
  Intelligence is a character's higher 
  reasoning power.  Characters with high 
  intelligence have better memories and 
  are better at solving problems than 
  people with low intelligence.  Albert 
  Einstein, Napoleon, and 
  Alexander the Great had 
  high 
  intelligence.  
  General Custer, Forrest 
  Gump, and the guy in 
  "Sling Blade" did not.  
  No secondary statistics 
  are 
  based 
  on 
  intelligence.  Many of 
  the non-combat skills use 
  it for their base values, 
  however.  Intelligence also determines 
  the 
  number 
  of 
  skill 
  points 
  your 
  character 
  gains 
  each 
  level 
  (see 
  Advancement under Part III).  Rolls 
  against 
  intelligence 
  are 
  made 
  when 
  characters are attempting to guess a 
  password or determine the sequence of 
  electric charges running through the 
  pattern on the floor.  
   
  AGILITY (AG) 
  Agility 
  measures 
  the 
  speed 
  of 
  a 
  character's reactions.  More or less, 
  Agility describes how quickly an impulse 
  is received by the brain, is encoded 
  into the appropriate message, travels 
  through the Central Nervous System, and 
  reaches 
  the 
  character's 
  arm, 
  which 
  appropriately jerks out of the way right 
  before a bullet hits it.  Characters 
  with 
  high 
  Agility 
  are 
  jugglers 
  and 
  acrobats.  Characters with low Agility 
  
   
   
  16 
  dance 
  with 
  two 
  left 
  feet. 
   
  This 
  statistic is the basis for the Armor 
  Class 
  and 
  Action 
  Point 
  secondary 
  statistics.  It modifies the greatest 
  number of skills as well, especially 
  combat skills.  Rolls against Agility 
  are made when your character dodges a 
  poison dart trap or attempts to jerk his 
  arm out of the sewer before a mutated 
  rat bites it off.  
   
  LUCK (LK) 
  Perhaps the most ambiguous statistic, 
  Luck 
  is 
  everything 
  and 
  nothing.  
  Characters with a high amount of Luck 
  just tend to have things go their way, 
  and characters with a low amount of Luck 
  always seem to be standing under the 
  scaffolding just when someone drops that 
  brick. 
   
  Luck 
  directly 
  affects 
  the 
  Critical Chance secondary statistic as 
  well as influences the Gambling skill.  
  Rolls against Luck are made at the GM's 
  discretion; Luck rolls can determine if, 
  when your character is out of ammo and 
  lying half-unconscious on the ground, he 
  happens to find that loaded shotgun 
  lying concealed and forgotten in the 
  dust.  
   
  Secondary Statistics 
   
  fter the Primary Statistics are 
  determined, the player needs to 
  determine the Secondary Statistics.  
  Remember that racial and trait bonuses 
  and penalties need to be applied to 
  Secondary 
  Statistics. 
   
  Formulae 
  for 
  determining initial levels of Secondary 
  Statistics 
  are 
  given 
  with 
  the 
  description of each stat.  Secondary 
  Statistics are in different places on 
  the character sheet, usually grouped 
  together – protective stats are all in 
  one place, and attacking stats are in 
  another. 
   
  HIT POINTS (HP) 
  Perhaps the most important statistic in 
  the 
  game, 
  as 
  hit 
  points 
  determine 
  whether your character is alive and 
  breathing or dead.  Dead characters 
  cannot be played or revived, ever.  Hit 
  points 
  can 
  be 
  recovered 
  with 
  time, 
  drugs, the correct skills, or an able 
  doctor.  The base number of hit points 
  is 15 + (STR + (2 X EN)).  In addition, 
  a 
  character 
  gains 
  more 
  maximum 
  hit 
  points for every level equal to 3 + 1/2 
  EN, rounded down (see Advancement in 
  Part III).  It should go without saying 
  that hit points can never be healed 
  above the maximum.  
   
  Note 
  If 
  hit 
  points 
  drop 
  to 
  zero, 
  your 
  character does not die instantly.  A 
  character whose hit points are between 0 
  and -5 is knocked unconscious; they 
  slump to the ground and cannot move.  
  That character begins to recover hit 
  points as if they were resting (see 
  Healing Rate, below).  That means that 
  an unconscious character will eventually 
  wake up, although it may take several 
  hours or even days.  Until then, they 
  must 
  be 
  carried 
  or 
  protected 
  until 
  recovery.  For more information, see 
  Damage and Death in Part III below. 
   
  ARMOR CLASS (AC) 
  Maybe 
  the 
  second 
  most 
  important 
  statistic 
  in 
  the 
  game, 
  Armor 
  Class 
  reduces 
  the 
  amount 
  of 
  damage 
  your 
  character takes from things that seek to 
  harm her.  Armor Class is measured as a 
  percentage.  Your character's base Armor 
  Class is equal to her Agility.  In 
  addition, any armor she is wearing can 
  make her Armor Class even higher.  For 
  instance, if your character's Agility is 
  6 and she dons a leather jacket with an 
  armor class of 5, her AC is now 11(%).  
  Armor class affects the chance to hit; 
  in the above example, if the mutant 
  sniper was trying to take a potshot at 
  the girl in the spiffy leather coat, his 
  chance to hit would be reduced by 11%.  
   
  ACTION POINTS (AP) 
  This is perhaps the third most important 
  statistic in the game, as it may mean 
  the difference between reloading your 
  gun and firing that final shot, or 
  staring at your empty sidearm as a 
  rocket explodes in your chest.  APs are 
  the number of actions your character can 
  take each turn in combat.  Moving one 
  hex (one meter) costs 1 AP.  Reloading a 
  weapon often takes 2 APs.  Making a shot 
  often takes 5 AP.  See the chart below 
  for determining APs, based upon Agility: 
   
       Agility 
  #APs 
  1 
  5 
  2-3 
  6 
  4-5 
  7 
  6-7 
  8 
  8-9 
  9 
  10+  
   10 
   
   
   
  A 
  
   
   
  17 
  CARRY WEIGHT 
  How much equipment your character can 
  carry on his back, in his pockets, or in 
  his backpack and fanny pack.  Every item 
  in the game weighs something.  Carry 
  Weight is 25 lbs + 25 X STR.  A 
  character with 6 STR can carry 175 lbs 
  of equipment.  Now, finding room for 
  that much stuff may be a problem...  
   
  MELEE DAMAGE (MD) 
  This is how much damage your character 
  does in unarmed combat and combat with 
  melee weapons.  The more melee damage 
  your character does, the harder she or 
  he hits.  Strong characters can hit very 
  hard. 
   
  See 
  the 
  chart 
  below 
  for 
  determining MD, based upon Strength: 
   
     
     Strength   Melee Damage  
  1-6 
  1 
   7 
   
   2 
   8 
   
   3 
   9 
   
   4 
  10 
   
   5 
  11 
  6 
  12 
  7 
  and so on… 
   
  POISON RESISTANCE 
  Even in the post-nuclear world, there 
  are certain chemicals that just don't 
  mix well with human anatomy.  Poison 
  resistance is equal to 5 X EN.  A 
  character with an endurance of 6 will 
  have a 30% Poison Resistance.  That 
  means 
  they 
  have 
  a 
  30% 
  chance 
  of 
  antibodies eliminating the poison.  See 
  Poison Damage in Combat: Damage and 
  Death in Part III.  
   
  RADIATION RESISTANCE 
  In the post-nuclear world, radiation is 
  always a concern.  Some places are 
  naturally radioactive, like the blast 
  centers where nukes went off.  Some are 
  more radioactive than others; near the 
  center of the blast, you are guaranteed 
  to find more rads than 5 miles away.  
  Radiation Resistance is equal to 2 X EN.  
  It can be increased with chems (see 
  Equipment: Chems) and with certain kinds 
  of armor (see Equipment: Armor).  A 
  character with an 8 EN has 16% radiation 
  resistance.  This means that 16% of the 
  rads that hit his skin do not go in.  If 
  he was standing at the rim of a blast 
  crater and was taking 1000 rads every 
  ten minutes (!), only 840 of those rads 
  would enter his body.  That still means 
  he's going to glow like a lightbulb, but 
  his skin won't fall off - right away.  
  GAS RESISTANCE 
  One of the nastier weapons in the 
  wastes, gas attacks can cause massive 
  amounts of damage to a large number of 
  people, or cover a large area in a 
  relatively small amount of time.  Some 
  gasses do not damage a target, but are 
  merely designed to incapacitate it.  Gas 
  Resistance is based entirely on armor, 
  race, and equipment.  There are two 
  kinds 
  of 
  gas 
  attacks: 
  Inhaled 
  and 
  Contact gasses.  Inhaled gasses must 
  enter 
  the 
  lungs 
  before 
  causing 
  ill 
  effects; Contact gasses are more like 
  clouds 
  of 
  acid 
  vapor, 
  damaging 
  any 
  biological 
  substance 
  they 
  come 
  into 
  contact with.  Gas resistance is given 
  in a X/X number, with the first variable 
  representing 
  Inhaled 
  gasses 
  and 
  the 
  second 
  variable 
  representing 
  Contact 
  gasses.  Unless the character is a 
  robot, the beginning Gas Resistance is 
  always 0/0. 
   
  ELECTRICITY RESISTANCE 
  This measures how resistant a character 
  is 
  to 
  electricity. 
   
  Whenever 
  the 
  character takes damage from electricity, 
  the amount of damage is reduced by their 
  electricity resistance (a percentage).  
  Unless a character’s race has built-in 
  electrical damage, this number always 
  starts at 0. 
   
  DAMAGE RESISTANCE 
  Damage Resistance is determined entirely 
  by armor.  Unless the character has some 
  built in damage resistance because of 
  her race, this is 0%.  Note that there 
  are 
  five 
  different 
  areas 
  under 
  the 
  "Armor" heading on the Character Sheet 
  for 
  four 
  different 
  kinds 
  of 
  Damage 
  Resistance.  Each piece of armor has its 
  own Damage Resistance percentage that 
  the character should add to their own in 
  the four different areas under the Armor 
  section.  See Before Combat: Wearing 
  Armor in Part III, below. 
   
  DAMAGE THRESHOLD 
  Damage Threshold represents the actual 
  amount of damage that a piece of armor 
  can stop.  Note that on the character 
  sheet, there is no Damage Threshold 
  under Secondary Statistics; rather, it 
  is under Armor.  A character does not 
  have any actual Damage Threshold until 
  he or she is wearing armor of some kind.  
  See Before Combat: Wearing Armor in Part 
  III, below. 
   
   
  
   
   
  18 
  SEQUENCE 
  Sequence determines who goes first in a 
  combat round.  Of course, if you are the 
  one 
  initiating 
  the 
  combat, 
  you 
  automatically get to go first (you sneak 
  up on a guard and clobber him in the 
  head), but all the combat turns after 
  that get broken down by Sequence, with 
  highest Sequence going first, and so on 
  down the line (see Combat: Sequence in 
  Part III).  Sequence is equal to 2 X PE. 
   
  HEALING RATE 
  Life possesses the remarkable ability to 
  heal itself naturally.  Your character's 
  Healing Rate is the number of hit points 
  they heal naturally in a day (24 hours) 
  of activity, or in six hours of resting.  
  Use this table to determine healing 
  rate, based upon Endurance. 
   
   
    Endurance   Healing Rate 
  1-5 
  1 
  6-8 
   
   2 
  9-10 
  3 
   11+ 
   
   4 
   
   
  A character with 7 EN would have a 
  healing rate of 2 and heal 2 hit points 
  in a 24-hour period where they were 
  active (fighting, walking around, etc) 
  and will heal 8 hit points in any 24 
  hour 
  period 
  where 
  they 
  are 
  resting 
  (sleeping, 
  watching 
  TV, 
  etc.) 
   
  See 
  Healing under Combat: Damage and Death 
  in Part III, below.  Note that Robots do 
  not 
  naturally 
  heal 
  themselves, 
  and 
  therefore automatically have a Healing 
  Rate of “0”. 
   
  CRITICAL CHANCE  
  This is the base chance to cause a 
  critical hit in combat.  High weapons 
  skills and weapons of high quality can 
  modify this number later.  If a to-hit 
  roll is successful and low enough that 
  it fell within the character’s Critical 
  Chance, the hit becomes critical (see 
  Combat: Chance for Criticals in Part 
  III).  A base Critical Chance is equal 
  to a character's Luck.  A character with 
  3 Luck has a 3% base chance to critical 
  hit. 
   
  Examples: 
  Calculating 
  Secondary 
  Statistics and Adding Race and Trait 
  Modifiers 
   
  Jack 
  and 
  Jane 
  calculate 
  their 
  characters’ 
  secondary 
  statistics.  
  Harry's 
  maximum 
  Hit 
  Points 
  is 
  32; 
  Maverick's is 27.  Harry's Armor Class 
  is 8, and because he is a mutant, it 
  probably won't get a whole lot better.  
  Maverick's AC is only 5, but he can find 
  some armor and protect himself a little 
  better.  Harry gets 9 Action Points and 
  Maverick gets 7.  Harry's Carry Weight 
  is 200 lbs, where Maverick's is only 
  125.  Harry's Melee Damage is a whopping 
  4 points because of his Heavy-Handed 
  trait, and Maverick's is only 1.  Harry 
  enjoys a 45% Poison Resist and Maverick 
  gets 20%; Harry's Radiation Resist is 
  60% because of his race and Maverick's 
  is 8%.  Neither character has any Gas 
  Resistance, but Maverick has an innate 
  30% Electricity Resistance (Harry’s is 
  0).  Harry has 10 Sequence, but Maverick 
  is faster at 12.  Harry's Healing Rate 
  is 1 HP, and Maverick's is 1 as well.  
  Harry gets a 6% chance to deal a 
  critical hit (LK 6), but Maverick gets a 
  7% (LK 7). 
   
  Character Creation Part Five 
  - Skills 
   
  Tag Skills  
   
  very 
  character 
  gets 
  three 
  tag 
  skills to start out with.  These 
  skills could best be described as 
  the character's "gifted" areas.  Every 
  character must take three tag skills, 
  and only three, no more, no less (unless 
  the character gets an extra tag skill 
  because of a trait).  Each tag skill 
  gets an immediate 20% bonus, and a tag 
  skill grows twice as fast as a normal 
  skill.  When you spend skill points on a 
  tag skill, it grows by 2% instead of 1%.  
   
  Skill List 
   
  his is a complete description of 
  skills, and how one finds the base 
  skill percentage.  Base percentage 
  is 
  figured 
  before 
  ANY 
  other 
  skill 
  adjustments are made - from tag skill 
  adjustments, to traits, to addition of 
  skill points.  Skill points are added 
  only after a character goes up a level 
  (see Advancement in Part III).  For the 
  sake 
  of 
  our 
  examples, 
  an 
  "average" 
  character has a 5 for each Statistic.   
   
  Small Guns 
  This skill covers the use of bows, 
  pistols, sub-machine guns, rifles, and 
  shotguns.  The higher your Small Guns 
  skill, the easier it will be for you to 
  hit your target, and the longer the 
  E 
  T 
  
   
   
  19 
  effective range you will have in combat.  
  Initial level: Starting Small Guns skill 
  is equal to 5% + (4 X AG).  Average 
  starting characters will have a 25% 
  Small Guns skill.  
   
  Big Guns  
  This is the skill of flamethrowers, 
  miniguns, 
  rocket 
  launchers, 
  heavy 
  machine guns, and other large support 
  weapons.  If it's a large weapon, you 
  can count on Big Guns being the skill 
  rolled against.  Like Small Guns, the 
  better your skill, the easier it will be 
  to hit your target, and the longer the 
  range of your shot.  Initial level: 
  Starting Big Guns skill is equal to 0% + 
  (2 X AG).  Average starting characters 
  have a 10% Big Guns skill.  
   
  Energy Weapons  
  The use of energy weapons is not a very 
  common skill in the post-nuclear world.  
  Energy weapons were just coming into 
  actual warfare when the world blew up.  
  Lasers and plasma weapons are covered by 
  the Energy Weapons skill.  Basically, if 
  it uses an energy cell or power pack, 
  and not cartridge ammunition, it falls 
  under 
  this 
  skill. 
   
  Initial 
  level: 
  Starting Energy Weapons skill is equal 
  to 0% + (2 X AG).  Average starting 
  characters 
  will 
  have 
  a 
  10% 
  Energy 
  Weapons skill.  
   
  Unarmed  
  This is the skill of beating people up 
  with your fists and feet.  The better 
  you are at this skill, the more likely 
  you are going to hit them in combat.  
  This 
  skill 
  also 
  covers the use of 
  weapons 
  that 
  enhance 
  unarmed 
  combat 
  such 
  as 
  brass 
  knuckles, 
  spiked 
  knuckles, 
  and the legendary 
  Power 
  Fist. 
   
  At 
  higher 
  skill 
  levels, 
  you 
  will 
  learn 
  new 
  techniques 
  of 
  fighting.  Everyone starts with a good 
  Unarmed skill, since the basic concept 
  is pretty simple.   Initial level: 
  Starting Unarmed skill is equal to 30% + 
  (2 X (AG + STR)).  Average starting 
  characters will have a 50% in Unarmed 
  Combat.  
   
   
  Special Unarmed Attacks  
   
  These attacks only become available to 
  the true student of the unarmed arts.  
  The 
  requirement 
  for 
  each 
  attack 
  is 
  listed, along with a description of the 
  attack and the damage incurred.  
   
  Primary Punch Attacks  
   
  Strong Punch  
  Effects: +3 damage  
  AP Cost: 3  
  Requires: Unarmed 55%, Agility 6  
   
   
  Hammer Punch  
  Effects: +5 damage, +5% critical chance  
  AP Cost: 3  
  Requires: 
  Unarmed 
  75%, 
  Agility 
  6, 
  Strength 5, Level 6  
   
  Haymaker  
  Effects: +7 Damage, +15% critical chance  
  AP Cost: 3  
  Requires: 
  Unarmed 
  100%, 
  Agility 
  7, 
  Strength 5, Level 9  
   
  Secondary Punch Attacks  
   
  Jab  
  Effects: +3 damage, +10% critical chance  
  AP Cost: 3 
  Requires: 
  Unarmed 
  75%, 
  Agility 
  7, 
  Strength 5, Level 5  
   
  Palm Strike  
  Effects: 
  +7 
  Damage, 
  +20% 
  critical 
  chance, armor piercing (ignores armor 
  class when dealing damage)  
  AP Cost: 6  
  Requires: 
  Unarmed 
  115%, 
  Agility 
  7, 
  Strength 5, Level 12  
   
  Piercing Strike  
  Effects: 
  +10 
  damage, 
  +40% 
  Critical 
  chance, armor piercing  
  AP Cost: 8  
  Requires: 
  Unarmed 
  130%, 
  Agility 
  7, 
  Strength 5, Level 16  
   
  Primary Kick Attacks  
   
  Strong Kick  
  Effects: +5 damage  
  AP Cost: 4  
  Requires: Unarmed 40%, Agility 6  
   
   
   
   
   
  
   
   
  20 
  Snap Kick  
  Effects: +7 Damage  
  AP Cost: 4  
  Requires: 
  Unarmed 
  60%, 
  Agility 
  6, 
  Strength 6, Level 6  
   
  Power Kick  
  Effects: +9 Damage, +5% Critical chance  
  AP Cost: 4  
  Requires: 
  Unarmed 
  80%, 
  Agility 
  6, 
  Strength 6, Level 9  
   
  Secondary Kick Attacks  
   
  Hip Kick  
  Effects: +7 Damage  
  AP Cost: 7  
  Requires: 
  Unarmed 
  60%, 
  Agility 
  7, 
  Strength 6, Level 6  
   
  Hook Kick  
  Effects: 
  +9 
  Damage, 
  +10% 
  critical 
  chance, armor piercing  
  AP Cost: 7  
  Requires: 
  Unarmed 
  100%, 
  Agility 
  7, 
  Strength 6, Level 12  
   
  Piercing Kick  
  Effects: 
  +12 
  Damage, 
  +50% 
  Critical 
  chance, armor piercing  
  AP Cost: 9  
  Requires: 
  Unarmed 
  125%, 
  Agility 
  8, 
  Strength 6, Level 15  
   
  Melee Weapons  
  This covers the use of most melee 
  weapons.  Knives, spears, hammers, and 
  crowbars are all melee weapons.  Since 
  using simple tools to beat things is 
  something fairly innate to human nature, 
  this is usually a pretty high skill.  
  Initial Level: 20% + (2 X (AG + STR)).  
  Average 
  characters 
  will 
  have 
  a 
  40% 
  skill. 
   
  Throwing  
  Whenever a weapon is thrown, this skill 
  gets 
  used. 
   
  Throwing 
  knives, 
  small 
  rocks, 
  and 
  grenades 
  are 
  throwing 
  weapons.  If you miss, the object still 
  has to end up somewhere.  It is possible 
  to throw a weapon and have it end up 
  right at your feet.  If it's a knife, no 
  big deal.  If it's a grenade, that's a 
  really big deal.  The maximum distance 
  you can throw a weapon is based on your 
  character's Strength, and the type of 
  weapon thrown.   Initial Level: 0% + (4 
  X AG).  Average characters will have a 
  20% skill. 
   
   
  First Aid  
  The skill of minor healing.  You will be 
  able to heal minor wounds, cuts, and 
  bruises with this skill.  You can only 
  use it three times a day, and it takes a 
  little while to work.  You can use it on 
  yourself, or anyone you are feeling 
  particularly 
  nice 
  to 
  at 
  the 
  time.  
  Initial Level: Starting First Aid skill 
  is equal to 0% + (2 X (PE + EN)).  
  Average 
  characters 
  will 
  have 
  a 
  20% 
  skill.  Each use of this skill takes 
  1d10 minutes and heals 1d10 Hit Points.  
  You can only use this skill 3 times a 
  day.  For more information, see Healing 
  in Combat: Damage and Death, below. 
   
  Doctor  
  A more advanced form of healing.  You 
  can heal serious damage and crippled 
  limbs 
  but 
  not 
  poison 
  or 
  radiation 
  damage.  Using this skill takes a while 
  to perform.  Every crippled limb will 
  add to the time required to use the 
  Doctor skill.  You can play Doctor with 
  yourself (except if you are Blind), or 
  any other person / critter you choose to 
  be kind to. In addition, a character can 
  deal 2d10 hit points in 1 hour by 
  successfully using the Doctor skill.  
  You can only use the Doctor skill twice 
  a day.  Initial Level: Starting Doctor 
  skill is equal to 5% + (PE + IN).  
  Average 
  characters 
  will 
  have 
  a 
  15% 
  skill.  
   
  Sneak  
  The skill of being able to move quietly 
  or out of sight.  When you are sneaking, 
  other people will be less likely to 
  notice you - at a distance.  If you get 
  too close to a dangerous creature, now 
  matter how good you are at sneaking, 
  they will notice you.  Of course, 
  whether someone notices you is based on 
  what direction they are facing, the 
  amount of light in the area, the amount 
  of cover you have, and a hell of a lot 
  of luck.  Such is the life of a thief.  
  Successfully sneaking up on a person 
  means you get a bonus should you want to 
  try to steal from them.  Your sneak 
  skill is rolled when you start sneaking, 
  and once a minute while still sneaking.  
  Initial Level: Starting Sneak skill is 
  equal to 5% + (3 X AG).  Average 
  characters will have a 20% Sneak.  
   
  Lockpick  
  If you need to open locks without the 
  proper key, this is the skill for you.  
  Use it to get what you want, but other 
  
   
   
  21 
  people don't want you to have.  Having 
  an actual lockpick will improve your 
  chances, but it is not necessary.  There 
  are two types of locks in the Fallout 
  world: normal and electronic.  Lockpicks 
  work against normal locks, but to even 
  attempt an electronic lock, you need an 
  electronic lockpick.  Certain locks can 
  be harder to pick than others, and 
  certain locks require that the picker 
  has a lockpick.  Initial Level: Starting 
  Lockpick skill is equal to 10% + (PE + 
  AG).  Average characters will have a 20% 
  skill.  
   
  Steal  
  This is the art of removing things from 
  a person or an object without being 
  noticed.  Even if you succeed, there is 
  a chance that the critter might notice 
  you.  Larger objects are more difficult 
  to steal than smaller objects.  The more 
  objects you try to steal, the more 
  likely you are to get noticed.  You 
  cannot steal objects a person is using 
  (guns they are holding in their hands, 
  armor they are wearing on their body, 
  etc).  If you try to steal from a 
  person, it might be a good idea to stand 
  behind them so they can't see you as 
  well.  Initial Level: 0% + (3 X AG).  
  The average character will have a 15% 
  Steal skill.  
   
  Traps  
  Not only does the Traps skill involve 
  setting and disarming devices that cause 
  harm to others, but it also covers 
  setting, 
  timing, 
  and 
  handling 
  explosives. 
   
  The 
  higher 
  your 
  Traps 
  skill, the less likely it is a bomb will 
  blow up in your face, a huge rock will 
  crush your party, and the more likely it 
  is that the timer you just set will go 
  off when you want it to.  Initial Level: 
  Starting Traps skill is equal to 10% + 
  (PE + AG).  Average characters will 
  start with a 20% Traps skill. 
   
  Science  
  Science is the skill of working with 
  electronic devices such as computers.  
  It also covers how intuitive a character 
  is.  Characters with a high Science 
  skill will notice things that others 
  might miss, and characters who actively 
  apply their Science skill to tasks can 
  intuit answers to problems.  Science 
  skills are used when rolling to use (or 
  break into) computers, determine what 
  part 
  a 
  vehicle 
  might 
  need 
  to 
  run 
  properly again, or to notice a vein of 
  silver 
  in 
  an 
  otherwise 
  unremarkable 
  rock.  Science skill can also be used 
  like 
  First 
  Aid 
  to 
  repair 
  robots.  
  Initial Level: Starting Science skill is 
  equal to 0% + (4 X IN).  Average 
  characters will start with a 20% Science 
  skill. 
   
  Repair  
  Repair is the practical application of 
  the Science skill.  As things are 
  constantly breaking in the wastes, and 
  there aren't customer service hotlines 
  anymore, a person with a high Repair 
  skill is always good to have around.  
  Repair 
  covers 
  fixing 
  all 
  manner 
  of 
  mechanical 
  things, 
  from 
  guns 
  to 
  vehicles, and can also be used to 
  intentionally 
  sabotage 
  or 
  disable 
  mechanical things.  The Repair skill can 
  also be used like Doctor to repair 
  robots.  Initial Level: Starting Repair 
  skill is equal to 0% + (3 X IN).  
  Average characters will start with a 15% 
  Repair skill. 
   
  Pilot  
  The 
  skill 
  of 
  operating 
  various 
  kinds 
  of 
  motor 
  vehicles, 
  from 
  cars 
  to tanks to 
  jeeps 
  to 
  verti- 
  birds, 
  airplanes, 
  and helicopters.  Characters with high 
  pilot skills can take vehicles places 
  that other characters couldn't, and just 
  might avoid rolling that Highwayman when 
  they hit that pothole.  Initial Level: 
  Starting Pilot skill is equal to 0% + 2X 
  (AG + PE).  Average characters will 
  start with a 20% skill. 
   
  Speech  
  This is the skill of dialogue.  The 
  better 
  your 
  Speech 
  skill, 
  the 
  more 
  likely you will be able to get your way 
  when talking to people.  When there is a 
  chance that an NPC might take your word, 
  believe your lie, or just follow your 
  instructions, this is the skill that is 
  used.  Initial Level: Starting Speech 
  skill is equal to 0% + (5 X CH).  
  Average 
  characters 
  will 
  have 
  a 
  35% 
  skill.  
   
  
   
   
  22 
  Barter  
  The skill of trading.  In the post-
  nuclear world, currency is not commonly 
  used.  Barter will allow you to get more 
  for 
  less 
  when 
  trading 
  equipment, 
  weapons, and other items.  A high Barter 
  skill will lower the prices you pay for 
  items you purchase, and increase the 
  money 
  you 
  get 
  for 
  selling 
  excess 
  equipment.  A good Barter skill isn't 
  important if you're killing everyone, 
  but it certainly is a valuable skill for 
  the non-berserkers out there.  Initial 
  Level: Starting Barter skill is equal to 
  0% + (4 X CH).  Average characters will 
  have a 20% skill. 
   
  Gambling  
  The Gambling skill covers a knowledge of 
  and 
  adeptness 
  at 
  games 
  of 
  chance.  
  Someone with a high Gambling skill tends 
  to win these games more often, or might 
  notice if the game is dirty or rigged.  
  Initial Level: Starting Gambling skill 
  is equal to 0% + (5 X LK).  The average 
  character will start with a 25% Gambling 
  skill. 
   
  Outdoorsman  
  This is the skill of outdoor living and 
  survival 
  in 
  hostile 
  environments.  
  Basically, what they teach in Boy Scouts 
  and Girl Scouts, modified for the post-
  nuclear world.  Outdoorsman has many 
  uses, from finding food and water in the 
  middle of a vast wasteland to avoiding 
  hostile creatures to knowledge about 
  what plants and animals will help you or 
  kill you.  It's always good to have 
  someone in the party who's an avid 
  outdoorsman.  Initial Level: 0% + (2 X 
  (EN + IN)).  Average Characters will 
  start with a 20% Outdoorsman skill. 
   
  Examples: 
  Assigning 
  Tag 
  Skills 
  and 
  Calculating Skills 
   
  Jack and Jane first of all assign Harry 
  and Maverick three tag skills.  Jack 
  decides that Harry will be extra-skilled 
  in Unarmed Combat and Throwing.  Jack 
  considers that Harry might get into some 
  long-ranged combat situations, so he 
  gives 
  Harry 
  some 
  Big 
  Guns 
  skills.  
  Jane's diplomat needs Speech and Barter, 
  and she decides that Maverick will be a 
  good Gambler, too, so she tags that 
  skill as well.  
   
  When the skills were all calculated, 
  this is how the characters measured up 
  to each other.  
  Harry - Small Guns 37%, Big Guns (tag) 
  36%, Energy Weapons 16%, Unarmed Combat 
  (tag) 80%, Melee Weapons 50%, Throwing 
  (tag) 52%, First Aid 26%, Doctor 15%, 
  Sneak 29%, Lockpick 23%, Steal 24%, 
  Traps 23%, Science 20%, Repair 15%, 
  Pilot 
  26%, 
  Speech 
  26%, 
  Barter 
  16%, 
  Gambling 24%, Outdoorsman 20%. 
   
  Maverick - Small Guns 25%, Big Guns 10%, 
  Energy Weapons 10%, Unarmed Combat 48%, 
  Melee Weapons 38%, Throwing 20%, First 
  Aid 22%, Doctor 16%, Sneak 20%, Lockpick 
  21%, Steal 15%, Traps 21%, Science 28%, 
  Repair 21%, Pilot 22%, Speech (tag) 55%, 
  Barter (tag) 48%, Gambling (tag) 48%, 
  Outdoorsman 22%. 
   
  Character Creation Part Six: Karma and 
  Finishing Touches 
   
   starting 
  character's 
  karma 
  is 
  always 0 (zero).  The Gamemaster 
  will inform characters when their 
  actions have resulted in a change of 
  karma. 
   
  Sample 
  examples 
  of 
  Karma-
  changing actions can be found in the 
  Karma section of Life in the Wastes, 
  below. 
   
  Putting 
  the 
  finishing 
  touches 
  on 
  a 
  character 
  might 
  include 
  thinking 
  of 
  little quirks that would round out that 
  character – for instance, a huge mutant 
  might be deathly afraid of mice.  The 
  possibilities are endless, and make for 
  interesting – and fun – roleplaying.  Of 
  course, it might be more interesting to 
  develop those quirks as you roleplay. 
   
  That's all!  It's time for the character 
  to enter the wide world! 
   
   
  Part III: The Game 
   
  “We shall not cease from exploration and 
  the end of all our exploring will be to 
  arrive where we started and know the 
  place for the first time.” 
  -T.S. Eliot, Four Quartets 
   
  nce the characters are made, it is 
  up 
  to 
  the 
  GM 
  to 
  provide 
  the 
  adventure. 
   
  There 
  is 
  a 
  sample 
  adventure at the end of this book, and 
  there will probably be many more if 
  people decide to write them.  Adventures 
  and campaigns (extended adventures that 
  take many evenings to play) are limited 
  only by the bounds of imagination.  This 
  A 
  O 
  
   
   
  23 
  section 
  covers 
  some 
  of 
  the 
  more 
  important aspects of the game such as 
  combat, damage, and advancement. 
   
  Before 
  Combat: 
  Equipping 
  Weapons and Armor 
   
  Holding Weapons or Objects 
   
  The character sheet has sections labeled 
  "left hand" and "right hand."  That is 
  where a character can fill in the 
  necessary 
  information 
  regarding 
  their 
  weapon(s). 
   
  No 
  more 
  than 
  two 
  weapons 
  can 
  be 
  equipped 
  at 
  the 
  same 
  time, 
  one 
  per hand.  Some 
  weapons 
  require 
  the use of both 
  hands.  Note that you can still hold two 
  weapons and use a two-handed weapon in 
  combat - that's what the straps are for.  
  Characters usually start with only the 
  basic weapons, although it is up to the 
  Gamemaster. 
   
  Objects to be used must be held in the 
  hands as well.  This means that a 
  character cannot inject a healing chem, 
  shoot a two-handed gun, and dig a hole 
  all at the same time. 
   
  Remember that a character is not limited 
  to carrying just the two weapons in 
  their hands; they can carry whatever 
  they want in belts, holsters, backpacks, 
  and so forth. 
   
  Of course, guns are only effective if 
  they 
  have 
  they 
  kind 
  of 
  ammunition 
  required to use them.  Note that two 
  kinds of ammunition that would work for 
  the same gun - Armor Piercing and 
  Jacketed Hollow Point (AP and JHP) for 
  example - cannot be used in the same 
  clip.  If you find that your JHP bullets 
  are ineffective, you must reload with AP 
  rounds (see Reloading, below). 
   
  Weapon Condition 
   
  Below the weapon slots on the character 
  sheet is a bar with boxes in it, labeled 
  "Condition." 
   
  This 
  indicates 
  the 
  condition that the weapon is in.  The 
  more boxes filled, the worse shape the 
  weapon is in.  Weapons gain boxes when 
  attacks are made with them and the 
  attack 
  fails 
  (see 
  Attacks, 
  below).  
  Sometimes, doing something inordinately 
  stupid, like using your rifle as a 
  crowbar or accidentally dropping your 
  gun down a sewer, will cause boxes to 
  become filled as well.  When boxes fill 
  up, it represents normal wear and tear; 
  however, when that last box is filled, 
  the weapon is either jammed or broken, 
  and must be repaired or thrown away.  
  Often 
  when 
  characters 
  find 
  or 
  buy 
  weapons, they are not in perfect shape 
  and already have one or more boxes 
  filled.  If 8 or more boxes are filled, 
  the user suffers a –10% penalty to their 
  to-hit rolls with the weapon; the damage 
  is 
  beginning 
  to 
  interfere 
  with 
  its 
  effectiveness.  The GM may determine 
  other 
  situations 
  where 
  the 
  weapon 
  suffers 
  damage, 
  such 
  as 
  when 
  the 
  character 
  accidentally 
  drops 
  his 
  backpack in a vat of acid. 
   
  Repairing Weapons 
   
  When a gun jams or an ax breaks, it is a 
  problem.  If it happens in combat and 
  you have no backup, it is a major 
  problem.  There is nothing to do but 
  wait until combat is over and attempt to 
  repair the item.  Using Repair skill on 
  a gun takes 1 hour.  If the roll against 
  Repair skill fails, the character is 
  allowed to make a roll against the skill 
  associated with that weapon - melee for 
  the ax, small arms for the gun - to take 
  one box off (the weapon is not fixed, 
  but it is usable for the time being).  
  Successful 
  use 
  of 
  the 
  repair 
  skill 
  empties two boxes on the condition bar.  
  Repairing weapons is not necessarily 
  limited to the time in which they break; 
  a little preventative maintenance never 
  hurts. 
   
  Vehicle Condition 
   
  Vehicles wear and tear just like weapons 
  and armor, but do not have condition 
  boxes indicating how damaged they are.  
  Instead, the vehicle is broken down into 
  five 
  different 
  sections, 
  each 
  with 
  individual hit points.  Those hit points 
  can be repaired, but require a lot of 
  time and effort (see Repairing Vehicles, 
  below).  When a vehicle loses more than 
  two-thirds of its hit points in a 
  section, that section breaks down.  For 
  example, if a truck lost 2/3 of its hit 
  points to the engine, the engine would 
  no longer work, and the vehicle would 
  
   
   
  24 
  coast to a halt.  For more information 
  on various vehicle sections and the 
  effects when those sections are damaged 
  or destroyed, see Vehicle Combat, below. 
   
  Repairing Vehicles 
   
  Repairing lost hit points on a vehicle 
  can be a time-consuming process.  When 
  attempting to repair a vehicle, the 
  character 
  needs 
  to 
  determine 
  which 
  section of the vehicle he or she will 
  focus on.  Then, 8 hours are spent 
  making repairs; at the end of those 
  three hours, a roll against Repair is 
  made.  If the roll is successful, 3d10 
  hit points of damage were repaired to 
  that 
  particular 
  section. 
   
  For 
  more 
  information on the different vehicle 
  sections, see Vehicle Condition, above, 
  and Vehicle Combat, below. 
   
  Wearing Armor 
   
  There 
  is 
  another 
  section 
  on 
  the 
  character sheet for armor.  Note the 
  Damage 
  Threshold 
  (DT) 
  and 
  Damage 
  Resistance (DR) for each different type 
  of damage, as well as the base AC (the 
  character's 
  Agility 
  plus 
  any 
  other 
  bonuses or penalties) and the AC (with 
  the armor).  Characters usually start 
  with only the most basic kinds of armor.  
  It should be noted that some kinds of 
  armor 
  will 
  add 
  penalties 
  for 
  using 
  certain 
  skills, 
  like 
  Sneak. 
   
  Those 
  penalties are listed in the armor’s 
  description. 
   
  Helmets are often parts of other larger 
  suits of armor, or can be worn alone 
  (and taken off apart from a suit of 
  armor).  Helmets usually only confer a 
  small bonus to armor class, but will 
  reduce a chance of a targeted shot to 
  the head resulting in a critical hit by 
  15%. 
   
  Armor Condition 
   
  Like weapons and vehicles, armor also 
  loses its effectiveness over time if not 
  repaired.  For every five successful 
  hits 
  that 
  cause 
  damage 
  against 
  a 
  character wearing a set of armor, the 
  armor loses a condition box (the box is 
  filled in).  Armor eventually begins to 
  lose 
  its 
  ability 
  to 
  protect 
  and 
  distribute damage as it wears thin and 
  acquires more holes; these penalties are 
  applied 
  specifically 
  to 
  the 
  Damage 
  Threshold and Damage Resistance (DT and 
  DR) values; a useless heap of power 
  armor still affords the user some AC 
  protection.  To determine the modified 
  values for DT and DR, first find the 
  percentage of the modification (Mod) on 
  the following chart: 
   
  Armor Condition Modifier Chart 
   
  # Boxes Filled 
   
  Modifier (Mod) 
  0 
  none 
  1 
  none 
  2 
  none 
  3 
  none 
  4 
  5% 
  5 
  10% 
  6 
  20% 
  7 
  30% 
  8 
  40% 
  9 
  50% 
  10 
   
   
      60% 
   
  After the Modifier is determined, plug 
  the original values and the mod into the 
  following equations: 
   
  DR - (DR X Mod) = Adjusted DR 
  DT - (DT X Mod) = Adjusted DT 
   
  Repairing Armor 
   
  Repairing condition boxes on armor works 
  in much the same way repairing condition 
  boxes on weapons and vehicles does.  The 
  task takes 4 hours, and if a successful 
  Repair skill roll is made, two condition 
  boxes are emptied. 
   
  Mortal Combat 
   
  ike it or not, in the Fallout 
  universe, 
  sometimes 
  all 
  the 
  sneaking and dialogue break down.  
  In these cases, conflicts are resolved 
  by combat: who has the stronger fists, 
  the bigger gun, and who can use them 
  better.  Combat is a series of 10-second 
  Rounds where every participant gets a 
  Turn 
  (an 
  opportunity 
  to 
  act) 
  that 
  resolves when all parties hostile to 
  each other are either incapacitated, 
  dead, or have run away. 
   
  Combat Begins 
   
  ombat officially begins when one 
  critter or Character decides that 
  enough 
  is 
  enough 
  and 
  s/he/it 
  attacks 
  someone 
  or 
  something 
  else 
  (sometimes, 
  attacks 
  can 
  be 
  made 
  on 
  inanimate objects such as doors, and in 
  L 
  C 
  
   
   
  25 
  this case the entire combat procedure is 
  not necessary, unless combat is going on 
  around the character attempting to break 
  the 
  door 
  down). 
   
  The 
  critter 
  or 
  character that initiated combat gets the 
  opportunity to use all of their Action 
  Points 
  (AP) 
  before 
  Sequence 
  is 
  determined.  
   
  Combat Step One: Determine Combat 
  Sequence  
   
  ecause the Sequence statistic does 
  not change, this step needs to be 
  preformed only once in combat, at 
  the beginning.  Who (or what)ever has 
  the highest sequence gets to move first, 
  with the next highest sequence moving 
  second, and so on until the round is 
  over.  Ties in sequence should be 
  determined by the tie-ers rolling 1d10 
  against each other; the highest roll 
  goes first.  This roll only needs to be 
  done at the beginning of each combat, 
  not each round.  Once sequence is 
  determined, 
  a 
  character 
  has 
  several 
  choices about what to do with their 
  Turn.  
   
  Combat Step Two: Action 
   
  ny action in combat requires the 
  use of Action Points.  The higher a 
  character's 
  agility, 
  the 
  more 
  action points they get (see Character 
  Creation: 
  Secondary 
  Statistics). 
   
  A 
  character's Turn is over when all AP are 
  used, or they declare that they are 
  going to defend, and they forfeit the 
  rest of their AP (although not entirely, 
  see 
  Defending, 
  below). 
   
  The 
  possibilities for action are:  
   
  Movement 
   
  This includes moving closer to a target, 
  moving behind a tree or other cover, or 
  bravely running away.  It costs 1 
  movement point to move 1 hex. A hex is 1 
  meter across (this becomes much more 
  important 
  later, 
  when 
  determining 
  range).  Characters cannot occupy the 
  same hex as another living character or 
  critter, or large inanimate objects.  
  Any object larger than a medium-sized 
  shrub gets a hex all to itself.  Dead 
  bodies (no matter how massive!) do not 
  get their own personal space; they are 
  dead, it won't matter if you walk all 
  over them. 
   
  Terrain can have an effect on movement.  
  This table can serve as a guide.  The 
  modifier is a number by which the 
  character multiplies his normal movement 
  rate; 
  2X 
  would 
  require 
  that 
  the 
  character spend 2 times the normal AP 
  amount to move.  Characters who are 
  prone or have broken limbs can take a 
  long time to crawl over certain kinds of 
  terrain. 
   
  For 
  more 
  information 
  on 
  Swimming, see Swimming in Life in the 
  Wastes, below. 
   
  Effects of Terrain on Movement Rate 
   
  Terrain Type          Modifier 
  Open, Flat Ground  
     1X 
  Rough, Wet Ground  
     2X 
  Torn, Muddy Ground; 
     3X 
  Water (Swimming) 
   
  Using An Item  
   
  If your Character is holding an item in 
  her hand, she can use it in combat, 
  provided it is an item that's use takes 
  under 
  10 
  seconds 
  (GM' 
  discretion).  
  Healing chems, Geiger counters, and a 
  police whistle are all examples of items 
  a player can use in combat.  Note that 
  an item MUST be in hand to use it; see 
  Before Combat, above.  Using an item 
  takes 3 AP.  
   
  Equipping Items  
   
  If you run out of ammo for a gun and 
  need to draw another, or if you want to 
  grab that stimpak out of your pocket, 
  you are Equipping an Item.  Equipping 
  Items takes 4 AP for each item equipped.  
  Therefore, if you trade your hunting 
  rifle in for a SMG and want to grab that 
  healing chem in the same round, it will 
  take 8 AP total.  You can equip any item 
  that is on your person (your pockets, 
  backpack, and fanny pack count as "on 
  your person").  
   
  Taking Items 
   
  You can take an item on the ground, in a 
  container, or off the bodies of your 
  enemies.  As with Equipping Items, this 
  costs 4 AP per item, and your character 
  must be standing in the same hex as the 
  item (or on an adjacent hex if the item 
  is in an immobile container).  If you 
  want to grab that Bozar and the ammo for 
  it, it will take 8 AP.  
   
   
  B 
  A 
  
   
   
  26 
  Reloading 
   
  Guns use up ammunition.  When your gun 
  is empty, partially empty, or jammed, 
  you can reload it by spending two Action 
  Points.  If you have enough ammo, this 
  will completely fill the clip.  If not, 
  you can place as many bullets as you 
  have in the clip.  It's generally a good 
  idea to head into combat with fully 
  loaded guns, so you aren't prancing 
  around trying to get those rounds in 
  while the baddies are shooting.  Note 
  that a gun can only be loaded with the 
  kind of ammunition it is supposed to 
  use, and that two different ammunition 
  types - AP and JHP - cannot be combined 
  in 
  one 
  clip. 
   
  Note 
  that 
  mortars, 
  artillery pieces, and vehicle weapons 
  other than machine guns take one full 
  round 
  to 
  reload, 
  using 
  all 
  of 
  a 
  character’s Action Points for that turn. 
   
  Using Skills 
   
  Sometimes, 
  it 
  becomes 
  necessary 
  to 
  use 
  certain 
  skills in combat.  Although 
  the battlefield isn’t always 
  the best place to try to pick 
  locks 
  or 
  repair 
  a 
  broken 
  computer, 
  there 
  are 
  times 
  when using your talents are 
  necessary, especially if it 
  means you can escape those 
  crazed 
  cyborg 
  commandos.  
  Some skills, like Doctor, just take too 
  long to use in combat.  The GM should 
  determine if the task that the character 
  wants to perform can be done in combat 
  (cracking a safe, for example, would be 
  just a little too time consuming).  Then 
  the GM should calculate how many APs, 
  and how many rounds (if necessary), the 
  action will take.  Characters using 
  skills gain no Armor Class bonuses from 
  Agility or unused AP, so their armor 
  class is limited to what they are 
  wearing 
  when 
  they 
  are 
  using 
  their 
  skills. 
   
  Healing a Fallen Comrade 
   
  A character can use his or her First Aid 
  or Doctor skill in combat to heal a 
  fallen comrade (or foe, if they are so 
  inclined), but only if the target has 
  been knocked unconscious (see Combat: 
  Damage and Death, below).  This action 
  requires that the character be in an 
  adjacent hex to the target, and takes 10 
  AP.  If the action cannot be performed 
  in one round, they can give up all of 
  their Armor Class benefits except for 
  the armor they are wearing and complete 
  it in the next round.   
   
  When the action is complete, the healer 
  makes a roll against First Aid or 
  Doctor, depending on the skill they are 
  attempting 
  to 
  use. 
   
  If 
  the 
  roll 
  succeeds, then they have healed the 
  target to 1 HP – enough for the target 
  to regain consciousness.  The target 
  does not get any AP until the round 
  after he/she/it was healed.  Using the 
  First Aid and Doctor skills in this way 
  counts towards the character’s total 
  uses of that skill for the day (remember 
  that First Aid can only be used 3 times 
  in a 24-hour period, and Doctor can only 
  be used twice). 
   
  If the fallen comrade is a robot, a 
  player can use either the Repair or 
  Science 
  skills 
  to 
  achieve 
  the 
  same 
  results. 
   
  Getting Up 
   
  If you have been knocked down the 
  previous 
  combat 
  round, 
  or 
  for 
  some 
  reason 
  are 
  starting 
  combat 
  on 
  the 
  ground, it takes 4 AP to clamber to your 
  feet.  Characters who are on the ground 
  receive no Armor Class bonus either from 
  unused AP or their Agility, making their 
  AC without armor equal to zero.  Note 
  that Getting Up is not the same as 
  Changing Positions, below. 
   
  Laying Mines 
   
  Devious parties can use mines to their 
  advantage, having one or more members 
  circle behind the enemy while the rest 
  of the party engages them in combat.  
  The 
  minelayers 
  then 
  set 
  up 
  their 
  cowardly weapons and clear out while the 
  others 
  drive 
  the 
  enemy 
  into 
  the 
  explosives.  It takes 6 AP and a 
  successful roll against Traps to lay a 
  mine in Combat.  For more information on 
  minelaying, see Mines in Life in the 
  Wastes, below. 
   
  Setting Up Tripods and Artillery 
   
  Some weapons gain bonuses if they are 
  used with a tripod; some weapons can 
  only be used with a tripod (and some 
  come with a tripod built in).  In order 
  to use these weapons in combat, the 
  character must spend time setting them 
  
   
   
  27 
  up.  When setting a weapon on a tripod, 
  roll against the Big Guns skill.  If the 
  roll succeeds, the character set up the 
  weapon on the tripod and can use it 
  normally next round.  If not, the 
  character did not get the tripod set up.  
  In order to set up the tripod, they must 
  keep rolling until they succeed, or give 
  up.  Even if the roll fails, attempting 
  to set up a tripod takes ALL action 
  points for that round.  Artillery pieces 
  work the same way, except that they are 
  much larger than small mortars. 
   
  Changing Positions – Crouching & Prone 
   
  Crouching and Going Prone are great ways 
  to improve your accuracy in combat, and 
  to help you hide behind available cover, 
  making less of your body visible and 
  available to an attacking enemy.  They 
  are also great ways to make yourself a 
  sitting duck, allowing people to hit you 
  easier.  Changing positions takes 2 AP, 
  unless the character is going FROM Prone 
  to Standing – that takes 4 AP, just like 
  Getting Up (above).  Note, however, that 
  going 
  from 
  standing 
  to 
  crouching, 
  standing to prone, crouching to prone, 
  prone to crouching, or crouching to 
  standing takes only 2 AP, and is NOT the 
  same as getting up. 
   
  When Crouching, the character gains +10% 
  to Small Guns, Big Guns, and Energy 
  Weapons skills for purposes of To Hit; 
  it takes the character 2 AP to move 1 
  hex; and the character’s Armor Class 
  from Agility (Base AC) is reduced to 3 
  (characters whose Agility are below 3 
  are not effected.) 
     
  Prone characters gain +25% to Small 
  Guns, 
  Big 
  Guns, 
  and 
  Energy 
  Weapons 
  skills for purposes of To Hit; it takes 
  the character 4 AP to crawl one hex; and 
  the character’s Armor Class from Agility 
  (Base AC) is reduced to 1.  Prone 
  characters cannot make unarmed or melee 
  attacks. 
   
  Note: Crouching and Going Prone have no 
  effect on To-Hit rolls for mounted Big 
  Guns.  These include Howitzers, large 
  artillery pieces, and guns attached to 
  vehicles, like tank-mounted cannons and 
  machineguns on Jeeps.  The GM can 
  ultimately use common sense to determine 
  if it makes sense to give a crouching or 
  prone bonus for a specific weapon. 
   
   
  Defending 
   
  Sometimes, discretion is the better part 
  of valor.  If a character has some (or 
  all) AP left and doesn’t want to do 
  anything else, they can defend.  The 
  leftover AP are then added to that 
  character’s Armor Class. 
   
  Attacking  
   
  he 
  backbone 
  of 
  any 
  combat 
  is 
  attack; doing to others before they 
  do unto you.  Attacks take varying 
  amounts of AP depending on what kind of 
  attack it is.  Unarmed and melee attacks 
  must be made on a target in an adjacent 
  hex (in some rare cases, a melee attack 
  with a 2-hex range may be made).  Ranged 
  attacks, such as thrown weapons and 
  guns, may be made so long as the target 
  is in range and there is a clear or 
  semi-clear line of sight.  You cannot 
  attack someone behind a wall or other 
  complete cover.  The GM (and common 
  sense) 
  ultimately 
  determine 
  what 
  "complete cover" is.  Attacks may only 
  be announced if the character has enough 
  AP to cover the action.  Those AP are 
  deducted immediately.  
   
  There 
  are 
  three 
  kinds 
  of 
  attacks, 
  besides the normal HtH and Ranged: a 
  Normal 
  (Single) 
  Attack, 
  a 
  Targeted 
  Attack, and a Burst Attack.  Some 
  weapons, like Assault Rifles, SMGs, and 
  others can do all three.  Single-shot 
  and melee weapons can only make a normal 
  Single attack or a Targeted Attack.  
  Some weapons such as Rocket Launchers 
  and Flamethrowers cannot make Targeted 
  attacks (they are just too bulky and 
  unpredictable to snipe with).  Some 
  weapons, such as miniguns, can only fire 
  in Burst mode.  The options for attack 
  will 
  be 
  listed 
  on 
  the 
  weapon's 
  description.   
   
  Burst Mode 
   
  In the Fallout game, Burst Mode is 
  interchangeable with the military or 
  police definition of a three-round burst 
  (3 
  shots) 
  AND 
  fully-automatic 
  fire 
  (holding the trigger down and spraying 
  that deranged nuke pooch for all you’re 
  worth).   
   
  Burst mode is assumed to be the number 
  of shots a weapon can fire in fully 
  automatic mode in one round of combat; 
  the minimum number of shots in a burst 
  T 
  
   
   
  28 
  is 
  three 
  (a 
  quick 
  squeeze 
  of 
  the 
  trigger), and the maximum number of 
  shots in a burst is given in the weapon 
  descriptions.  This number represents 
  the maximum number of shots an automatic 
  weapon can fire per round, depending on 
  its ROF (rate of fire).  Some weapons, 
  like miniguns, can burn through a lot 
  more ammo than older assault rifles; 
  thus, they can fire more shots.  Note 
  that characters with lots of Action 
  Points might be able to squeeze off just 
  a little bit more (in other words, a 
  second “burst”) than characters lacking 
  that attribute.  For information about 
  rolling attacks in Burst Mode, see Burst 
  Mode and Cone of Fire in Determining and 
  Rolling Against To Hit, below. 
   
  Attack Step One: Determining and 
  Rolling Against To Hit  
   
  o Hit for attacks is determined 
  based on a number of factors.  A 
  formula will be presented at the 
  end to simplify the process.  
   
  First of all, the target must be open 
  and in range.  The attacker must be able 
  to see their target, or at least know 
  fairly specifically where their target 
  it.  In addition, each weapon has an 
  individual 
  range, 
  and 
  a 
  character's 
  range is based on his Perception.  If a 
  target is beyond the character's range, 
  the penalties begin to add up.  See 
  below 
  for 
  range 
  penalties 
  based 
  on 
  perception.  Thrown weapons, such as 
  throwing knifes, spears, and grenades, 
  are 
  based 
  on 
  Strength 
  as 
  well 
  as 
  Perception: they can potentially suffer 
  penalties from both stats!  
   
  Base Chance 
   
  First, the base chance To Hit is the 
  attacker's 
  skill 
  in 
  the 
  particular 
  weapon he is using - Unarmed for fists, 
  feet, and “unarmed weapons” like brass 
  knuckles; Melee Weapons for things like 
  knives and sledgehammers; Small Guns for 
  pistols, rifles, and SMGs; Big Guns for 
  rocket launchers, flamethrowers, and the 
  like; and Energy Weapons for lasers and 
  other fun toys.  Remember to deduct 10% 
  from the base chance if the weapon has 8 
  or more condition boxes filled. 
   
   
   
   
  Range Modifiers 
   
  The first modifier to hit is Range.  The 
  table below lists effective range for 
  perception (substitute Strength on this 
  table for throwing weapons as well):  
   
  Range Table  
   
  PE   Range in Hexes (Meters)  
  1    1  
  2    3  
  3    5  
  4    7  
  5    9  
  6    11  
  7    13  
  8    15  
  9    17  
  10   19  
  And so on..  
   
  The range based on Perception, on the 
  table above, is added to the range of 
  the weapon.  For every hex beyond the 
  combined range between the attacker and 
  the target, deduct 3% from the to-hit 
  roll. 
   
  Also, when attempting a double-shot with 
  a shotgun, the weapon’s effective range 
  drops by 3 hexes.  For more information, 
  see Double Shot Weapons, below. 
   
  Light Modifiers 
   
  The second modifier to to-hit is the 
  light level.  The table below lists 
  various lighting conditions and their 
  effects:  
   
  Lighting Table 
   
  0%: A sunny cloudless day; a well-lit 
  building 
  (office 
  building 
  or 
  supermarket)  
  -5%:  Light Clouds  
  -10%: Medium Clouds  
  -15%: Heavy Clouds  
  -20%: A Medium-lit building (well lit  
  basement, smoky bar)  
  -30%: Light Rain or Dust  
  -40%: Medium Rain or Dust  
  -50%: Bad Light Indoors (Near a Cave  
  Entrance, In a Dance Club)  
  -60%: Heavy Rain or Dust  
  -80%: Downpour / Dust Storm; In a cave  
  with a flare or torch  
  -150%: Blizzard / Hurricane / Tornado  
  -200%: Total Cave Darkness (In a Cave  
   with no light at all)  
   
  T 
  
   
   
  29 
  For night, deduct a further:  
  -10%: Full Moon  
  -20%: Crescent Moon  
  -40%: New Moon  
   
  Armor Class Modifier 
   
  The third modifier is for the target's 
  Armor Class.  Since Armor Class is a 
  percentage, deduct that as well.  
   
  Cover Modifiers 
   
  The 
  fourth 
  modifier 
  is 
  cover.  
  Generally, this deduction is based on 
  how much of the person's/critter's body 
  is 
  concealed 
  by 
  the 
  cover. 
   
  For 
  instance, if there is a crate between 
  Harry and the scav he is trying to take 
  out, and that crate conceals the scav's 
  legs up to the knees, about 15% of the 
  scav's body is concealed, so the attack 
  will suffer a -15% penalty.  Notice that 
  cover does not come into play in unarmed 
  and melee attacks, because there can be 
  nothing between the attacker and the 
  target to make these attacks in the 
  first place!  
   
  Weapons Status Modifier 
   
  The fifth modifier is open for any 
  bonuses or penalties the character might 
  receive for having a good weapon, or a 
  modified weapon.  If a character's spear 
  is extra-sharp, or if they have a laser 
  sight or scope, add those bonuses now.  
  If the character's STR is below the 
  minimum required to fire that weapon, 
  deduct that now.  
   
  Targeted Shots 
   
  The sixth modifier is only for targeted 
  shots.  Shots may be targeted in 8 
  different areas: The Head or a like 
  area, the eyes or a like area, The Torso 
  (main body), The Groin or like area, the 
  arms, and the legs.  A robot that 
  doesn't have legs may be targeted in the 
  hover apparatus, and a scorpion with no 
  visible groin could be targeted in the 
  tail.  Targeted shots have an increased 
  chance of dealing a critical hit to the 
  area targeted, either crippling in the 
  case of limbs, causing blindness in the 
  case of an eye, or causing extra damage.  
  See 
  Attack 
  Step 
  Three: 
  Roll 
  for 
  Criticals below.   
   
   
   
  Targeted Shot Penalties (Melee Attacks)  
   
              0%: Torso  
             -10%: Legs  
             -15%: Arms, Groin  
             -20%: Head  
             -30%: The Eyes  
   
  Targeted Shot Penalties (Ranged Attacks) 
   
              0% Torso 
             -20% Legs 
             -30% Arms, Groin 
             -40% Head 
             -60% Eyes 
   
  The Formula 
   
  Once all the modifiers are determined, 
  follow the formula:  
   
  Base minus Range minus Light minus Armor 
  minus Cover minus or plus Extra bonus' 
  (or minus penalties) minus Targeted Shot 
  (if applicable).  
   
  Canceling the Shot and Rolling 
   
  At this time, if the chance to hit is 
  less than 0%, the attacker has the 
  option of canceling the shot.  The shot 
  is just beyond the attacker's skill; 
  there is no way to make it, ever.  
  Period.  Should the player decide to 
  cancel the shot, his or her character 
  does not get the AP back they spent 
  lining up the attack, but neither do 
  they lose ammo from firing random shots 
  in the dark. 
   
  If the attacker doesn't cancel the shot, 
  now is the time to roll the dice. 
   
  A Note On Rolling: Burst Mode and Cone 
  of Fire 
   
  Guns fired in burst mode roll a to hit 
  for each individual bullet.  Bullets 
  that do not strike the initial target 
  have a possibility of hitting any other 
  targets in the cone of fire.  The cone 
  of fire extends one hex immediately in 
  the direction the gun is being fired, 
  and continues with the addition of one 
  hex on either side.  For example, if 
  Harry is "H" and he fires a minigun, his 
  cone of fire looks like this:  
   
                 * * * * * * * *  
            H * * * * * * * * * 
                 * * * * * * * *  
   
  
   
   
  30 
  Note about aiming at targets in a cone 
  of fire: the character can ONLY fire in 
  Burst Mode at the nearest object in any 
  specific cone of fire.  That means that 
  Harry cannot try to shoot a bandit 6 
  hexes away while Horath the Doctor is 
  standing in the cone of fire 3 hexes 
  from Harry; if Harry still felt the need 
  to make the shot, he needs to roll To-
  Hit against Horath, not the bandit, and 
  then the bandit will get any stray shots 
  (assuming there is no one ELSE in 
  Harry’s way). 
   
  Streamlined Burst Mode 
   
  Instead of rolling To-Hit for every 
  single bullet fired, this is a revised 
  Burst rule.   
   
  Rolling To Hit in Burst Mode is a little 
  different 
  than 
  normal 
  To-Hit 
  rolls.  
  Instead of rolling To Hit for every 
  bullet, the player rounds off the To-Hit 
  number to the nearest 10 (73% would 
  become 70, 45% would become 50) and then 
  rolls as many 10-sided dice as are 
  necessary for the burst.   
   
  If the player is shooting a 5-round-
  burst or less, they have better control 
  over the gun and can round up on the 
  dice.  If they are firing more than 5 
  rounds in one burst, round the number 
  down.  The exception to this rule is 
  guns that only fire a specific burst, 
  like miniguns and bozars.  These weapons 
  are designed to spew as many bullets as 
  possible 
  per 
  round, 
  and 
  the 
  player 
  should round up instead of down, as the 
  weapon 
  itself 
  can 
  compensate 
  for 
  automatic fire (in fact, it was designed 
  for it). 
   
  For ease of play, it is always helpful 
  to have a few spare 10-sided dice lying 
  around.  All those dice rolling at once 
  actually 
  sounds 
  sort 
  of 
  like 
  an 
  automatic weapon, anyway.  See Examples 
  of 
  Determining 
  and 
  Rolling 
  To-Hit, 
  below.  Any roll of “0” automatically 
  means a failure of that shot, and player 
  must roll To-Hit again to see if the 
  shot hit the next-nearest object in the 
  cone of fire.  Other failed bullets must 
  also roll to-hit against other critters, 
  players, or NPCs in the cone of fire, 
  until either there are no more targets 
  or all bullets have hit something. 
   
   
   
  Double-Shot Weapons 
   
  Some shotguns are double-shot weapons.  
  This means that they have two barrels, 
  with two shells, and two triggers that 
  can be fired either simultaneously or 
  independently. 
   
  If 
  a 
  shotgun 
  is 
  discharged in a double-shot, only one 
  to-hit roll needs to be made; both shots 
  are going the same place.  However, two 
  damage rolls should be made.  See Attack 
  Step Two: Damage below. 
   
  When attempting to unload both barrels 
  of a shotgun, the sheer force exerted by 
  the blast will cause the weapon to 
  become much more unwieldy.  Making a 
  double-shot reduces the range of the 
  shotgun 
  by 
  3 
  hexes. 
   
  See 
  Range 
  Modifiers, above. 
   
  Example of Determining and Rolling To 
  Hit 
   
  Harry and Maverick are exploring a cave 
  that 
  supposedly 
  houses 
  some 
  prewar 
  technology.  Unbeknownst to them, a pack 
  of 4 mutated rats lives in one of the 
  grottos of the cave.   
   
  Mutant Rat: HP: 10/10 SQ: 8 AP: 8 MD: 
  1d4+1 (Claw – Swing 4 AP) AC: 0 DT: 0  
  DR: 10% Unarmed / Melee: 75% CC 2% 
   
  The rats do not like intruders and move 
  to attack when they get a whiff of the 
  two characters.  One rat, because it 
  initiated combat (maybe it smelled them 
  first), gets to move before all the 
  others.  It moves closer to Harry and 
  Maverick, who are standing side by side 
  near the mouth of the cave.  Next, 
  everyone determines sequence.  Maverick 
  easily wins with 12, and Harry is next 
  with 10.  The rats all sequence at 8, so 
  they will move separately.  Maverick and 
  Harry both decide to stand their ground 
  and let the rats come to them.  Their 
  armor class increases while defending by 
  8 in Harry's case and by 5 for Maverick, 
  due to their unused AP.  The rats use 
  this opportunity to move in, two on the 
  west side of Harry, two on the east side 
  of Maverick.  See diagram:  
   
                  R       R  
                    H  M  
                  R       R  
   
  The round ends and since neither side is 
  dead, unconscious, or has run away, and 
  the next round begins.  Maverick and 
  
   
   
  31 
  Harry sequence first.  They both decide 
  that guns are the way to go.  
   
  Because they are fighting near the mouth 
  of the cave, there is a good deal of 
  light.  Harry is armed with a Minigun 
  (D: 1d4+6/shot, R:35, Ammo 20/120, W 31 
  lbs, STR 7, S:n/a, T:n/a, B:6).  In 
  addition, he has a grenade in his hand 
  just in case (D: 1d12+22, R:15, STR 3).  
  Maverick is armed with a Desert Eagle 
  .44 (D: 1d6+9, R:25, Ammo 2/8, W 5 lbs, 
  STR 4, S:5, T:6, B:n/a).  Maverick has a 
  crowbar in his other hand in case things 
  get ugly (D: 1d12+3, R:1, Swing 4, 
  T/Swing 5).  Harry takes aim at a rat 
  with his minigun.  Harry's base Big Guns 
  skill is 36%.  The GM decides the light 
  level gives Harry a 10% penalty to hit.  
  The rat is not wearing armor and is not 
  very dexterous, so there is no armor 
  class adjustment.  The rat is not hiding 
  behind anything (in fact, it is standing 
  directly in front of an 8 foot mutant 
  wielding a minigun!).  Harry gains no 
  bonuses or penalties, and a targeted 
  shot with a bullet-spewing nightmare 
  like a minigun is impossible, so his 
  chance to hit is 26%.  Not great, but 
  even if 1 out of 4 shots hit, he still 
  turns the rat into mincemeat.  Since 
  Harry’s chance to-hit is 26%, he rounds 
  that number up to 30, so he needs 3 on 
  each 10-sided dice to hit.  
   
  Maverick decides to try and shoot one of 
  the rats with his Desert Eagle.  The 
  same penalties apply for Maverick: -10% 
  for light, but his small guns skill is 
  only 25%.  The rat again does not have 
  any 
  armor 
  class 
  bonus, 
  nor 
  is 
  it 
  concealed, and Maverick is not taking a 
  targeted shot, so his chance to hit is 
  only 15%.  Both characters pull the 
  trigger..  
   
  After the Roll 
   
  Once the chance to hit is determined, 
  the player makes a roll against that 
  number.  Rolling that dice is the same 
  as pulling the trigger; if the character 
  snuck up on an unsuspecting person, they 
  had up until that point to stop and 
  suffer no consequences.  Once the roll 
  is made, however, there is no turning 
  back.  
   
  If a character makes an attack with a 
  weapon and misses, that weapon loses one 
  box on its condition bar.  If the box is 
  the last box, then the weapon has either 
  jammed, busted, or fallen apart.  For 
  more information, see Weapon Condition, 
  above. 
   
  It is possible to screw up an attack so 
  badly that something bad happens to the 
  attacker.  This is called a critical 
  failure and can be slightly comedic, if 
  not downright hilarious, in a weird sort 
  of way.  The chance for a critical 
  failure is always 3%.  If an attack 
  fails by a roll of 97-100%, it is a 
  Critical Failure, and the GM rolls on 
  the following table (1d10). 
   
  Critical Failure Table  
   
  1:  
  Ammo Problems - The magazine was 
  damaged or the ammo was bad.  The 
  gun does not fire, and the rest of 
  the magazine must be discarded.  
  2:  
  Weapon 
  jammed 
  - 
  Should 
  have 
  cleaned your gun out!  The weapon 
  will take 1 turn to unjam, and the 
  ammo inside must be discarded.  
  3: 
  Loss of AP - D'oh!  The attacker 
  looses all remaining AP for that 
  round.  
  4: 
  Dropped 
  weapon 
  - 
  something 
  slipped, and the weapon flew out 
  of your hands and hit the ground.  
  5: 
  Weapon Explodes - Something nasty 
  that happens only with explosive 
  or energy weapons.  Deals 3d10+7 
  Damage to anyone within 2 hexes of 
  the weapon.  OUCH!  
  6: 
  Hit Something Else - You didn't 
  hit what you were aiming for, but 
  you 
  nailed 
  the 
  next 
  closest 
  target. 
   
  Hope 
  it 
  wasn't 
  your 
  buddy..  
  7: 
  Damage Self - You cut yourself on 
  your knife, or shot yourself in 
  the 
  foot. 
   
  Half 
  the 
  weapon's 
  normal damage is dealt to YOU 
  instead.  
  8: 
  You slip and fall.  All remaining 
  AP are gone, and next round, you 
  must 
  get 
  up 
  (see 
  Getting 
  Up, 
  above).  While down, you loose all 
  Armor Class from Agility. 
  9: 
  Weapon breaks - the weapon breaks 
  beyond repair.  Time for a new 
  one.  Oops.  
  10: 
  Anvil - A miniature anvil falls 
  out of the sky and strikes you on 
  the 
  head 
  for 
  1d10 
  points 
  of 
  damage.  No chance to dodge, and 
  DT and DR are disregarded for this 
  strange, magical attack.  
   
  
   
   
  32 
  GMs are encouraged to make up other 
  Critical 
  Failures. 
   
  These 
  are 
  just 
  examples. 
   
  Knockdown with Melee Weapons and Burst 
  Attacks 
   
  Getting hit with melee weapons and a 
  barrage of bullets from a machine gun 
  not only hurts, but it also has the 
  chance to knock the target flat on 
  his/her/its rear end.  In the case of 
  melee 
  weapons, 
  the 
  chance 
  for 
  a 
  knockdown 
  is 
  three 
  times 
  (3X) 
  the 
  weapon’s weight.  In the case of a burst 
  attack, if more than half the bullets in 
  the burst actually hit the target, then 
  the target must roll against Endurance 
  to remain on his/her/its feet.  If a 
  character or NPC is knocked down, they 
  must spend the usual 4 AP to get up (see 
  Getting Up, above).  In addition, the 
  character or NPC does not receive any 
  Armor Class from Agility – their AC 
  drops to what they are wearing. 
   
  Attack Step Two: Damage 
   
  he best part 
  about combat 
  is when your 
  opponent actually 
  takes 
  some 
  damage. 
   
  Each 
  weapon 
  has 
  a 
  certain amount of 
  damage 
  that 
  it 
  does, 
  usually 
  expressed like 2d12 + 8.  The exceptions 
  are firearms, where the type of ammo 
  does a certain amount of damage.  The 
  gun itself can add a bonus to that 
  amount, 
  but 
  otherwise 
  damage 
  is 
  calculated from the type of ammunition 
  used.  The damage done by energy weapons 
  is not based on ammunition type, but the 
  method in which the weapon concentrates 
  the 
  energy. 
   
  Remember 
  that 
  some 
  shotguns, when both barrels are fired, 
  require that two damage rolls be made 
  for one successful hit.  Damage is the 
  one part of Fallout where dice other 
  than 
  10-sided 
  dice 
  come 
  into 
  play.  
  However, just because something got hit 
  doesn't mean that it will take the 
  maximum amount of damage.  Armor has two 
  numbers 
  that 
  reduce 
  damage: 
  Damage 
  Threshold and Damage Resistance.  Damage 
  Threshold is how much damage the armor 
  actually absorbs from the attack, and 
  Damage Resistance is the armor's (or the 
  thick, scaly hide of some critters) 
  ability to spread the damage out and 
  reduce some of the nasty effects.  DT is 
  a flat number; DR is a % of the total 
  attack.  So when determining damage, the 
  formula looks like this:  
   
  Damage Formula 
   
  (Initial Damage - Threshold) - ((ID - 
  DT) X DR, round down).  
   
  The player rolls the damage necessary 
  (one roll per bullet in a burst attack) 
  and then applies it to the formula 
  above.  If that seems confusing, let's 
  rejoin our friends in the cave.  
   
  Example: Calculating Damage 
   
  Harry's rolls were pretty unlucky; only 
  3 out of 20 shots from his minigun 
  actually hit the rat.  The initial 
  damage is 1d4+6 (7-10 HP) per bullet.  
  Jack rolls for damage and gets a 1, a 2, 
  and another 2.  One bullet deals 7 HP of 
  damage, and the other two deal 8 each.  
  That's a total of 23 damage, more than 
  enough to turn the rat into hamburger.  
  However, the rat does get a chance to 
  repel some of that damage.  Although it 
  does not have a damage threshold (they 
  don't make armor for rats, strangely 
  enough), the rat has developed a natural 
  damage resistance to normal attacks due 
  to its thicker hide.  The rat's damage 
  resistance is 10%.  From Harry's initial 
  23 
  points 
  of 
  damage, 
  nothing 
  is 
  subtracted for DT, but 2 HP (10%) is 
  subtracted for DR.  That still isn't 
  enough to save the rat, however, and it 
  crumples in a heap on the floor. 
   
  Damage in Burst Mode 
   
  To 
  streamline 
  play, 
  the 
  GM 
  might 
  consider multiplying the initial damage 
  from the first bullet that hit by 
  however many bullets actually hit the 
  target.  That way, only one damage roll 
  actually needs to be made. 
   
  Damage From Non-Conventional Weapons 
   
  There are several types of weapons in 
  the Fallout universe that are not the 
  simple melee weapon or gun.  These 
  weapons have slightly different rules 
  for damage, mostly based upon their 
  effects. 
   
  Grenades - There are two different ways 
  to lob a grenade at your enemy: throw it 
  T 
  
   
   
  33 
  or shoot it.  Either way, the grenade 
  does 
  a 
  certain 
  amount 
  of 
  damage, 
  depending on what type of explosive it 
  is. 
   
  Most 
  grenades 
  have 
  concussion 
  damage, and others have fragmentation 
  damage.  These effects will be noted 
  with the grenade type in the Ammunition 
  section, below. 
   
  Mortars - Mortars are small, personal 
  artillery pieces.  They shoot a variety 
  of different projectiles, and have a 
  much 
  longer 
  ranger 
  than 
  grenade 
  launchers.  Like grenades, different 
  mortars 
  will 
  have 
  different 
  damage 
  effects, noted by with the mortar type 
  in the Ammunition section, below. 
   
  Rockets - Rockets are fired either from 
  portable 
  or 
  semi-portable 
  rocket 
  launchers, or from tanks.  Rockets act 
  much like grenades and mortars, except 
  that they are self-powered and have a 
  longer effective range.  There are a 
  variety 
  of 
  rocket 
  types, 
  and 
  their 
  damage 
  effects 
  are 
  noted 
  in 
  the 
  Ammunition section. 
   
  Mines – Like grenades, mortars, and 
  rockets, mines cause explosions that 
  have concussion effects as well as blast 
  damage.  Sometimes, mines spew pieces of 
  shrapnel as well.  The amount of damage 
  that each mine does is listed next to 
  that mine in the Equipment section, 
  below. 
   
  Gas – Gas weapons spread a damaging 
  cloud of toxicity over a large area, 
  subjecting every biological thing in the 
  cloud 
  to 
  the 
  potential 
  for 
  harm.  
  Different gas weapons describe the size 
  of the cloud and the effects of the gas, 
  and whether or not the gas damages from 
  inhalation or contact. 
   
  Electricity – Shocking!  Any character 
  hit with an electrical shock must make a 
  roll against Endurance (sometimes with 
  modifiers, if the source was strong 
  enough).  Failure means the character is 
  knocked unconscious for 1d10 rounds. 
   
  Flamethrowers - Although flamethrowers 
  aren’t the most widely used weapons in 
  the wastes, they can be one of the 
  deadliest in the right hands.  When 
  someone uses a flamethrower, it acts 
  much like a thrown knife or grenade – 
  even if it doesn’t hit, it has to end up 
  somewhere.  The GM should decide, based 
  on how close the to hit roll was, just 
  how close to the target the flame burst 
  hit.  The GM should then draw a line 
  between the user and the hex where the 
  flames hit; everything in the connecting 
  hexes suffers the full effects of the 
  firestream.  Note that flamethrowers, 
  like other non-conventional weapons, can 
  be adapted to shoot things other than 
  fire.  These things are generally very, 
  very unpleasant. 
    
  Attack Step Three: Chance for 
  Criticals  
   
  very successful attack means the 
  attacker 
  has 
  a 
  chance 
  for 
  a 
  critical hit.  If the roll to hit 
  is equal to or less than the character’s 
  or critter’s critical chance, then the 
  attack becomes critical.  Note that if a 
  gun firing in burst mode hits a target 
  more than once, only one of those 
  bullets is allowed a critical hit (once 
  per attack).  Targeted shots get a bonus 
  to critical chance based on the body 
  part targeted as per this table, and 
  have 
  different 
  effects 
  for 
  damage, 
  discussed below. 
   
  Bonuses by Body Part for Targeted Shots 
   
  Target 
   Critical Chance Bonus 
   
  Arms  
   
     +10% 
  Legs, Groin  
     +20% 
  Head  
   
     +25% 
  Eyes  
   
     +30% 
   
  If a hit becomes critical and is not a 
  targeted shot, roll on this table for 
  effects (1d10):  
   
  Sample Critical Hits 
   
  1 - Crippled Arm  
  2 - Crippled Leg  
  3 - 300% (3 Times) damage  
  4 - 200% (2 Times) damage  
  5 - 150% (1.5 Times) damage  
  6 - Unconsciousness for 1d4 turns  
  7 - Bypasses armor (DT and DR)  
  8 - Blindness (Perception lowered to 1)  
  9 - Knockdown (the target must Get Up) 
  10 - Instant Death (!)  
   
  Targeted attacks that make a critical 
  hit generally cripple the area hit.  
  Shots to the eyes cause blindness, shots 
  to the legs or arms cause those areas to 
  become crippled (see Damage: Special 
  Damage below for details on crippled 
  E 
  
   
   
  34 
  limbs).  Targeted Shots to the torso 
  that become critical instantly deal two 
  times the damage, and Targeted Shots to 
  the head that become critical deal three 
  times the damage.  Ouch.  A Targeted 
  Shot to the groin that results in a 
  critical hit deals twice the damage and 
  renders the target unconscious. 
   
  Example: Chance for Criticals 
   
  Returning to the example, Harry's rolls 
  were good, but none fell within the 
  range of 1-6% Better luck next time. 
   
  Attack Step Four: Continuing and 
  Ending Combat 
   
  s stated previously, combat ends 
  when 
  all 
  opponents 
  are 
  either 
  incapacitated or dead.  The process 
  is simply repeated until only one side 
  remains 
  standing. 
   
  Afterwards, 
  experience 
  points 
  are 
  awarded 
  and 
  characters may take what they want from 
  the bodies of their opponents. 
   
  Example: Combat Continues and Resolves 
   
  Maverick 
  makes 
  his 
  attack 
  roll 
  and 
  fails.  Maverick's pistol echoes loudly 
  off the cave walls and his bullet goes 
  harmlessly into the cave floor.  Firing 
  the gun took all his AP; he has no 
  choice but to end his turn.  
   
  Now, the rats have a chance to attack.  
  Their Unarmed skill is 75%, and they 
  have 8 AP, so they can attack twice if 
  they desire (and since blood is on their 
  little rodent minds, they do!)  Harry 
  has one rat attacking him; his Armor 
  Class is 8, plus the two points from 
  defending, making it 10.  The rat gets a 
  -10% from the light as well.  Harry is 
  not covered, and rats do not generally 
  make targeted attacks, so no penalties 
  are handed out for those.  The rat has a 
  55% chance to hit, and it makes two 
  attacks.  Both hit, neither critically.  
  The rat rolls 1d4 for damage (twice) and 
  came up with a 3 and a 4.  That's 4 and 
  5 points of damage going Harry's way.  
  Harry's natural 25% Damage Resistance 
  takes one point away from each attack, 
  so the rat's sharp little claws dig into 
  him for a total of 7 points of damage.  
  Harry is now at 25 hit points. 
   
  Two 
  rats 
  converge 
  on 
  Maverick.  
  Maverick's Armor Class is 5, and he 
  didn't have any action points left.  The 
  two rats lose 10% from the light, so 
  their chance to hit is 60% (75% minus 5% 
  for AC and 10% for light).  The first 
  rat attacks and manages to miss twice.  
  The other rat hits both times.  The rat 
  rolls a 1 and a 3 for damage, so 
  Maverick has an attack for 2 and an 
  attack for 4 coming.  He has no Damage 
  Resistance or Threshold (no armor) so he 
  loses 6 hit points.  His hit points are 
  down to 21. 
   
  The round is over, and neither side is 
  dead or incapacitated, so the combat 
  continues. 
   
  Harry, 
  again, 
  sequences 
  first. 
   
  He 
  signals Maverick that he wants to chuck 
  his grenade and spends his 8 APs moving 
  away from the rats.  Maverick gets the 
  hint 
  and 
  moves 
  5 
  hexes 
  the 
  other 
  direction, giving the mutant plenty of 
  space. 
   
  Not surprisingly, the rats can't seem to 
  make up their minds which to follow.  
  Two of the rats circle for a few 
  seconds, using up their APs, while one 
  particularly 
  brainy 
  rodent 
  follows 
  Maverick. 
   
  The round is over.  Combat continues. 
   
  Harry wants to aim for a hex that has 
  one rat in it, and one rat adjacent to 
  it. 
   
  There 
  is 
  no 
  necessary 
  range 
  modifier, since Harry's PE and ST are 
  high enough to allow this roll without 
  any modifiers.  Harry's throwing skill 
  is 52%, and with the low light, that 
  leaves him with only 42% chance of 
  success.  Maverick isn't necessarily 
  thrilled with the prospect of being in 
  the range of a grenade, but Harry 
  assures him that he can make the shot.  
  Harry rolls a 45%, missing.  The GM 
  determines that the grenade hit pretty 
  close to the target, perhaps one hex 
  away.  BOOM! 
   
  Since nothing is in the hex that the 
  grenade exploded in, there is no need to 
  roll for damage.  However, one of the 
  rats is in an adjacent hex, so it gets 
  1d6 of frag damage.  The other two rats 
  and Maverick, however, are all within 
  two hexes of the explosion.  They all 
  suffer 1d6 of concussion damage.  The 
  rat that got the fragmentation took 5 
  damage from that, and 4 damage from the 
  blast concussion.  It expires.  The 
  A 
  
   
   
  35 
  other rat took 5 points of concussion 
  damage.  The rat by Maverick took 3 
  points of concussion damage.  Not enough 
  to 
  kill 
  them, 
  but 
  it 
  got 
  their 
  attention.  Maverick himself took only 2 
  points of concussion damage, taking his 
  HP down to 20. 
   
  Maverick sequences next.  He decides to 
  beat the rat at his feet with his 
  crowbar.  Maverick's Melee Weapons skill 
  is 38%, and the light reduces that to a 
  mere 28%.  Not seeing much of a choice, 
  Maverick takes a swing. 
   
  He managed to roll a 2%, qualifying for 
  a critical hit!  The Gamemaster decides 
  to forego rolling for damage and instead 
  describes how Maverick, half-crazed from 
  the concussion, managed to catch the rat 
  on a corner of his crowbar and beat it 
  into the dirt several times, breaking 
  the poor mutated critter's bones and 
  causing it to go to an early grave. 
   
  The final rat sequences.  Half-dead and 
  smelling the blood of the rest of its 
  pack, it lumbers off in the darkness.  
  After the rat staggers behind a wall, 
  combat ends.  The Gamemaster decides 
  that Harry and Maverick both get 100 
  experience points for slaying the rats. 
   
  Vehicle Combat 
   
  ehicle combat occurs much the same 
  way that regular combat occurs.  
  Each individual character sequences 
  as usual.  Combat while on a vehicle can 
  be a particularly exciting aspect of 
  roleplaying, especially if combat occurs 
  at the climax of a story – you are 
  rescuing the mayor’s daughter from the 
  clutches of evil bikers and they are 
  chasing you down, for example. 
   
  Vehicle Damage 
   
  ike everything else in the Fallout 
  universe, 
  vehicles 
  take 
  damage.  
  Vehicles 
  are 
  divided 
  into 
  five 
  separate “systems” or areas that all 
  have a certain number of hit points and 
  a damage resistance (vehicles do not 
  have a damage threshold).  In addition, 
  each vehicle has an Armor Class to help 
  them avoid taking damage, and any to hit 
  roll 
  against 
  a 
  vehicle 
  suffers 
  an 
  automatic  –10% penalty because the 
  vehicle is in motion – it’s simply 
  harder to hit a moving target. 
   
  The five “systems” on a vehicle are 
  universal, although they may be named 
  different things on different vehicles.  
  Obviously, they will differ greatly in 
  some cases and be indistinguishable in 
  others.  The vehicle sheet included at 
  the back of the book has a rough diagram 
  of a vehicle, broken down into the five 
  systems 
  with 
  room 
  to 
  display 
  the 
  different 
  hit 
  points 
  and 
  damage 
  resistance 
  for 
  each 
  one. 
   
  The 
  descriptions in the Vehicles section of 
  the book break each vehicle’s system 
  down in the appropriate numbers. 
   
  The five vehicle systems are – generally 
  - Structure, Engine, Control System, 
  Drive System, and Treads/Tires.  Again, 
  these may differ for different kinds of 
  vehicles, like aircraft and boats.  The 
  necessary changes will be noted in the 
  vehicle’s description.  Note that the 
  Treads/Tires category is split up into 
  two, 
  three, 
  or 
  four 
  separate 
  “sub-
  systems,” one for each tread or tire, 
  that all take damage separately. 
   
  Targeting Vehicle Systems 
   
  ehicles are large enough to allow 
  combatants to target certain areas 
  without a penalty (except for the 
  usual –10% when a vehicle is in motion).  
  Anti-tank weapons are designed to come 
  down on top of a vehicle, and therefore 
  almost always target the structure or 
  engine.  Alternately, mines are designed 
  to take out a vehicle’s drive system and 
  tires.  When an attack against a vehicle 
  is made that is not a pre-determined 
  attack, like a TOW missile launcher, 
  then the attacker must announce what 
  vehicle system he or she is aiming for. 
   
  Regardless of the vehicle system aimed 
  for, other systems can and do take 
  damage normally – they are subject to 
  blast, shrapnel, and concussion damage 
  from explosives. 
   
  EMP Attacks 
   
  ne of the most devastating attacks 
  made 
  against 
  vehicles 
  are 
  EMP 
  attacks, because many parts of a 
  vehicle are electronically controlled.  
  It should be noted, however, that EMP 
  attacks have no effect on a vehicle 
  system that is not electronic, like the 
  treads or the structure.  An EMP mine 
  can, 
  however, 
  utterly 
  destroy 
  a 
  vehicle’s drive, control, and engine 
  V 
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  36 
  systems in a split second.  Such is the 
  risk of driving in the wastes. 
   
  Damaging and Destroying Systems 
   
  hen a vehicle system has lost more 
  than 66% of its total hit points, 
  the 
  system 
  becomes 
  inoperative.  
  When this happens, the system simply 
  shuts down.  The following table should 
  be used as a guide to determine what 
  happens 
  when 
  a 
  system 
  is 
  rendered 
  inoperative: 
   
  Inoperative Systems Effects 
   
  System 
  Effect 
  Structural Vehicle begins to fall apart 
  Engine 
  Vehicle coasts to a halt 
  Controls 
  The driver can no longer  
   steer or control speed (!) 
  Drive  
  Engine continues to run, but  
               vehicle begins to coast (no  
   more acceleration) 
  Treads 
  Vehicle immediately stops  
   (treat as a crash for 
   everyone inside) 
  Tires  
  Driver must make an  
  immediate Pilot roll to   
  avoid crash, and top speed   
  is reduced to 25% normal 
   
   
  If a vehicle ever looses 100% of its hit 
  points in any system, that system is 
  totally destroyed and must be replaced 
  entirely.  This can be a major pain, as 
  vehicles are incredibly rare in the 
  wastes, and working parts are sometimes 
  even more rare. 
   
  The Mechanics of Vehicle Combat 
   
  Sequence 
   
  equence is determined as normal in 
  vehicle combat. 
   
   
  Rounds 
   
  ounds in vehicle combat proceed 
  just like regular combat rounds, 
  with characters deciding what to do 
  based on sequence.  The difference is 
  that the characters may be in vehicles, 
  and vehicles behave a little differently 
  than the normal, solid ground.  For one 
  thing, ranges are static, changing every 
  round, and the characters are all at the 
  mercy of the driver. 
   
  Passengers in the vehicle can all attack 
  as normal, but will receive a –10% 
  penalty to all to-hit rolls because they 
  are in a moving car (or truck, or 
  whatever).  There are some kinds of 
  weapons that cannot be used in all 
  vehicles, mostly Big Guns and Energy 
  Weapons that are simply too bulky to 
  fire inside of a small car or buggy.  
  The GM can ultimately use his or her 
  discretion to allow different types of 
  weapons; if the party is on top of a 
  train or a semi-truck, then using a 
  heavy machinegun wouldn’t be a problem.  
  If they are stuck in the back of a tiny 
  little sports car, it would be a big 
  problem. 
   
  During the driver’s turn in combat, she 
  announces what actions she intends to 
  take that round; this is how the GM can 
  determine 
  trajectory, 
  speed, 
  and 
  so 
  forth.  The driver must announce at what 
  speed they intend to drive, and the 
  approximate path they wish to take.  For 
  more details on specific vehicle actions 
  like sharp turns, rapid braking, and 
  rapid acceleration, see Vehicle Movement 
  and Speed, below.  Driving does not take 
  AP, and the driver can attack, but 
  suffers penalties to both the Pilot Roll 
  (see below) and his or her to-hit (see 
  Driver Actions, below). 
   
  Pilot Roll 
   
  t the end of each round of vehicle 
  combat, the driver of each vehicle 
  must roll vs. his or her Pilot 
  skill.  A successful roll means that the 
  driver has kept her cool and combat can 
  proceed as normal.  A failed roll means 
  that 
  the 
  driver 
  couldn’t 
  maintain 
  control of the vehicle, and the vehicle 
  either 
  crashes 
  or 
  rolls 
  over, 
  and 
  everyone inside is subject to crash 
  damage and other results of impact (see 
  below). 
   
  There are many modifiers to the Pilot 
  roll, based on what the driver was doing 
  in combat as well as terrain, light, and 
  other factors.  For a complete list of 
  these modifiers, see Driving Actions, 
  below. 
   
  Driving Actions 
   
  here are many different things a 
  driver can do during combat.  For 
  roleplaying purposes, it might be a 
  good idea to remember that if all the 
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  37 
  party 
  members 
  are 
  shouting 
  at 
  the 
  driver, the driver might be more apt to 
  make a mistake.  Not unlike real life, 
  when everyone in the car is shouting at 
  the driver and making lots of noise. 
   
  Accelerate 
  Put the pedal to the metal!  If the 
  vehicle 
  isn’t 
  already 
  going 
  at 
  top 
  speed, then the driver can make it go as 
  fast as she wants - up to the top speed, 
  of course.  The vehicle’s acceleration 
  lists how long, in rounds (10 second 
  increments), it takes to reach maximum 
  speed from a standstill.  Use this as a 
  rough guide; if the vehicle’s maximum 
  speed is 100 KPH, and the vehicle is 
  traveling at 40 KPH, and it takes 2 
  rounds for the vehicle to reach top 
  speed from a stand still, then it would 
  take about 1 round to reach maximum 
  speed.  Note that vehicles with sails do 
  not accelerate as normal. 
   
  Brake 
  Slow down, buddy, there are pedestrians 
  here!  Braking is the opposite of 
  acceleration: 
  slowing 
  down. 
   
  Each 
  vehicle’s statistics gives a braking 
  rate in rounds: how much speed a vehicle 
  can loose in 1 round of combat, based 
  mostly on size and mass.  Braking can be 
  quite dangerous, however: see Pilot Roll 
  Modifiers, below.  Note that vehicles 
  with 
  sails 
  and 
  aircraft 
  cannot 
  necessarily come to a complete stop.  
  See Sea Combat and Air Combat, below. 
   
  Turn 
  Driving would be boring if it was always 
  on a straight line.  Vehicle combat 
  would be boring if there weren’t wild 
  turns around sharp corners in bombed-out 
  cities, too.  Each vehicle’s statistics 
  give a Turning Radius, which is how many 
  meters (hexes) it takes for the vehicle 
  to make a 90-degree turn.  Note that the 
  Turning Radius number is given in a 
  straight line, but the turn actually 
  takes place in an arc, or ¼ of a circle.  
  See the (very rough) figure below: 
   
      *  
   
              *   * 
      *  
   
        * 
      *  
          * 
      *  
       * 
      *  
     * 
      *  
   * 
   
      *   
  * 
      *  
  * 
   
  The first column of “hexes” represents 
  the actual Turning Radius number, which 
  if you complete the circle in the 90-
  degree turn represented in the second 
  column would be the distance from the 
  center of the circle to the outside (the 
  circle’s radius).  This should be taken 
  into 
  consideration 
  when 
  figuring 
  distance traveled in one round.  See 
  Movement at the End of the Round, below. 
   
  Note that turning, especially at high 
  speeds, can be quite dangerous to all 
  but the most experienced drivers. 
   
  Attacking 
  The driver can also use weapons in 
  combat, like normal.  She will suffer 
  penalties to the Pilot Roll, however 
  (see the table below) and suffers a flat 
  25% penalty to her to-hit rolls, no 
  matter what type of weapon is used.  
  It’s difficult to drive and shoot at the 
  same time! 
   
  Nudging 
  Here’s the fun part of driving a car – 
  tapping the other guy so he spins out 
  and crashes.  Unfortunately, you can 
  guarantee that he probably has the same 
  idea.  When two vehicles nudge in 
  combat, both drivers need to make a roll 
  against Pilot (this is a separate roll 
  from the roll against Pilot at the end 
  of the combat round).  For every 10 KPH 
  the vehicle is traveling, the driver 
  gets a –5% penalty to the roll (nudging 
  is based primarily on speed).  If either 
  driver fails, the vehicle they were 
  controlling 
  crashes. 
   
  See 
  Crashing, 
  below. 
   
  Running Someone or Something Down 
   
  One of the advantages of vehicle combat 
  is that being inside of a ton of moving 
  metal and plastic affords the passengers 
  a little protection against people and 
  critters who are not in a vehicle.  It 
  also means that the driver has a handy 
  weapon 
  at 
  her 
  disposal: 
  a 
  large, 
  speeding missile that may not have a lot 
  of grace, but can break bones and crunch 
  skulls better than any melee weapon.   
   
  Running someone or something down isn’t 
  as easy as it seems.  Unless there is 
  some way the target is unaware of the 
  vehicle coming at him, the intended 
  target gets to roll against Agility to 
  avoid being hit by diving out of the 
  way.   
  
   
   
  38 
   
  Pilot Roll Modifiers 
   
  elow are two tables of modifiers 
  for the Pilot Roll.  The first is 
  terrain, 
  broken 
  down 
  for 
  three 
  kinds of vehicles: land, sea, and air.  
  The second table includes modifiers for 
  different actions in combat.  Usually, 
  terrain 
  modifiers 
  only 
  have 
  to 
  be 
  determined once.  If the sun is down, 
  the Pilot Roll is made at a –10% penalty 
  (you just can’t see as well at night). 
   
  Note that some vehicles and vehicle 
  enhancements give specific bonuses to 
  certain situations, or simply to all 
  Pilot Rolls.  Those bonuses should also 
  be 
  taken 
  into 
  account 
  when 
  rolling 
  against Pilot.  Note also that terrain 
  modifiers and action modifiers can be 
  combined.  If the driver attempts to 
  turn at more than ½ the vehicle’s top 
  speed in the rain, for instance, these 
  modifiers would all be added together. 
   
  Terrain Modifiers 
   
  Land 
   
  Situation 
   
   
  Roll Modifier 
  Unbroken Road 
   
       +30% 
    (Intact highway, 
     new streets) 
  Broken Road  
   
       +15% 
    (Road with potholes, 
     heavily traveled dirt roads) 
  Bad road 
    (Heavily damaged road,      +0% 
     unmaintained dirt trails) 
  Open field  
              +0% 
    (grassland, desert, dry 
     area with few rocks) 
  Field with scrub, streets 
  -5% 
   with debris, open hills 
  Fields with obstacles, wet   -10% 
   streets, hills with scrub    
  Light forest, wet open       -20% 
   fields, hills with 
   obstacles 
  Muddy ground 
   
       -25% 
  Drenched ground, wet sand    -30% 
   
  Sea 
   
  Situation 
   
   
  Roll Modifier 
  Calm seas 
   
   
      +20% 
  Gentle waves 
   
       +0% 
  Rolling waves 
   
       -5% 
  Big waves 
   
   
      -15% 
  Stormy waves 
   
      -25% 
  Hurricane waves 
   
      -50% 
   
  Air 
   
  Situation 
   
   
  Roll Modifier 
  Calm weather, no wind 
       +0% 
  Gentle breeze 
   
       -5% 
  Gusty winds  
     
      -10% 
  Strong winds 
   
      -20% 
  Stormy winds 
   
      -40% 
   
  Addition Weather Modifiers 
  Rain  
   
   
      -20% 
  Snow  
   
   
      -30% 
  Ice 
   
   
   
      -70% 
   
  Action Modifiers 
   
  Traveling at a speed <      -0% 
    ½ vehicle’s top speed 
  Traveling at a speed >     -10% 
    ½ vehicle’s top speed 
  More than doubling current  -10% 
    speed by accelerating 
  More than halving current   -15% 
    speed by braking 
  Turning for every 10 KPH    -10% 
    Currently traveling 
    (50 KPH = 50%) 
  Driver Attempting to Attack -20% 
   
  Crashing: Damage 
   
  If a driver fails a Pilot roll, then the 
  vehicle has crashed.  For every 10 KPH 
  the 
  vehicle 
  was 
  traveling, 
  each 
  character inside must roll a 1d10 for 
  damage, rounded down to the lowest 10 
  (39 would become 30, or 3d10).  If a 
  vehicle hit a tree at 23 KPH, then 
  everyone inside would have to roll 2d10 
  and take damage.  For an air crash, this 
  could easily be a lot of damage (the GM 
  should determine about how fast the 
  aircraft dropped to the ground like a 
  rock).  The vehicle is also subject to 
  the same damage roll as the passengers, 
  losing 
  that 
  amount 
  of 
  hit 
  points, 
  distributed throughout the five systems.  
  Crashing should probably be avoided, if 
  possible. 
   
  Remember that sea vehicles do not crash, 
  and are therefore not subject to crash 
  damage.  They will overturn, however, 
  and everyone will be forced to start 
  swimming.  For details on swimming, see 
  Swimming 
  under 
  Life 
  in 
  the 
  Wastes, 
  below.  The GM can determine if the 
  craft will go to Davy Jones’ locker or 
  float long enough for the characters to 
  turn it over and get back into the 
  action.  Remember that anything not tied 
  B 
  
   
   
  39 
  down and buoyant tends to sink in water 
  – like guns, big metal armors, and so 
  forth. 
   
  Crashing: Broken Limbs 
   
  In 
  addition, 
  everyone 
  inside 
  has 
  a 
  chance equal to the speed of the vehicle 
  of receiving a broken limb.  If a 
  vehicle was chugging along at 45 KPH, 
  that’s 
  a 
  45% 
  chance 
  of 
  breaking 
  something in a crash.  If the character 
  is wearing a seat belt or restraint of 
  some kind, that character’s chances of a 
  broken limb are reduced to half normal, 
  rounded up – 45% becomes 23%.   
   
  Crashing: Head Wounds 
   
  If the victim’s roll for broken limbs 
  was 5% or less, the character has 
  suffered 
  a 
  head 
  wound 
  and 
  is 
  unconscious; his or her hit points are 
  automatically reduced to 10, and he or 
  she will wake up in 15 full rounds, 
  minus the character’s Endurance.  A 
  character with an Endurance of 4 would 
  wake 
  up 
  in 
  11 
  full 
  rounds. 
   
  The 
  character must roll for broken limbs 
  again to see if anything else is hurt 
  (without 
  the 
  seat 
  belt 
  bonus, 
  if 
  applicable). 
   
  Crashing: After Damage is Dealt 
   
  After the crash, everyone inside the 
  vehicle must spend at least 1 full round 
  of combat climbing out of the wreckage, 
  and it must be the round of combat after 
  the crash took place.  If any limbs were 
  broken in the crash, that makes climbing 
  out much harder; a character must spend 
  3 full rounds climbing out, or another 
  character or NPC must help that person 
  out of the wreckage. 
   
  Movement at the End of a Round 
   
  t the end of every round, assuming 
  the driver hasn’t crashed or rolled 
  the vehicle over, the vehicles move 
  based upon their current speeds and 
  where the drivers were intending to take 
  them.  Although speeds are given in KPH, 
  a little simple math will give actual 
  distances in meters (hexes).  It may 
  help a GM to adjust the scale of a hex-
  sheet for vehicle combat, especially 
  large-scale 
  vehicle 
  combat, 
  perhaps 
  making 1 hex = 5 meters, or even 1 hex = 
  10 meters. 
   
  The GM can use the following function to 
  determine how many meters a vehicle can 
  move in one round of combat, at a given 
  speed (KPH): 
   
  Meters moved = KPH X 2.78 (round down) 
   
  When the GM has determined how far all 
  vehicles have moved in one round, he or 
  she should make adjustments on the hex-
  sheet, just like in moving critters in 
  regular combat (the difference being, of 
  course, that the movement is all done at 
  once at the end of the round instead of 
  during the round). 
   
  To simplify things, the GM might want to 
  determine the difference between what 
  the various vehicles have moved and 
  adjust accordingly.  It is far easier to 
  close the distance by 5 hexes than it is 
  to run models over enormous 1000+ hex 
  sheets. 
   
  Scenery 
  and 
  buildings, 
  of 
  course, are another matter entirely. 
   
  Damage and Death 
   
  ife 
  in 
  the 
  wastes 
  inevitably 
  results in hurt people.  Most 
  damage 
  is 
  taken 
  from 
  combat 
  situations with hostile critters and 
  people, but occasionally there are other 
  forms of damage that a character can 
  take.  Most of these are adventure-
  specific (they fall into a deep ravine, 
  for 
  example) 
  although 
  a 
  few 
  are 
  universal. 
   
  Fire and Acid Damage 
   
  f a character is on fire (or 
  covered in acid, or some other 
  nasty 
  problem) 
  they 
  suffer 
  1d6 
  points of damage per round.  Remember 
  that a round is 10 seconds of real time.  
  Fire can be extinguished by spending one 
  full combat round rolling on the ground, 
  provided the ground isn’t on fire, too.  
  The person or critter’s AC will be 
  reduced to what they are wearing while 
  on the ground, and the must spend the 
  usual 4 AP to get up the next round.  
  Note that the poor person still takes 
  damage during the turn in which they are 
  extinguishing themselves. 
   
  Unfortunately, getting rid of acid is 
  different.  Acid usually has to be 
  washed 
  off 
  with 
  either 
  water 
  or 
  chemicals, depending.  Some acids are 
  aggravated by water, so the character 
  will want to consider the consequences 
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  40 
  carefully before he or she jumps in a 
  swimming pool to wash off. 
   
  Poison Damage 
   
  oison works a little 
  bit like fire.  If a 
  character 
  comes 
  into 
  contact 
  with 
  a 
  poisonous 
  object, such as a poison 
  dart or a scorpion's tail, 
  they make a roll against 
  poison resistance.  If that roll fails, 
  they are poisoned.  Each additional 
  failure against a poison attack results 
  in 
  another 
  level 
  of 
  poisoning.  
  Different poisons do different things.  
  Most only cause 1-2 points of damage per 
  hour, or per round, although some result 
  in death in a certain amount of time and 
  others will lower stats temporarily.  
  For each level of poisoning, the poison 
  stays in the character's bloodstream for 
  a certain amount of time, indicated on 
  the chart below.  If a scorpion stings a 
  character three times, the character 
  will be poisoned for three days.  There 
  are, of course, poison antidotes.  If a 
  character fights a poison off naturally 
  (without the use of an antidote or a 
  doctor), the antibodies he or she builds 
  up add a +2% to their Poison Resistance. 
   
  Note that if a poison lowers statistics, 
  racial 
  minimums 
  are 
  not 
  taken 
  into 
  account; sickness can weaken even the 
  strongest mutant. 
   
  Poison Types and Effects 
   
  Type A - The most common kind of poison, 
  type A is a mild infection often carried 
  in the bite of some kinds of animals.  
  Causes 1 HP of damage per hour (roll 
  Endurance for no damage), and stays in 
  the system for 18 hours. 
   
  Type B - A distilled version of the Type 
  A poison, this irritant is used by 
  tribals for hunting small game.  In mass 
  quantities, it could make a person very 
  sick.  Causes 2 HP of damage per hour 
  (roll Endurance for no damage), and 
  stays in the system for 18 hours. 
   
  Type C - Type C poison causes severe 
  abdominal 
  cramps 
  and 
  sickness, 
  incapacitating the victim for 12 hours 
  after 
  contact, 
  effectively 
  lowering 
  Strength, 
  Perception, 
  Agility 
  and 
  Endurance to 2 for 12 hours. 
   
  Type D - This is a far nastier kind of 
  poison.  Most often found in the sting 
  of a radscorpion, it can easily kill the 
  unprepared 
  adventurer. 
   
  A 
  refined 
  version of this poison is used to make 
  Antidote.  Causes 4 HP of damage per 
  hour (roll Endurance for half damage), 
  and stays in the system for 24 hours. 
   
  Type E - Distilled radscorpion venom, 
  used for hunting bigger game.  Causes 6 
  HP of damage per hour (roll Endurance 
  for half), and stays in you for 24 
  hours. 
   
  Type F - Very rarely will an animal have 
  a poison this bad, but it does happen.  
  Certain spiders and snakes were known to 
  have a venom like this before the War, 
  and it is likely that someone out there 
  has 
  it 
  now, 
  either 
  naturally 
  or 
  chemically.  Type F poison causes the 
  victim to go into shock about 1 hour 
  after contact, and they slip into a coma 
  for 1d10 days.  For each day the 
  character spends in a coma and goes 
  untreated by a doctor or an antidote, 
  that character must successfully roll 
  against Endurance or die. 
   
  Type G - The worst kind of poison.  
  These 
  are 
  generally 
  only 
  made 
  in 
  laboratories, although there may be some 
  species 
  out 
  there 
  that 
  carry 
  them.  
  Causes death 5 minutes after exposure, 
  unless Antidote is administered. 
   
  Radiation Damage 
   
  adiation 
  is 
  one 
  of 
  the 
  most 
  horrifying realities of the post-
  nuclear world.  There will always 
  be 
  a 
  certain 
  degree 
  of 
  background 
  radiation since the bombs went off, and 
  a little bit of radiation encourages 
  mutations in animals, some of which 
  happen 
  to 
  be 
  useful, 
  at 
  least 
  evolutionarily 
  speaking. 
   
  Humans, 
  however, 
  weren't 
  really 
  designed 
  to 
  handle high amounts of radiation (ghouls 
  and super-mutants are exceptions, of 
  course).  Not every source of radiation 
  poisoning 
  is 
  immediately 
  obvious; 
  a 
  character 
  could 
  just 
  as 
  easily 
  accumulate rads camping in a highly 
  radiated area for a few nights as they 
  could walking through a blast crater.   
   
  Radiation levels are measured in "rads," 
  a standard unit that measures how many 
  radioactive 
  particles 
  enter 
  the 
  bloodstream. 
   
  Around 
  1000 
  rads 
  is 
  P 
  R 
  
   
   
  41 
  considered lethal.  The problem with 
  radiation is that it doesn't leave the 
  body for a long time - around 10 rads in 
  24 hours - and radiation sources put out 
  hundreds of rads per day.  A few rads 
  won't hurt you - in fact, household 
  smoke detectors contain Americanium, a 
  radioactive isotope.  A person can take 
  about 6 or 7 rads a day without feeling 
  the 
  side 
  effects. 
   
  Radiation 
  is 
  treatable 
  only 
  at 
  qualified 
  medical 
  institutions and with certain kinds of 
  drugs.  Radiation resistance measures 
  how much radiation doesn't enter the 
  bloodstream (in a percentage of total 
  rads).  Of course, a character doesn't 
  necessarily know how many rads he or she 
  has 
  accumulated, 
  unless 
  they 
  own 
  a 
  Geiger counter.  That's up to the GM to 
  keep track of.   
   
  This table is unpleasant, but so are the 
  results of nuclear war.  24 hours after 
  each level of radiation poisoning, the 
  following effects occur: 
   
  Rads Effects 
   
  50:   Character feels abnormally tired. 
   
  100:  Character begins to feel weak and 
  achy.  Skin itches slightly.  A sunburn-
  like rash appears. 
   
  400: Character feels weaker.  Muscles 
  and joints hurt.  The skin itches and 
  small, open sores begin to develop.  
  Some hair begins to fall out.  Normal 
  humans generally cannot reproduce (or 
  have very mutated children) at about 
  this level of radiation poisoning. 
   
  600: 
  Character 
  begins 
  to 
  vomit 
  and 
  experience diarrhea.  Joints and muscles 
  still hurt, but that's the least of 
  their problems at this point.  Open 
  sores cover the skin, and hair falls out 
  in large clumps.  They develop a nice 
  glow at night. 
   
  800: Character vomits blood, as well as 
  experiences bloody diarrhea.  Hair is 
  gone at this point.  The skin begins to 
  get soft, and hangs off in places.  
  Death will occur in 72 hours after 
  experiencing this amount of radiation 
  poisoning, unless treated. 
   
  1000: Forget the 24 hour time limit; 
  this level of radiation poisoning causes 
  unconsciousness 
  a 
  few 
  minutes 
  after 
  exposure.  A few minutes after that, the 
  character's body begins to shut down.  
  One 
  only 
  experiences 
  this 
  level 
  of 
  radiation after long-untreated poisoning 
  and continued adventuring, or if they 
  decide 
  to 
  prowl 
  around 
  ground-zero 
  without some protection. 
   
  Gas Damage 
   
  ver since its invention at the 
  beginning of the First World War, 
  chemical 
  warfare 
  has 
  become 
  a 
  standard – and horrific – aspect of 
  battle.  A gas mask or certain kinds of 
  armor will lessen the effects of gas 
  attacks, but if a character is caught 
  unaware, she will be subject to the gas’ 
  terrible poisons.  The effects vary from 
  chemical to chemical, and the radius of 
  the gas cloud is given in the weapon’s 
  description.  It is usually a good idea 
  to run out of the effects of the cloud 
  immediately; the lasting effects of the 
  gas continue from the round in which the 
  gas disperses, if the character is still 
  standing in the cloud.  Some armors will 
  protect against gas attacks with built-
  in respirators and filters. 
   
  As previously noted, there are two kinds 
  of gas: the kind you inhale and the kind 
  that hurts you just by skin contact.  
  The stats for each kind of armor will 
  explain what kind of resistance each 
  suit gives against the two kinds of gas.  
  Sometimes an item, such as a gas mask, 
  will 
  give 
  the 
  user 
  a 
  degree 
  of 
  resistance against one kind of gas or 
  another. 
   
  Crippled Limbs and Blindness 
   
  ccasionally, a good critical hit or 
  a really unlucky run-in with a trap 
  will result in a crippled limb, or 
  worse, blindness.  A crippled (broken or 
  maimed) 
  leg 
  reduces 
  the 
  character's 
  movement by ½ - this means that it takes 
  two AP to move one hex in combat.  In 
  addition, 
  that 
  character's 
  effective 
  Agility goes down to half its normal 
  level.  Two broken or crippled legs 
  reduces movement to almost nil – a 
  character can only move one hex per 
  round 
  of 
  combat, 
  and 
  his 
  or 
  her 
  effective Agility drops to 1.  Crippled 
  arms means that the character can no 
  longer use that arm to hold a weapon in 
  combat; it can still be used outside of 
  combat, but takes much longer to perform 
  even the most basic functions.  For each 
  crippled arm, the character loses 1 
  E 
  O 
  
   
   
  42 
  point of Agility.  Characters with a 
  crippled 
  arm 
  cannot 
  use 
  two-handed 
  weapons; characters with two crippled 
  arms cannot use any weapon at all. 
   
  Blindness 
  is 
  a 
  little 
  worse. 
   
  In 
  addition to gaining all the penalties 
  for being in total darkness (see Light 
  Adjustments, 
  above), 
  the 
  character's 
  Perception drops to 1. 
  Both blindness and crippled limbs can 
  only be treated by a doctor 
  (for a price) or by someone 
  with the Doctor skill (for 
  information on the Doctor 
  skill, see Healing below).  
  Note that a blind character 
  cannot 
  play 
  doctor 
  with 
  themselves; 
  someone 
  else 
  must cure them (the blind 
  can't cure the blind in the 
  Fallout 
  universe).  
  Successfully 
  treated 
  limbs 
  and 
  eyes 
  still take 48 hours to return to close 
  to normal status, with rest. 
   
  Robots with crippled limbs or blindness 
  must be “treated” with a successful use 
  of the Repair skill in the same way a 
  living creature is treated with Doctor.  
  Unlike 
  their 
  flesh-and-blood 
  counterparts, however, the robot gains 
  full use of a repaired limb or sensor 
  plate immediately. 
   
  Chems, Addiction, and Withdrawal 
   
  rug and chem addiction still exists 
  in the post-nuclear world.  From 
  the uranium miner looking for a way 
  to escape from a dead-end life to the 
  mercenary who buffs himself up before 
  battle, drugs are as commonplace as 
  radiation in the Fallout universe.  Most 
  drugs and chemical substances have an 
  addiction rate of some kind.  When the 
  drug is taken, the character rolls the 
  drug's addiction rate (plus or minus any 
  modifiers).  If the roll "succeeds," the 
  character 
  has 
  developed 
  a 
  chemical 
  dependency for the drug. 
   
  Chemical dependencies are fine (in most 
  cases) so long as the character keeps 
  getting more of the drug.  The problem 
  is that many drugs are VERY expensive, 
  and the distributors of drugs offer a 
  few doses at a low price to get a person 
  hooked, and then begin to jack that 
  price up.   
   
  When (not if) a character can no longer 
  get a supply of drugs, they begin to go 
  into withdrawal.  Generally, after 24 
  hours, a character loses one point of 
  Perception and one point of Agility.  
  They also lose their ability to heal 
  (see Healing, below).  After another 24 
  hours, 
  they 
  lose 
  two 
  points 
  of 
  Perception and Agility (for a total of 
  three points) and lose one point of 
  Strength and Endurance.  After another 
  24 hours, the character lapses into 
  unconsciousness.  They then must make an 
  Endurance check every hour (with their 
  modified Endurance).  If the character 
  has five successful checks in a row, 
  they 
  wake 
  up 
  and 
  have 
  shaken 
  the 
  addiction, but suffer a permanent loss 
  of one point of Endurance.  If the 
  character fails five checks in a row, he 
  or she dies.  Withdrawal can be an 
  agonizing time for the character and the 
  party, especially in the middle of an 
  adventure. 
   
  Healing 
   
  here 
  are 
  two 
  ways 
  to 
  heal 
  a 
  character: naturally, through time, 
  and quickly, through the use of 
  skills, chems, and clinics.  Characters 
  naturally heal a certain amount of hit 
  points 
  per 
  day 
  (see 
  Healing 
  Rate, 
  above).  When resting, they heal hit 
  points equal to their Healing Rate every 
  6 hours.  When active, they heal hit 
  points equal to their healing rate every 
  24 hours. 
   
  Some chems heal a character quickly.  A 
  character 
  should 
  beware, 
  however, 
  because some healing chems carry the 
  risk 
  of 
  addiction 
  with 
  them. 
   
  In 
  addition, doctors can patch up lost hit 
  points, but be prepared to pay. 
   
  The First Aid and Doctor skills offer 
  alternatives to the slow rate of healing 
  and high prices charged at clinics.  The 
  First Aid skill can only be used three 
  times in a 24 hour period, successfully 
  or not.  Each use of First Aid heals 
  1d10 hit points, if successful.  Each 
  use also takes 1d10 minutes to perform. 
   
  Doctor skill works in much the same way.  
  Doctor skill can heal 2d10 hit points if 
  successful, but can only be used twice 
  in the same day.  In addition, a 
  character can use the Doctor skill to 
  heal crippled limbs (See Crippled Limbs 
  D 
  T 
  
   
   
  43 
  and Blindness, above).  Using the Doctor 
  skill takes 1 hour. 
   
  If the First Aid or Doctor skills are 
  used in combat to attempt to revive a 
  fallen comrade (see Combat, above), that 
  use counts towards the total daily uses 
  of that skill. 
   
  Robot Healing 
   
  s noted above, robots do not heal 
  in 
  the 
  same 
  way 
  that 
  living 
  creatures do.  Healing chems have 
  no effect on them, and they do not heal 
  naturally.  In addition, the use of 
  First Aid and Doctor skills on a robot 
  is useless. 
   
  Robots can, however, recover lost hit 
  points 
  by 
  applying 
  the 
  Science 
  and 
  Repair skills in the same way that 
  flesh-and-blood creatures are healed by 
  First Aid and Doctor.  Science will heal 
  1d10 hit points in 1d10 minutes, and can 
  only be used on a robot 3 times in a 24 
  hour period.  The Repair skill can 
  repair a broken limb or destroyed sensor 
  array, or to recover 2d10 hit points, 
  but can only be used twice in a 24 hour 
  period and takes 1 hour to use.  Unless 
  the robot is blinded, it can perform 
  these healing operations on itself. 
   
  Death 
   
  h death, that unavoidable final 
  chapter 
  to 
  existence 
  on 
  Earth.  
  Death comes in many forms: old age, 
  car wrecks, and that random passing 
  asteroid.  In the Fallout universe, 
  however, characters face the possibility 
  of death every day.  That's what makes 
  it an exciting place, right?  Sometimes, 
  no matter how well a character plans, he 
  or she ends up dead.  Death is generally 
  a one-way street; dead characters cannot 
  come back to life.  When I included that 
  "generally," I intentionally left room 
  open for a myriad of possibilities.  
  After all, the wastes are a big, strange 
  place. 
   
  When a character dies, it is considered 
  customary to write "DEAD" in big, black 
  letters across their character sheet.  
  It may be prudent to have a couple of 
  level one characters ready to go in case 
  something like this happens.  Meeting a 
  new party member is only a random 
  encounter away. 
   
  Life in the Wastes 
   
  Trading and Barter 
   
  uch of the Fallout universe uses a 
  system of bartering due to the lack 
  of money backed by a bank.  Money 
  is 
  used 
  only 
  in 
  large 
  cities 
  and 
  casinos, 
  and 
  generally 
  consists 
  of 
  rudimentary gold coins for slot machines 
  and gambling.  Otherwise, bartering for 
  goods 
  is 
  done 
  on 
  a 
  value-per-value 
  system.  Notice that the items at the 
  end of this book have different values.  
  If a character wanted to buy a gun worth 
  1000, and had a pistol worth 600 and 
  some ammo worth 500, the merchant would 
  be glad to make the deal – the merchant 
  is getting the better part of the 
  bargain.  But the merchant might just 
  throw in that knife worth 100 to even 
  out the deal, or add 100 gold coins to 
  make things right. 
   
  Sounds easy, right?  Not really.  A 
  character's Barter skill influences what 
  he or she can buy something for, or get 
  for something.  Barter skill works like 
  this: the character compares his or her 
  Barter skill to the merchant's.  Whoever 
  has the higher Barter skill has the 
  advantage.  Take the higher skill number 
  and deduct the lower skill, and then add 
  that percentage to the value of all that 
  person's goods.  If the character has a 
  Barter skill of 50%, and is dealing with 
  a tribal leader whose Barter skill is 
  25%, the character's goods gain a 25% 
  value.  A knife worth 100 would then be 
  worth 125.  Of course, the GM could 
  roleplay 
  this 
  situation 
  without 
  all 
  these numbers for a more realistic game 
  experience. 
   
  Karma 
   
  s previously mentioned, Karma in 
  Fallout is a numerical measure of 
  how “good” or “evil” a person is.  
  Usually, the GM determines what actions 
  will earn or lose a character Karma 
  points, although adventures may outline 
  changes in Karma points for performing 
  specific 
  actions 
  or 
  quests. 
   
  Some 
  examples of actions that might earn or 
  lose a character Karma points are: 
   
  Help a person in trouble: +10 
  Attack an innocent person: -10 
  Kill an innocent person: -30 
  Steal from an honest merchant: -10 
  A 
  A 
  M 
  A 
  
   
   
  44 
  Steal from a crooked merchant: +5 
  Run over someone’s dog: -5 
  Kill a notorious bandit: +50 
  Join a notorious bandit: -40 
  Disable a ticking nuclear bomb: +100 
  Detonate a nuclear bomb: -500 
   
  And so on.  GMs are encouraged to be as 
  creative as they want when doling out 
  Karma points, but not to use them to 
  corral 
  adventurers 
  into 
  performing 
  certain actions.  Remember that evil 
  characters can have just as much fun as 
  good characters. 
   
  Karmic Perks 
   
  n the Fallout universe, certain 
  actions will earn the character 
  Karmic "Perks."  These perks can be 
  good or bad, depending on how you look 
  at them.  Below is a list of Karmic 
  Perks, with the actions required to earn 
  them (although most of them should be 
  obvious). 
   
  Berserker 
  This dubious title is bestowed upon a 
  character (or party) that manages to 
  take out an entire town of people.  If a 
  village or small town disappears or ends 
  up dead one day, someone is bound to 
  notice and search for clues.  For a 
  mercenary 
  looking 
  for 
  work 
  in 
  some 
  warlord's army, this may be just the 
  thing they want on their resume.  For a 
  person looking for honest work in a 
  small town, you can bet that the bullets 
  will be flying as soon as they aren't 
  looking.  Of course, taking out a city 
  of a million is damn near impossible (a 
  GM that would allow that ought to have 
  their head examined, in addition to the 
  combat taking over a year), but people 
  will still hear about the person who 
  exterminated a village of 100 tribals. 
   
  Childkiller 
  A character earns this perk after they 
  slay their first child.  Whether a 
  person is the purest good or the darkest 
  evil, they realize that children are the 
  most important thing in the wastes, as 
  they represent the final hope for human 
  survival.  Characters who kill children 
  are almost instantly recognized (word 
  manages to get out fast) and hated.  
  Storekeepers 
  won't 
  deal 
  with 
  Childkillers, and they can only find 
  solace in the most evil or insane of 
  places, because other people tend to 
  spit on them, throw things at them, or 
  attack them on sight. 
   
  Prizefighter 
  The 
  character 
  becomes 
  known 
  by 
  reputation as a boxer, and a good boxer 
  too.  After a certain number of wins in 
  the boxing ring, the character earns the 
  Prizefighter perk.  People who respect 
  boxers will treat the character better; 
  people who disdain boxing will treat the 
  character 
  will 
  a 
  little 
  contempt.  
  Prizefighters also gain a +20% bonus to 
  their Unarmed skill and Normal Damage 
  Resistance. 
   
  Slaver 
  A 
  character 
  earns 
  this 
  perk 
  after 
  voluntarily joining the Slaver's Guild.  
  Since the bombs fell, slavery has become 
  a 
  profitable 
  enterprise 
  in 
  lesser 
  civilized 
  (and 
  sometimes 
  the 
  "most 
  civilized") parts of the wastes.  In the 
  100 years since the War, a kind of 
  coalition grew among slavers.  They 
  identify themselves with a tattoo that 
  covers most of the face.  Of course, 
  that makes their profession obvious to 
  anyone looking at them.  Characters with 
  the Slaver tattoo will be treated well 
  by those who respect (and earn money 
  from) slavery, and hated by those who 
  refuse to partake. 
   
  Reading Books 
   
  espite 
  what 
  some 
  people 
  think, 
  learning in the wastes is not 
  entirely dead.  Occasionally, a 
  character 
  will 
  come 
  across 
  a 
  book.  
  Assuming the character knows how to 
  read, he or she can gain some knowledge 
  from reading the book.  Books always add 
  a certain number of skill points towards 
  a specific skill, both of which are 
  given in the book’s description.  For 
  more details on how many skill points it 
  takes to raise a skill by 1 percentage 
  point, see Advancement, below. 
   
  Opening and Breaking Down Doors 
   
  ometimes, a character will find 
  him-or-herself in a situation where 
  he or she needs to get through a 
  door but it is either jammed or locked.  
  If picking the lock doesn’t work (see 
  below), the character can attempt to 
  break the door down.   
   
  Doors 
  (and 
  other 
  items, 
  like 
  bookshelves, walls, etc.) have a certain 
  I 
  D 
  S 
  
   
   
  45 
  amount of hit points.  After beating on 
  it enough, or rigging it with enough 
  explosives, the door’s hit points will 
  be reduced to 0 and the door breaks 
  open. 
   
  Noticing, 
  Setting, 
  Disarming, 
  and 
  Setting Off Traps 
   
  raps are a basic part of life in 
  the wastes.  Tribals use them to 
  keep animals and raiders at bay, 
  evil genius’ use them to keep intrepid 
  adventurers out of their compounds, and 
  clever people can use them to get the 
  drop on an enemy. 
   
  When walking into an area with traps, 
  the GM should make a secret roll against 
  each character’s Perception statistic.  
  Those who succeed, notice the traps.  
  Those who don’t are going to run into 
  some problems. 
   
  Remember that the characters can only 
  see traps (or mines, see below) that are 
  within their line of sight.  If a 
  character 
  has 
  no 
  way 
  of 
  seeing 
  a 
  tripwire, the roll against Perception 
  isn’t going to matter.  However, if 
  another part of the trap’s mechanism is 
  visible, they character could detect the 
  trap from that.  For more information on 
  detecting mines, see Mines, below. 
   
  After a character has seen a trap, he or 
  she can attempt to disarm it.  This 
  requires another roll against the Traps 
  skill.  If the roll fails, then the trap 
  goes off in the character’s face.  It 
  takes approximately 1 round of combat 
  (10 seconds) to disarm a trap. 
   
  Wily characters can also use their Trap 
  skill to set a trap or a snare.  If they 
  are attempting to set up a complicated 
  mechanism, such as a needle-gun that 
  fires 
  when 
  someone 
  walks 
  across 
  a 
  pressure plate, they need a little bit 
  of time.  If it is a simple rope animal 
  trap, it shouldn’t take more than a few 
  minutes.  When setting a trap, the 
  character 
  must 
  have 
  the 
  proper 
  materials.  The GM can determine the 
  amount of time required to set a trap.  
  At the end of that time, the GM makes a 
  secret roll against Traps.  Success 
  means that the character has set the 
  trap correctly.  Failure means that the 
  character messed up somehow, and the 
  trap will either misfire or not go off 
  at all.  The character will always 
  assume he or she set the trap correctly. 
   
  If a character does not notice a trap 
  and walks into the area, he or she is 
  allowed to roll against Agility to avoid 
  setting it off.  The GM should not tell 
  the players why they are rolling, but a 
  clever player should catch on quickly 
  that something is amiss.  Unfortunately, 
  if a character fails the roll against 
  Agility, it means the trap was sprung 
  that that character and anyone else in 
  the trap’s range is subject to the 
  trap’s nasty effects, be that damage, 
  poison, or worse. 
   
  There are examples of some kinds of 
  traps in the Equipment section, below. 
   
  Setting and Disarming Explosives 
   
  xplosives are a lot like traps, 
  except that the use a timer and are 
  usually 
  much 
  more 
  destructive.  
  Setting explosives can be very useful: 
  you can open doors, destroy or heavily 
  damage vehicles, and even plant them on 
  unsuspecting people. 
   
  Setting an explosive device takes 1 
  round (10 seconds).  It requires a roll 
  against the Traps skill, made in secret 
  by the GM.  Before the roll is made, the 
  character should declare how he or she 
  is going to set the timer – in other 
  words, when they want the bomb to go 
  off. 
   
  Should 
  the 
  roll 
  fail, 
  the 
  explosives are still set, but will not 
  detonate when the character thinks they 
  will detonate.  It is up to the GM to 
  determine if the explosives are going to 
  go off early, late, or not at all.  If 
  the roll against Traps critically fails 
  - a roll of 98, 99, or 100 that results 
  in a failure – then the explosives go 
  off in the character’s face.  Oops. 
   
  Disarming explosives works the same way 
  that disarming a trap does.  It takes 10 
  seconds, but if the character fails, the 
  explosive doesn’t necessarily go off 
  right away.  Like setting an explosive, 
  only a critical failure – 98, 99, or 100 
  – will make the bomb explode.  A 
  disarmed explosive device can still be 
  used, if the character finds another 
  timer for it. 
   
  Characters who are hit by an explosive 
  device are going to take damage; there 
  T 
  E 
  
   
   
  46 
  is no roll against Agility to try to 
  move out of the way. 
   
  Detecting, Laying, and Disarming Mines 
   
  ines are a cowardly way to fight a 
  battle, 
  but 
  have 
  become 
  quite 
  common in the wastes both as a 
  weapon of fear and a practical way to 
  defend an area when manpower is low.  
  Detecting mines works in exactly the 
  same way as detecting a trap, except 
  that the character can only see mines in 
  a hex-radius equal to their Perception.  
  Once the GM makes a secret roll against 
  Perception, and the character succeeds, 
  they can only detect mines within their 
  range that are not obscured by anything.  
  Perceptive characters had better tell 
  their friends about mines as quickly as 
  possible. 
   
  Laying 
  mines 
  counts 
  as 
  setting 
  explosives, except that the mine has no 
  timer, and therefore will not go off 
  improperly – it just won’t function 
  correctly 
  (or 
  it 
  will 
  hurt 
  the 
  minelayer).  The same goes for disarming 
  mines – but the character needs to know 
  if a mine is there in the first place.  
  Unfortunately, unless a character is 
  looking for mines, that usually means 
  someone will have to walk over one 
  first.  A defused mine is useless and 
  cannot be reused. 
   
  When 
  a 
  mine 
  detonates, 
  it 
  damages 
  everything 
  in 
  a 
  certain 
  radius, 
  depending 
  on 
  the 
  device 
  (see 
  the 
  descriptions in the Equipment section, 
  below, for details).  In addition, any 
  other mine within the blast radius has a 
  80% chance of detonating, and any mine 
  within the concussion radius has a 40% 
  chance 
  of 
  detonating. 
   
  Intelligent 
  raiders have been known to rig elaborate 
  – and devastating - traps with mines. 
   
  Should a mine go off, anyone in the 
  blast radius is affected; there is no 
  roll against Agility to avoid damage. 
   
  Energy, Gas (Petrol), and Power 
   
  nergy weapons and most vehicles run 
  off of Energy Cells in the Fallout 
  universe.  There are two kinds of 
  cells: Small Energy Cells, which look a 
  little like tiny batteries, and Micro 
  Fusion Cells, which look like bigger 
  batteries.  Each cell holds a certain 
  amount of charges, and each weapon or 
  vehicle takes a certain amount of these 
  charges to recharge completely. 
   
  Thankfully, there are certain areas in 
  the wastes where characters can recharge 
  their Micro Fusion Cells (Small Energy 
  Cells are like alkaline batteries, and 
  cannot 
  recharge). 
   
  These 
  recharging 
  machines are extremely rare and are 
  often 
  only 
  found 
  in 
  old 
  military 
  installations.  The charger will only 
  work if it has power running to it, and 
  takes approximately 1 hour to recharge a 
  Micro Fusion Cell completely.  If the 
  recharger happens to be in the hands of 
  a person or organization, be prepared to 
  pay a lot for this service. 
   
  There are still a few rare vehicles and 
  pieces of equipment that run off of 
  gasoline (or petrol, to my European 
  readers).  Gasoline is one of the rarest 
  substances in the wastes, and can be 
  very difficult to come by.  There will 
  be stores in large cities that sell it, 
  but only in exchange for something very 
  valuable – like everything you own.  It 
  all depends on how badly you need that 
  go-juice. 
   
  Random Encounters 
   
  uch of the world has fallen into a 
  state of complete disrepair in the 
  years since the War, and safe 
  travel 
  is 
  never 
  guaranteed 
  in 
  the 
  wastes. 
   
  When 
  traveling 
  between 
  locations, there is a chance for random 
  encounters.  Random encounters can break 
  up the monotony of long travel, provide 
  combat and experience points (and, of 
  course, loot), and even serve as comic 
  relief.   
   
  The 
  specific 
  adventure 
  modules 
  will 
  instruct the GM on how often to roll for 
  an encounter, and what chance the party 
  has to meet one.  In general, random 
  encounters are usually terrain-specific; 
  a party isn’t going to meet a bunch of 
  desert lizards in the middle of a 
  jungle.   
   
  If 
  the 
  party 
  does 
  meet 
  a 
  random 
  encounter, then they have a chance to 
  avoid the encounter.  The “leader” of 
  the party – the character who is first 
  in marching order, or at the front of 
  the party – must make a roll against 
  Outdoorsman.  If the roll succeeds, the 
  character has spotted whatever the party 
  M 
  E 
  M 
  
   
   
  47 
  will encounter and can decide whether or 
  not to avoid it. 
   
  Parties that meet random encounters will 
  start 
  at 
  a 
  position 
  of 
  5 
  hexes 
  multiplied by the “leader’s” Perception 
  from the middle of the group the party 
  is encountering.  This means that if the 
  leader’s perception is 6, the party 
  starts 30 hexes from the center of the 
  encounter (the middle of a caravan, for 
  example).  If the group the party 
  encounters is big enough, this can still 
  plant them right in the middle of 
  everything.  Starting position in random 
  encounters doesn’t matter as much when 
  encountering peaceful things, but it 
  matters a lot if you wandered into a 
  radscorpion nest. 
   
  Some sample random encounters 
   
  A merchant caravan selling basic items. 
   
  A group of slavers on the way back from 
  a successful run. 
   
  A pack of wild wolves (or lizards, or 
  whatevers). 
   
  A crashed vehicle, with the pilots dead 
  behind the controls. 
   
  Some farmers trying to eke out a meager 
  life. 
   
  Another wandering party of adventurers. 
   
  Cowboys on a Brahmin drive. 
   
  A group of tribals out hunting. 
   
  The GM and the adventure writers are 
  encouraged 
  to 
  create 
  any 
  kind 
  of 
  encounter that will add the right flavor 
  to the adventure. 
   
  Detecting Sneaking Characters 
   
  ometimes, the party will have to 
  worry about enemies and critters 
  sneaking 
  up 
  on 
  them. 
   
  Each 
  character has a base chance equal to 8 
  times his or her Perception to detect a 
  sneaking 
  enemy. 
   
  Characters 
  with 
  5 
  Perception 
  have 
  a 
  40% 
  chance 
  of 
  detecting someone trying to get the drop 
  on them. 
   
  If the sneaker is concealed in partial 
  or semi-darkness, that chance drops to 5 
  times Perception.  If the sneaker is in 
  total darkness, the chance to detect a 
  sneaking 
  enemy 
  drops 
  to 
  2 
  times 
  Perception. 
   
  The GM should ask the characters to make 
  this roll at once, and only tell those 
  who succeed what is going on.  If no one 
  succeeds, 
  then 
  the 
  characters 
  may 
  realize something fishy is going on, but 
  won’t 
  know 
  what 
  that 
  something 
  is 
  exactly. 
   
  Swimming and Wading 
   
  t doesn’t happen very often, but 
  every now and then the party may 
  find itself neck-deep in the wet-
  stuff – literally.  Whether it’s because 
  their boat capsized or they are forced 
  to cross a large river or lake without a 
  floatation device, swimming is a fairly 
  simple concept.  Water presents some 
  problems, however.  The first is that 
  most things in the post-nuclear universe 
  aren’t 
  really 
  designed 
  to 
  float, 
  including weapons, armors, food, and 
  robots.  The second is that these things 
  can weigh a character down or sink him 
  in a matter of seconds. 
   
  A 
  character 
  can 
  safely 
  hold 
  approximately 10 lbs. X STR of weight 
  and safely stay afloat.  This includes 
  shoes and clothes.  In addition, the 
  character must have at least one hand 
  free.  If the character is encumbered 
  any more, he begins to sink along with 
  his precious gear. 
   
  Staying afloat requires Endurance checks 
  every 10 minutes.  Swimming requires an 
  Endurance check every minute.  Movement 
  in the water is restricted to one hex 
  for every 3 action points spent moving; 
  this applies to any amount of water 
  knee-deep or above.   
   
  The Art of the Thief 
   
  Sneaking 
   
  neaking around takes 
  a certain amount of 
  concentration, 
  planning, and luck.  When 
  a 
  character 
  wants 
  to 
  sneak, he or she should 
  announce 
  their 
  intentions. 
   
  The 
  Gamemaster 
  should 
  then 
  roll the character's sneak skill, and 
  S 
  I 
  S 
  
   
   
  48 
  re-roll every minute thereafter.  The 
  interesting thing about sneaking is that 
  the character always thinks he or she is 
  successful at it, whether or not they 
  truly are successful (more accurately, 
  the 
  character 
  hopes 
  that 
  they 
  are 
  successful).  Only the GM knows for sure 
  if the character is successfully keeping 
  to the shadows.  Sometimes a character 
  will be tipped off to an unsuccessful 
  sneak when an NPC gives them a funny 
  look and asks them what they are doing. 
  Things like amount of cover, light, and 
  Perception of people or critters around 
  the sneaker effect the chances to sneak, 
  at 
  the 
  Gamemaster's 
  discretion.  
  Characters who are sneaking successfully 
  get a +40% bonus to their Steal skill 
  while sneaking, and always get to attack 
  first in combat (and sometimes can avoid 
  combat by getting the drop on an enemy 
  and killing him outright).  Note that a 
  character cannot normally sneak and run 
  at the same time.  Also note that some 
  armors will greatly reduce a character’s 
  chances of sneaking around. 
   
  Stealing 
   
  umans have lived on the Earth for 
  about three million years.  For 
  290,000 of those years, we lived in 
  relative harmony, without war and crime.  
  About 10,000 years ago, someone got the 
  bright idea to begin taking food and 
  locking it up.  As soon as one human 
  began to deny other humans access to 
  things, the art of stealing was born.  
  In the Fallout universe, there are still 
  many people keeping things under lock 
  and 
  key. 
   
  Therefore, 
  it 
  sometimes 
  becomes necessary to relieve them of 
  their items.  Characters can attempt to 
  steal 
  from 
  anyone 
  or 
  anything 
  with 
  goods, from people to stores.  Sneaking 
  successfully can increase the chances 
  that a character successfully steals an 
  object.  If a character fails a roll to 
  steal, it isn't necessarily obvious.  
  The character still may get the item 
  (GM's discretion) but the target will 
  notice.  Whether or not the target rips 
  the character's throat out depends on 
  what kind of person they are.  If a 
  character fails the Steal roll, and 
  their target wants to initiate combat, 
  their 
  target 
  automatically 
  sequences 
  first in the opening round.  Note than 
  when the "target" is looking away (kind 
  of a "picking the pocket" sort of 
  crime), the success rate may increase. 
   
  Planting Items 
   
  t times, it becomes necessary for 
  the thief to plant an item on 
  another person or critter, or in a 
  bookshelf or cabinet.  Perhaps the thief 
  is carrying some incriminating evidence 
  and needs to get rid of it fast.  
  Perhaps the thief has just pulled the 
  pin out of a grenade and wants to slip 
  it in the pocket of an uncooperative 
  guard.  Either way, planting an item 
  works 
  in 
  exactly 
  the 
  same 
  way 
  as 
  stealing, except something goes from the 
  thief’s 
  possession 
  to 
  the 
  target’s 
  possession.  When the thief fails her 
  roll against Steal, it means that the 
  thief is caught; like Stealing (see 
  above), the target might not want the 
  thief to know that he or she is aware of 
  the plant.  The thief always assumes she 
  has succeeded, until the target gives 
  the reason to assume otherwise. 
   
  Picking Locks 
   
  enerally, 
  locks 
  exist 
  to 
  keep 
  people out of places (or in places, 
  in the case of a cage).  Characters 
  can make rolls to break through these 
  defenses, 
  from 
  simple 
  padlocks 
  on 
  lockers in high schools to top-notch 
  safes in corporate offices. 
   
  There are two types of locks: regular 
  and 
  electronic. 
   
  Electronic 
  locks 
  require either a key or an item called 
  an 
  electronic 
  lockpick. 
   
  Electronic 
  lockpicks are generally only available 
  from a Thief’s Guild or a very well-
  connected source.  Regular locks can be 
  picked 
  without 
  a 
  regular 
  lockpick, 
  although lockpicks can greatly enhance 
  the chances of cracking the lock.  The 
  chances of cracking a safe can be 
  increased with safe cracking tools. 
   
  Lockpicking takes 1 minute to attempt.  
  If the player rolls 95% or more, and 
  that roll results in a failure, then the 
  lock is broken and can only be opened 
  with explosives, which might result in 
  damaging whatever is on the other side 
  of the lock.  See Opening and Breaking 
  Down Doors, above. 
   
   
   
   
   
   
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  49 
  Advancement 
   
  fter killing enough critters and 
  doing enough tasks, characters will 
  advance in levels.  The table for 
  advancement is shown below.  
   
  Level   XP Required  
   
  1       0  
  2       1,000  
  3       3,000  
  4       6,000  
  5       10,000  
  6       15,000  
  7       21,000  
  8       28,000  
  9       36,000  
  10      45,000  
  11      55,000  
  12      66,000  
  13      78,000  
  14      91,000  
  15      105,000  
  16      120,000  
  17      136,000  
  18      153,000  
  19      171,000  
  20      190,000  
  21      210,000  
  22+     40,000 more XP per level  
   
  In addition, a character gets 3 + (1/2 
  EN, rounded down) to their maximum HP 
  total and 5 + (2 X IN) skill points to 
  distribute among their skills.  Note 
  that skills do not always increase at 
  the same rate.  The cost in points to 
  raise 
  a 
  particular 
  skill 
  by 
  one 
  percentage point is listed on the table 
  below.  See also Intelligence, above.  
   
  Skill Progression 
   
  Current % 
   
  Cost to Increase (SP) 
   
  1-100 
  1 
  101-125 
  2 
  126-150 
  3 
  151-175 
  4 
  176-200 
  5 
  201+  
   
   
   
  6 
   
  Advancement: Perks 
   
  very few levels, characters gain a 
  perk.  Perks represent knowledge 
  they've acquired traveling through 
  the wasteland.  Perks can affect stats, 
  skills, secondary stats, and sometimes 
  just do strange things.  Some will 
  require 
  a 
  creative 
  Gamemaster 
  to 
  implement.  Perks do have level and 
  statistic requirements at times.  Some 
  perks can be added more than once; they 
  have "ranks."  A perk with 2 ranks can 
  only be chosen twice.  A complete list 
  of perks is below.  Occasionally, there 
  are perks one can earn that are not on 
  this list.  These are special perks, and 
  should not be treated lightly!  Remember 
  that 
  robots 
  never 
  get 
  Perks, 
  even 
  special ones. 
   
  Action Boy (or Girl)  
  Your character knows how to make the 
  most out of every moment.  For each rank 
  of this perk, the character gets an 
  additional 
  Action 
  Point 
  each 
  combat 
  turn.  
  Ranks: 2  
  Requirements: Agility 5, Level 12  
   
  Adrenaline Rush  
  You have a fear of death that allows you 
  to fight harder when you are wounded.  
  When your character's HP drop below 50% 
  of their maximum, your character gains a 
  +1 Strength bonus, but cannot go above 
  the racial maximum.  
  Ranks: 1  
  Requirements: Strength 1-9, Level 6  
   
  Animal Friend  
  Your character spends a lot of time with 
  animals.  A LOT of time.  Animals will 
  not attack one of their friends, unless 
  the animal is threatened or attacked 
  first. 
  Ranks: 1  
  Requirements: 
  5 
  Intelligence, 
  25% 
  Outdoorsman, Level 9  
   
  Awareness  
  You know exactly what is going on in 
  combat.  This perk gives you more 
  information when you examine a critter.  
  You can see their exact number of hit 
  points and the weapon they are armed 
  with, if any.  
  Ranks: 1  
  Requirements: Perception 5, Level 3  
   
  Bend the Rules 
  With this perk, the next time your 
  character gets to choose a perk, they 
  can ignore all restrictions except for 
  race.  You rule! 
  Ranks: 1 
  Requirements: Luck 6, Level 16 
   
   
   
   
  A 
  E 
  
   
   
  50 
  Better Criticals  
  Your shots somehow hurt more than usual.  
  The critical hits you cause in combat 
  are more devastating.  When you do a 
  critical 
  hit 
  that 
  does 
  not 
  kill 
  outright, your hit does 150% normal 
  damage 
  (in 
  addition 
  to 
  any 
  damage 
  bonuses already gained).  In addition, 
  your chance to cause damage to a limb is 
  increased by 50%.  If you critically hit 
  for 40 points of damage, for instance, 
  you would instead deal a whopping 60 
  points.  OUCH!  Mutants cannot choose 
  this perk. 
  Ranks: 1  
  Requirements: 
  Perception 
  6, 
  Luck 
  6, 
  Agility 4, Level 9  
   
  Bluff Master 
  You are the king or queen of smooth 
  talking. 
   
  Whenever 
  you 
  are 
  caught 
  stealing, 
  your 
  character 
  can 
  automatically talk his or her way out of 
  the situation. 
  Ranks: 1 
  Requirements: Charisma 3, Level 8 
   
  Bone Head 
  You have a very thick skull, just like 
  your mother always told you.  With the 
  first rank of this perk, you get a 50% 
  chance 
  to 
  avoid 
  being 
  knocked 
  unconscious.  With the second rank, that 
  chance increases to 75%. 
  Ranks: 2 
  Requirements: Strength 7, Level 7 
   
  Bonsai 
  Through careful nurturing, you have a 
  small fruit tree growing out of your 
  head.  Now you have a steady supply of 
  fruit!  Only Ghouls can choose this 
  perk. 
  Ranks: 1 
  Requirements: Outdoorsman 50%, Science 
  40%, Level 12 
   
  Bonus HtH Attacks  
  Your character has watched Jackie Chan 
  and Bruce Lee and managed to learn a 
  thing or two.  Your character can make 
  more hand-to-hand or melee style attacks 
  per combat turn with this perk.  The AP 
  cost to use a HtH or Melee attack is 
  reduced by 1.  
  Ranks: 1  
  Requirements: Agility 6, Level 15  
   
  Bonus HtH Damage  
  You have learned a special technique to 
  deal more damage with your fists and 
  melee weapons.  Your character gains a 
  +2 bonus to Melee Damage for each level 
  of this perk.  
  Ranks: 3  
  Requirements: Agility 6, Strength 6, 
  Level 3  
   
  Bonus Move  
  You have learned to take longer strides 
  in combat.  For each level of this perk, 
  your character can move 2 more hexes in 
  combat.  The first two hexes a character 
  moves do no cost any APs.  
  Ranks: 2  
  Requirements: Agility 5, Level 6  
   
  Bonus Ranged Damage  
  You know just where to hit to make it 
  hurt 
  more. 
   
  Every 
  bullet 
  that 
  successfully hits the target does +2 
  damage for each rank of this perk.  
  Deathclaws and Dogs cannot choose this 
  perk. 
  Ranks: 2  
  Requirements: Agility 6, Luck 6, Level 6  
   
  Bonus Rate of Fire  
  Your trigger finger is a little faster 
  than normal.  Each ranged weapon attack 
  costs 
  one 
  less 
  AP 
  to 
  perform.  
  Deathclaws and Dogs cannot choose this 
  perk. 
  Ranks: 1  
  Requirements: Agility 7, Intelligence 6, 
  Perception 6, Level 15  
   
  Bracing 
  You know how to brace large weapons 
  while 
  you 
  are 
  standing. 
   
  When 
  applicable, you get a bonus for using a 
  tripod just by holding a weapon in your 
  hands. 
   
  Deathclaws 
  and 
  Dogs 
  cannot 
  choose this perk. 
  Ranks: 1 
  Requirements: Strength 7, Big Guns 80%, 
  Level 4. 
   
  Break the Rules 
  When you choose this perk, you may 
  choose any perk next time, regardless of 
  requirements or race. 
  Ranks: 1 
  Requirements: Luck 6, Level 20 
   
   
   
   
   
   
   
   
   
   
  
   
   
  51 
  Brown Noser 
  You’ve learned how to suck up to your 
  superiors.  You get +1 Charisma for 
  reaction 
  roles 
  when 
  dealing 
  with 
  authority figures for each rank of this 
  perk.  Dogs and Deathclaws cannot brown-
  nose. 
  Ranks: 2 
  Requirements: Charisma 5, Intelligence 
  6, Level 2 
   
  Brutish Hulk 
  With this perk, you gain double the 
  normal hit points when you go up a 
  level.  Only Deathclaws can choose this 
  perk. 
  Ranks: 1 
  Requirements: Strength 7, Endurance 5, 
  Level 8 
   
  Cancerous Growth 
  The radiation has mutated you so badly 
  that you thrive in the wastes.  You gain 
  a +2 bonus to your healing rate, and can 
  regenerate a crippled limb in 48 hours.  
  Only Ghouls can choose this perk. 
  Ranks: 1 
  Requirements: Strength < 7, Level 6 
   
  Cautious Nature  
  Your character has learned to be wary of 
  the world around him.  His Perception is 
  increased by +3 when determining where 
  he begins in random encounters.  
  Ranks: 1  
  Requirements: Perception 6, Level 3  
   
  Comprehension  
  Looks 
  like 
  all 
  those 
  study 
  skills 
  courses paid off.  With this perk, your 
  character gains 50% to the number of 
  skill 
  points 
  earned 
  when 
  reading 
  educational books.  Books that normally 
  give you 10 skill points now give you 
  15.  Dogs cannot choose this perk. 
  Ranks: 1  
  Requirements: Intelligence 6, Level 3  
   
  Crazy Bomber 
  Your luck with explosives is legendary.  
  Characters with this perk who fail to 
  set an explosive properly will know 
  immediately, and that explosive will not 
  go off or detonate – it will be reset, 
  so the Bomber can try again.  Dogs and 
  Deathclaws cannot choose this perk. 
  Ranks: 1 
  Requirements: Traps 60%, Intelligence 6, 
  Level 9. 
   
   
   
  Cult of Personality  
  Everybody 
  likes 
  your 
  character.  
  EVERYBODY. 
   
  Instead 
  of 
  getting 
  a 
  negative modifier for the "wrong" kind 
  of karma, you get a positive modifier.  
  Bad people like good characters, and 
  good people like bad characters.  Good 
  still likes good and bad still likes 
  bad.  Go figure.  
  Ranks: 1  
  Requirements: Charisma 10, Level 12  
   
  Death Sense 
  Your senses are very well developed.  
  You gain a +2 bonus to Perception in the 
  dark, and penalties for light levels are 
  reduced by 50%.  You also gain a 25% 
  bonus 
  to 
  detecting 
  enemies 
  who 
  are 
  sneaking around.  Only Deathclaws can 
  choose this perk. 
  Ranks:  
  Requirements: Intelligence 5, Level 4 
   
  Demolition Expert  
  Your character has learned how to handle 
  explosives like a pro.  For characters 
  that like to blow things up, there is 
  nothing 
  better 
  than 
  this 
  perk.  
  Explosives set by this character do 50% 
  more damage and will always detonate on 
  time.  Deathclaws and Dogs cannot choose 
  this perk. 
  Ranks: 1  
  Requirements: 
  Agility 
  4, 
  Traps 
  90%, 
  Level 9  
   
  Die Hard 
  You won’t go down without a fight!  When 
  your hit points drop below 20% of your 
  maximum, 
  you 
  get 
  an 
  additional 
  10% 
  Damage 
  Resistance 
  to 
  all 
  types 
  of 
  damage. 
  Ranks: 1 
  Requirements: First Aid 40%, Endurance 
  6, Level 2 
   
  Divine Favor 
  A higher power has taken a liking to 
  you.  Anytime a roll fails, you have the 
  option 
  of 
  re-rolling, 
  but 
  you 
  must 
  accept the results of the re-roll (you 
  cannot re-roll a re-roll).  You can only 
  invoke your higher power once in a 24-
  hour period. 
  Ranks: 1 
  Requirements: Charisma 8, Level 14 
   
  Dodger  
  Your character has developed into a 
  slippery little rat.  This perk will 
  lower your character's chances to be hit 
  
   
   
  52 
  in combat.  Armor class increases by +5 
  for each rank.  
  Ranks: 2  
  Requirements: Agility 6, Level 9  
   
  Driving 
  City 
  Style  
  Your 
  character has 
  picked 
  up 
  some 
  aggressive 
  driving 
  techniques.  
  She 
  gets 
  a 
  onetime 
  30% 
  bonus 
  to 
  Pilot skill, and any rolls against stats 
  made while behind the wheel get a +2 
  bonus. 
   
  Deathclaws 
  and 
  Dogs 
  cannot 
  choose this perk. 
  Ranks: 1  
  Requirements: Perception 6, Agility 5, 
  Level 9  
   
  Drunken Master 
  As a “child of the bottle,” you fight 
  better when you are drunk.  You receive 
  a 20% bonus to your Unarmed skill when 
  under the influence of alcohol. 
  Ranks: 1 
  Requirements: Unarmed 60%, Level 3 
   
  Earlier Sequence  
  Your character will be more likely to 
  move 
  before 
  other 
  characters 
  and 
  critters in combat with this perk.  Each 
  rank 
  of 
  this 
  perk 
  increases 
  a 
  character's Sequence by +2.  
  Ranks: 3  
  Requirements: Perception 6, Level 3  
   
  Educated  
  Every rank of this perk will add +2 
  skill points when your character gains a 
  level.  
  Ranks: 3  
  Requirements: Intelligence 6, Level 6 
   
  Empathy  
  You get a better idea of what to say to 
  an NPC with this perk.  The GM must warn 
  you when dialogue will be interpreted 
  the wrong way.  
  Ranks: 1  
  Requirements: Perception 7, Intelligence 
  5, Level 6  
   
  Explorer  
  This perk will make it more likely that 
  your character will find those strange 
  and interesting encounters and items.  
  It is up to the GM to decide what those 
  items and encounters are.  
  Ranks: 1  
  Requirements: Level 9  
   
  Faster Healing  
  Characters 
  with 
  faster 
  healing 
  just 
  plain heal faster.  For each rank of 
  this perk, your character gains a +2 to 
  the Healing Rate statistic.  
  Ranks: 3  
  Requirements: Endurance 6, Level 3  
   
  Flexible 
  Years of exercise have made you very 
  supple.  It only takes you 1 AP to 
  change your stance in combat. 
  Ranks: 1 
  Requirements: 
  Sneak 
  60%, 
  Agility 
  6, 
  Level 4 
   
  Flower Child 
  With this perk, you are much less likely 
  to be addicted to chems (50% less 
  likely, 
  actually) 
  and 
  suffer 
  ½ 
  the 
  withdrawal time as a normal person. 
  Ranks: 1 
  Requirements: 5 Endurance, Level 9 
   
  Fortune Finder  
  Random encounters yield more money.  Of 
  course, you have to take it off the 
  cold, dead bodies of your opponents.  
  How much money is up to the GM.  
  Ranks: 1  
  Requirements: Luck 8, Level 6  
   
  Gain Agility  
  Increases 
  your 
  Agility 
  by 
  +1 
  permanently.  
  Ranks: 1  
  Requirements: Agility below racial max, 
  Level 12  
   
  Gain Charisma  
  Increases 
  your 
  Charisma 
  by 
  +1 
  permanently.  
  Ranks: 1  
  Requirements: Charisma below racial max, 
  Level 12  
   
  Gain Endurance  
  Increases 
  your 
  Endurance 
  by 
  +1 
  permanently.  
  Ranks: 1  
  Requirements: 
  Endurance 
  below 
  racial 
  max, Level 12  
   
   
   
   
   
  
   
   
  53 
  Gain Intelligence  
  Increases 
  your 
  Intelligence 
  by 
  +1 
  permanently.  
  Ranks: 1  
  Requirements: Intelligence below racial 
  max, Level 12  
   
  Gain Luck  
  Increases your Luck by +1 permanently.  
  Ranks: 1  
  Requirements: Luck below racial max, 
  Level 12  
   
  Gain Perception  
  Increases 
  your 
  Perception 
  by 
  +1 
  permanently.  
  Ranks: 1  
  Requirements: Perception below racial 
  max, Level 12  
   
  Gain Strength 
  Increases 
  your 
  Strength 
  by 
  +1 
  permanently. 
  Ranks: 1 
  Requirements: Strength below racial max, 
  Level 12 
   
  Gambler  
  This perk adds a one-time +20% to the 
  Gambling skill.  
  Ranks: 1  
  Requirements: Gambling 50, Level 6  
   
  Ghost  
  In areas of darkness, or at night, 
  characters with this perk gain +20% to 
  their Sneak skill.  
  Ranks: 1  
  Requirements: Sneak 60%, Level 6  
   
  Gunner 
  You have become an expert at firing from 
  a moving vehicle.  You do not suffer the 
  normal 10% penalty when firing from a 
  vehicle in motion. 
  Ranks: 1 
  Requirements: Small Guns 40%, Agility 6, 
  Level 3 
   
  Harmless  
  Your character's innocent demeanor makes 
  stealing from people a little easier.  
  This perk grants a +20% bonus to Steal.  
  Deathclaws cannot choose this perk. 
  Ranks: 1  
  Requirements: Steal 50%, Karma > 49, 
  Level 6  
   
  Healer  
  Each rank of this perk will increase the 
  number of Hit Points healed by the use 
  of First Aid or Doctor skills by 4-10 
  points (1d6 +4).  The second rank adds 
  +8-20 (2 X (1d6 +4)).  
  Ranks: 2  
  Requirements: Perception 7, Agility 6, 
  Intelligence 5, First Aid 40%, Level 3  
   
  Heave Ho!  
  For purposes of determining the maximum 
  range of thrown weapons only, this perk 
  will increase Strength by +2 for each 
  rank.  
  Ranks: 3  
  Requirements: Level 6  
   
  Here and Now  
  With 
  this 
  perk, 
  your 
  character 
  immediately 
  gains 
  enough 
  experience 
  points to go up to the next level.  If a 
  character chose this perk at level 9, 
  they would gain enough experience points 
  to go to level 10, placing them at a 
  total of 45,001 experience points.  
  Ranks: 1  
  Requirements: Level 9  
   
  Hide of Scars 
  Your battle-weary flesh has hardened 
  into an armor of its own.  You gain +15% 
  to all resistances except for fire.  
  Only Deathclaws can choose this perk. 
  Ranks: 2 
  Requirements: Endurance 6, Level 10 
   
  Hit the Deck! 
  You react very quickly to the sound of 
  an explosive coming your way.  You only 
  take ½ damage from ranged explosive 
  weapons by increasing your Explosive DR 
  by 50%.  This includes damage from 
  concussion and shrapnel. 
  Ranks: 1 
  Requirements: Agility 6, Level 4 
   
  HtH Evade  
  If your character is not carrying any 
  weapons in either hand, at the end of a 
  combat 
  turn, 
  the 
  character 
  gains 
  3 
  points of AC instead of the normal 1 for 
  each unused Action Point.  
  Ranks: 1  
  Requirements: Unarmed 75%, Level 12  
   
  Kama Sutra Master  
  This perk confers great stamina and 
  skill when doing the dirty.  
  Ranks: 1  
  Requirements: Endurance 5, Agility 5, 
  Level 3  
   
   
   
   
  
   
   
  54 
  Karma Beacon  
  Your Karma ran over someone's Dogma.  
  Karma is doubled for the purposes of 
  reaction.  
  Ranks: 1  
  Requirements: Charisma 6, Level 9  
   
  Leadfoot 
  Your reflexes have developed to make you 
  a very fast driver.  Of course, that 
  doesn’t necessarily mean you are any 
  safer.  Characters with this perk can 
  make a vehicle go 25% faster than the 
  vehicle’s maximum speed. 
  Ranks: 1 
  Requirements: Pilot 60%, Perception 6, 
  Agility 6, Level 3 
   
  Leader 
  You 
  have 
  some 
  natural 
  leadership 
  abilities and have managed to cultivate 
  them.  Any party member within 10 hexes 
  of you gains +1 to their Agility, up to 
  their racial max, and +5 to their Armor 
  Class.  You do not get these benefits – 
  that’s the price of being a leader. 
  Ranks: 1 
  Requirements: Charisma 6, Level 4 
   
  Lifegiver  
  Every time your character gains a level, 
  he or she gains an additional 4 HP for 
  each level of this perk.  With two 
  ranks, that's +8 HP per level!  
  Ranks: 2  
  Requirements: Endurance 4, Level 12  
   
  Light Step  
  Characters with this perk are much less 
  likely to set off traps.  For purposes 
  of triggering a trap, they gain a +4 
  bonus to Agility.  
  Ranks: 1  
  Requirements: Agility 5, Luck 5, Level 9  
   
  Living Anatomy  
  This perk confers a +10% bonus to 
  Doctor.  Since characters with this perk 
  have greater knowledge of anatomy, they 
  also do +5 points of damage with every 
  attack to living creatures.  
  Ranks: 1  
  Requirements: Doctor 60%, Level 12  
   
   
   
   
   
   
   
   
   
  Loner 
  You always were a little different, but 
  now you’ve learned how to use those 
  differences 
  to 
  your 
  advantage.  
  Characters with this perk gain +10% to 
  all skill rolls when at least 10 hexes 
  away from all of the other members of 
  the party. 
  Ranks: 1 
  Requirements: Outdoorsman 50%, Charisma 
  < 5, Level 4 
   
  Master Thief  
  This perk gives a one-time bonus of 15 
  points to both the Lockpick and Steal 
  skills.  Deathclaws and Dogs cannot 
  choose this perk. 
  Ranks: 1  
  Requirements: Lockpick 50%, Steal 50%, 
  Level 12  
   
  Master Trader  
  This perk confers a one-time 30% bonus 
  to your Barter skill.  Deathclaws and 
  Dogs cannot choose this perk. 
  Ranks: 1  
  Requirements: Charisma 7, Barter 60%, 
  Level 9  
   
  Medic  
  This perk gives a one-time bonus of 10% 
  to First Aid and Doctor.  
  Ranks: 1  
  Requirements: First Aid OR Doctor 40%, 
  Level 12  
   
  Mental Block 
  Mental Block is the ability to tune out 
  any outside mental interference.  You 
  must have learned this talent from a 
  passing guru, or from a really late 
  night at the bar.  For purposes of 
  determining range in combat AND finding 
  traps ONLY, your character’s Perception 
  is raised by 1, up to the racial 
  maximum. 
  Ranks: 1  
  Requirements: Level 15 
   
  More Criticals  
  Characters with this perk cause more 
  critical hits in combat.  Each rank adds 
  +5% to the Critical Chance statistic.  
  Mutants cannot choose this perk. 
  Ranks: 3  
  Requirements: Luck 6, Level 6  
   
   
   
   
   
   
  
   
   
  55 
  Mr. (or Ms.) Fixit  
  This perk gives a one-time bonus of 10% 
  to both the Repair and Science skills.  
  Deathclaws and Dogs cannot choose this 
  perk. 
  Ranks: 1  
  Requirements: Repair 40% OR Science 40%, 
  Level 12  
   
  Mutate!  
  Picking this perk will also make you 
  select one of your current Traits to 
  remove.  You then get a chance to pick 
  another Trait.  Weird, eh?  
  Ranks: 1  
  Requirements: Level 9  
   
  Mysterious Stranger  
  When you select this perk, there is a 
  chance (30% + (2 X LK)) that your 
  character will gain a temporary ally, 
  but only in random encounters.  The GM 
  will choose that ally.  
  Ranks: 1  
  Requirements: Luck 4, Level 9  
   
  Negotiator  
  This perk gives a one-time bonus of 10% 
  to Speech and Barter.  Deathclaws and 
  Dogs cannot choose this perk. 
  Ranks: 1  
  Requirements: Barter 50%, Speech 50%, 
  Level 6 
   
  Night Vision  
  Your 
  character 
  can 
  see 
  better 
  in 
  darkness when you select this perk.  
  Negative modifiers for dark conditions 
  are reduced by 50%.  Must be all the 
  carrots you ate..  
  Ranks: 1  
  Requirements: Perception 6, Level 3  
   
  Pack Rat  
  Each rank of this Perk adds +10 lbs. to 
  your character's Carry Weight statistic.  
  Ranks: 2  
  Requirements: Level 6  
   
  Pathfinder  
  This perk reduces travel time by 25%.  
  You just have a knack for finding those 
  old trails and roads.  
  Ranks: 1  
  Requirements: Endurance 6, Outdoorsman 
  60%, Level 6  
   
  Pickpocket  
  Characters with this perk gain a 25% 
  bonus to their Steal skill for the 
  purposes 
  of 
  stealing 
  from 
  other 
  characters or NPCs.  Deathclaws and Dogs 
  cannot choose this perk. 
  Ranks: 1  
  Requirements: 
  Agility 
  8, 
  Steal 
  80%, 
  Level 15  
   
  Presence  
  You gain a +1 bonus to your Charisma for 
  reaction rolls for each rank of this 
  perk.  
  Ranks: 3  
  Requirements: Charisma 6, Level 6  
   
  Psychotic 
  Your body has adapted to the use of the 
  stimulant Psycho.  Positive effects of 
  Psycho are doubled, and the addiction 
  rate for this drug is halved.  Only 
  mutants and half-mutants can choose this 
  perk. 
  Ranks: 1 
  Requirements: Endurance 5, Level 8 
   
  Pyromaniac  
  This perk will make your character do 
  horrible things with fire - to other 
  people.  He or she does +5 points of 
  damage with fire-based weapons such as 
  flamethrowers, 
  molotov 
  cocktails, 
  napalm, and so forth.  
  Ranks: 1  
  Requirements: Big Guns 75%, Level 9  
   
  Quick Pockets  
  It only takes two action points instead 
  of four to swap equipment in combat.  
  Ranks: 1  
  Requirements: Agility 5, Level 3  
   
  Quick Recovery  
  It only costs you one AP to stand up 
  after being knocked down.  
  Ranks: 1  
  Requirements: Agility 5, Level 6  
   
  Rad Child 
  You do not take damage from radiation – 
  in fact, it heals you.  You gain an 
  extra +5 to your Healing Rate when in a 
  source of radiation that gives out 10 or 
  more rads an hour.  Only Ghouls can 
  choose this perk. 
  Ranks: 1 
  Requirements: Endurance 6, Level 3 
   
  Rad Resistance  
  Each rank of this perk increases the 
  Radiation Resistance of your character 
  by 15%.  
  Ranks: 2  
  Requirements: Endurance 6, Intelligence 
  4, Level 6  
  
   
   
  56 
  Ranger  
  This perk adds +15% to Outdoorsman.  It 
  also 
  makes 
  finding 
  those 
  special 
  encounters and items a little easier.  
  Ranks: 1  
  Requirements: Perception 6, Level 6  
   
  Road Warrior 
  Mad Max doesn’t have a thing on you.  
  You have learned how to drive and shoot 
  at the same time.  You do not suffer any 
  penalties 
  when 
  driving 
  vehicles 
  and 
  making 
  attacks 
  at 
  the 
  same 
  time.  
  Deathclaws and Dogs cannot choose this 
  perk. 
  Ranks: 1 
  Requirements: Pilot 60%, Intelligence 6, 
  Level 12 
   
  Salesman  
  Your character becomes a 
  better salesman with this 
  perk.  +20% to the Barter 
  skill.  Deathclaws and 
  Dogs cannot be salesmen. 
  Ranks: 1  
  Requirements: Barter 50%, 
  Level 6  
   
  Scout  
  Your character can see further in the 
  wilderness.  Maps are easier to read.  
  It is up to the GM to determine exactly 
  how this works.  Special encounters and 
  items are a little easier to find with 
  this skill as well.  
  Ranks: 1  
  Requirements: Perception 7, Level 3  
   
  Scrounger 
  You can find more ammo than the normal 
  post-nuclear survivor.  You always find 
  double the normal ammunition in random 
  encounters. 
  Ranks: 1 
  Requirements: Luck 8, Level 9 
   
  Sharpshooter  
  With each rank of this perk, Perception 
  increases by +2 for the purposes of 
  determining the modifiers for range in 
  combat.  
  Ranks: 1  
  Requirements: Perception 7, Intelligence 
  6, Level 9  
   
   
   
   
   
   
   
  Silent Death  
  While sneaking successfully, characters 
  with this perk do double damage using 
  HtH or melee attacks if they can hit 
  their opponent in the back (backstab!)  
  Ranks: 1  
  Requirements: Agility 10, Sneak 80%, 
  Unarmed 80%, Level 18  
   
  Silent Running  
  This perk allows characters to run and 
  sneak at the same time.  
  Ranks: 1  
  Requirements: 
  Agility 
  6, 
  Sneak 
  50%, 
  Level 6  
   
  Slayer  
  The slayer walks the earth!  In HtH or 
  melee combat, characters with this Perk 
  do a critical hit with a successful roll 
  against Luck!  
  Ranks: 1  
  Requirements: Agility 8, Strength 8, 
  Unarmed 80%, Level 24  
   
  Smooth Talker  
  Each rank of this perk will increase 
  your 
  Intelligence 
  by 
  +1 
  for 
  rolls 
  against that Stat when attempting to 
  smooth-talk NPCs.  Dogs cannot choose 
  this perk, since dogs cannot talk. 
  Ranks: 3  
  Requirements: Intelligence 4, Level 3  
   
  Snakeater  
  This 
  perk 
  adds 
  +25% 
  to 
  Poison 
  Resistance.  
  Ranks: 1  
  Requirements: Endurance 3, Level 6  
   
  Sniper  
  When 
  using 
  a 
  ranged 
  weapon, 
  your 
  character will do a critical hit with 
  successful roll against Luck and this 
  perk.  Deathclaws and Dogs cannot choose 
  this perk.  
  Ranks: 1  
  Requirements: Agility 8, Perception 8, 
  Small Guns 80%, Level 24  
   
  Speaker  
  This perk gives a one-time bonus of 20% 
  to the Speech skill.  Deathclaws and 
  Dogs cannot choose this perk. 
  Ranks: 1  
  Requirements: Speech 50%, Level 9  
   
   
   
   
   
   
  
   
   
  57 
  Stat! 
  You can heal people must faster than the 
  usual wasteland doctor in combat.  When 
  attempting to help a fallen comrade, it 
  only takes 5 APs to use your skill. 
  Ranks: 1 
  Requirements: First Aid 75%, Doctor 50%, 
  Agility 6, Level 3 
   
  Steady Arm 
  Due to your massive size, burst attacks 
  cost 1 less AP.  Only mutants can choose 
  this perk. 
  Ranks: 1 
  Requirements: Strength 6, Level 4 
   
  Stonewall  
  If your character is about to be knocked 
  down in combat, he can roll a percentile 
  dice and has a 50% chance to avoid that 
  fate.  
  Ranks: 1  
  Requirements: Strength 6, Level 3  
   
  Strong Back  
  Each Rank of this perk increases Carry 
  Weight by 50 lbs.  
  Ranks: 2  
  Requirements: Strength 6, Endurance 6, 
  Level 3  
   
  Stunt Devil 
  You know how to bounce when you hit the 
  ground!  You take 25% less damage from 
  falling and from vehicle wrecks.  In 
  addition, you get a 10% bonus to your 
  Pilot skill.  Alas, there are no stunt 
  dogs in the Fallout universe. 
  Ranks: 2 
  Requirements: Strength 6, Endurance 6, 
  Agility 6, Level 6 
   
  Survivalist  
  Gain a +25% bonus to the Outdoorsman 
  skill with this perk.  
  Ranks: 3  
  Requirements: Endurance 6, Intelligence 
  6, Outdoorsman 40%, Level 3  
   
  Swift Learner  
  Each 
  rank 
  of 
  this 
  perk 
  adds 
  an 
  additional 
  5% 
  (round 
  up) 
  to 
  your 
  character's experience points when he 
  earns 
  them. 
   
  For 
  example, 
  Jack's 
  character Garfield kills a Rad Rat (50 
  XP).  He would earn 53 XP instead of the 
  normal 50 at the first rank of this 
  perk.  
  Ranks: 3  
  Requirements: Intelligence 4, Level 3  
   
   
  Tag!  
  Pick an additional Tag Skill.  
  Ranks: 1  
  Requirements: Level 12  
   
  Talon of Fear 
  Venom has seeped into your claws.  All 
  of your unarmed attacks carry a Type B 
  poison.  Only Deathclaws can choose this 
  perk. 
  Ranks: 1 
  Requirements: Unarmed 60%, Strength 6, 
  Level 12 
   
  Team Player 
  You have learned the basic skills of 
  teamwork and sharing.  Good for you!  
  Whenever all members of the party are 
  within 10 hexes of your character, he or 
  she gains +10% to all skills. 
  Ranks: 1 
  Requirements: Charisma 4, Level 12 
   
  Thief  
  This perk confers a one-time bonus of 
  +10% to Sneak, Lockpick, Steal, and 
  Traps. 
   
  Dogs 
  and 
  Deathclaws 
  cannot 
  choose this perk. 
  Ranks: 1   
  Requirements: Level 3  
   
  Tough Hide 
  Exposure to radiation and the harsh 
  wastes has hardened you against the 
  elements.  You gain +15 to your Armor 
  Class 
  and 
  a 
  +10% 
  bonus 
  to 
  all 
  resistances.  Only mutants can choose 
  this perk. 
  Ranks: 2 
  Requirements: Endurance < 8, Level 12 
   
  Toughness 
  This perk confers a +10% to Damage 
  Resistance to all types of damage. 
  Ranks: 1 
  Requirements: Endurance 6, Luck 6, Level 
  3 
   
  Tunnel Rat 
  You crawl like a baby.  Well, you crawl 
  like a very fast baby.  You can move at 
  your normal rate (1 AP per hex) while 
  crouching or prone. 
  Ranks: 1 
  Requirements: 
  Sneak 
  60%, 
  Agility 
  6, 
  Level 4 
   
  Way of the Fruit 
  You have learned about the mystical 
  healing effects of eating fruit.  For 24 
  hours after eating a piece of fruit, 
  your character gains +1 to Perception 
  
   
   
  58 
  and Agility.  Deathclaws and Dogs cannot 
  grasp the mysteries of the fruit. 
  Ranks: 1 
  Requirements: Charisma 6, Level 6 
   
  Weapon Handling  
  This perk adds +3 Strength for the 
  purposes of strength requirements for 
  handling and firing weapons.  
  Ranks: 1  
  Requirements: Agility 5, Level 12 
   
  Part 
  IV: 
  The 
  Fallout 
  Universe 
  (Post-Nuclear 
  United States: The Rough 
  Guide) 
   
  his section offers a travel guide 
  to the "canon" Fallout universe; 
  that is, the one that fans of the 
  game will recognize.  Also included is 
  information from Fallout's predecessor, 
  Wasteland, which seamlessly fits into 
  the Fallout world. 
   
  Some Common Things in the 
  Fallout Universe 
   
  his 
  is 
  a 
  guide 
  to 
  some 
  organizations and things travelers 
  in the wastes may come across.  
  Many of these are staples of the post-
  nuclear environment. 
   
  The Brotherhood of Steel - A quasi-
  religious, quasi-political group, the 
  Brotherhood of Steel is an organization 
  spanning most of the western United 
  States 
  and 
  is 
  currently 
  pushing 
  eastward.  The Brotherhood is dedicated 
  to preserving technology no matter what 
  the cost.  There are many different 
  ranks within the Brotherhood, and three 
  separate “classes”: warriors, scribes, 
  and 
  elders. 
   
  Unlike 
  the 
  chivalrous 
  knights 
  of 
  old, 
  members 
  of 
  the 
  Brotherhood 
  are 
  not 
  interested 
  in 
  justice for the obviously weaker and 
  less fortunate around them, but instead 
  in keeping their secrecy and preserving 
  and 
  developing 
  technology. 
   
  Their 
  motives 
  are 
  often 
  unclear, 
  and 
  Brotherhood members are not people to be 
  trifled with.  It is safe to say, 
  however, that if a group of Brotherhood 
  knights appears to be helping some less 
  fortunate people, their motives are not 
  altruistic.  If you encounter one in the 
  wastes, they are most likely on some 
  kind of mission. 
   
  The Church of the Mushroom Cloud - A 
  cataclysmic event like the War is the 
  kind of occurrence that inspires people 
  to find faith, and the Church of the 
  Mushroom cloud grew to meet that need.  
  Filled with strange religious practices, 
  including radiation baths and bleeding 
  rituals, the Church has become quite 
  popular in and around Las Vegas, where 
  it is based.  It isn't clear what the 
  Church's 
  motives 
  are, 
  or 
  if 
  its 
  popularity 
  is 
  based 
  on 
  "aggressive" 
  methods of conversion, but it is a 
  rapidly growing organization, and one 
  that gains power and influence with each 
  month. 
   
  The Desert Rangers - When the bombs went 
  off, a group of Army rangers on a 
  routine training exercise in the south 
  Nevada desert managed to take over a 
  prison and throw out "uncooperative" 
  inmates.  The rangers, and the inmates 
  that stayed, survived the nuclear winter 
  and built an organization designed to 
  restore law and order to the shattered 
  world.  Self-proclaimed protectors of 
  the innocent and weak, Rangers go around 
  trying to restore a little law and order 
  to the largely lawless wastes.  They 
  don't have much influence, but small 
  groups of them have been known to affect 
  large changes on towns. 
   
  The Guardians - Another quasi-religious 
  group is the Guardians.  They operate 
  Citadels, often converted prisons or 
  military 
  installations, 
  and 
  horde 
  technology 
  for 
  themselves. 
   
  Less 
  organized than the Brotherhood of Steel, 
  they live a monk-like existence (and 
  even call each other Sister, Brother, 
  Father, etc.) and limit contact with 
  outsiders.  In fact, anyone attempting 
  to enter one of their citadels is 
  usually fired upon.  The Guardians are 
  the makers of the awesome Proton Axe, a 
  fearsome weapon that rivals anything the 
  Brotherhood has produced.  Not much else 
  is known about the Guardians, except 
  that they loathe the order of the old 
  America almost as much as the disorder 
  of the new. 
   
  The 
  New 
  California 
  Republic 
  - 
  The 
  Republic, or NCR as it is widely known, 
  is a strange mix of pre-War democracy 
  and post-War dictatorship.  Begun in the 
  town of Shady Sands, now the capital 
  T 
  T 
  
   
   
  59 
  (although 
  the 
  city 
  itself 
  is 
  often 
  referred to as the NCR), the Republic 
  covers most of Southern California and 
  some settlements in far west Nevada.  
  Cities and towns send delegates to Shady 
  Sands, which boasts an impressive post-
  War capitol building, and a president is 
  elected from among the delegates.  So 
  far, all of the presidents have come 
  from Shady Sands, the city with the 
  greatest number of delegates, as it is 
  the most populous.  To become a citizen 
  of the NCR, a person must agree to 
  follow their rules, most of which are 
  enforced by the huge NCR police force.  
  Mutants and ghouls are not permitted the 
  same membership privileges as humans.  
  Slavery is forbidden in the NCR, and 
  members of the slave guild are thrown in 
  jail 
  on 
  sight. 
   
  In 
  addition, 
  the 
  government controls what weapons the 
  citizens have access to, and it is 
  illegal to brandish weapons inside city 
  limits.  Gambling and prostitution are 
  also illegal in the NCR.  The Republic 
  grants a city membership - and, by 
  extension, 
  the 
  presence 
  of 
  the 
  NCR 
  police and protection - in exchange for 
  tax profits and control over trade.  The 
  NCR has been known to bully cities into 
  joining, 
  especially 
  when 
  that 
  city 
  trades in something that the NCR needs, 
  although such bullying is usually done 
  with embargos, not guns. 
   
  Police - Each town maintains its own 
  police 
  force, 
  usually 
  headed 
  by 
  an 
  elected Sheriff, to enforce its laws.  
  Larger 
  groups 
  use 
  organized 
  police 
  militia forces, who often are above the 
  law in their enforcement of it.  Due 
  process and fair trials are things of 
  the past; more often than not, justice 
  is fast and deadly, or at least painful.  
  Smaller town police tend to be more 
  willing to listen to both sides of an 
  argument, and will be more likely to 
  throw a criminal out of town rather than 
  jail or execute them, although they 
  often listen to the desires of the 
  townspeople 
  regarding 
  these 
  matters.  
  Members of larger police forces tend to 
  be more corrupt, and can often be 
  bribed.  Be warned that bribing police 
  officials 
  can 
  result 
  in 
  greater 
  penalties if unsuccessful. 
   
  Raiders - Raiders are tribes of people 
  that steal what they need from other 
  communities.  They usually do not have 
  villages, 
  but 
  semi-permanent 
  encampments, often in the ruins of small 
  towns.  Children and older members of 
  the community will engage in some small-
  scale agriculture, but Raiders mostly 
  survive on what they can steal from 
  villages, merchant caravans, and other 
  Raiders.  Usually, they prefer to strike 
  and fade quickly, not so much interested 
  in killing but immobilizing and taking 
  what they want before the guards come.  
  Generally considered a nuisance in most 
  areas, but larger "kingdoms" may have 
  sent police after Raiders in their area, 
  eliminating the threat to trade and 
  profit. 
   
  The Slave Guild - Slavery is a lucrative 
  business 
  in 
  the 
  post-War 
  world.  
  Although 
  many 
  larger 
  pockets 
  of 
  civilization 
  have 
  outlawed 
  slavery, 
  smaller dictators allow the purchase and 
  sale of other human beings.  Slavery 
  also happens to be one of the most 
  controlled 
  businesses 
  in 
  the 
  post-
  nuclear world.  All slave trade is done 
  through the Slave Guild, a collection of 
  older slavers who decide prices and 
  organize capture hunts.  Anyone caught 
  capturing or selling slaves without the 
  blessing of the slave guild is usually 
  executed.  Since the Guild holds so much 
  power, it often controls smaller towns 
  were it operates, although from behind 
  the scenes.  Members of the Slave Guild 
  have a distinctive tattoo covering most 
  of 
  their 
  face, 
  making 
  them 
  readily 
  identifiable to both friend and foe, 
  allowing 
  the 
  guild 
  to 
  make 
  fast 
  judgments when someone without "the tat" 
  has a tribal up on the auction block. 
   
  Tribes - Where Raiders are more nomadic, 
  some groups have settled into a simple, 
  agricultural lifestyle, forming small 
  villages.  Some of these are little more 
  than tents, others are large communities 
  in ruins of towns.  "Tribals" often have 
  sophisticated - and unique - belief 
  systems, and no two tribes are going to 
  be alike.  They have managed to find 
  ways to make artifacts from before the 
  War useful.  Tribals are not necessarily 
  interested in rebuilding civilization, 
  which many view as the cause of the 
  destruction (if, indeed, they remember 
  pre-War civilization at all), and are 
  wary of larger groups of people and 
  cities.  In turn, city dwellers view 
  Tribals as primitive savages. 
   
  Vaults - Before the War, a company 
  called 
  Vault-Tec 
  built 
  a 
  series 
  of 
  enormous underground facilities for the 
  
   
   
  60 
  US Government designed to keep people 
  safe from disaster.  They financed this 
  project by selling places in the Vaults 
  to 
  people 
  who 
  could 
  afford 
  them.  
  Although they never expected to use the 
  Vaults, many people managed to find 
  their way into them before the bombs 
  hit.  Vaults are three-story underground 
  structures deep inside of mountains, 
  where they are shielded from the effects 
  of 
  radiation, 
  disease, 
  and 
  other 
  catastrophes.  They were designed to run 
  for as long as necessary to keep people 
  alive, using hydroponics technology and 
  water-recycling.  Many stayed sealed for 
  80 or 100 years.  Vaults were equipped 
  with sensor devices to monitor outside 
  conditions, and had computers with vast 
  amounts of pre-War data.  In addition, 
  they were well stocked with weapons and 
  other important tools.  Vaults were 
  equipped 
  with 
  an 
  item 
  called 
  the 
  G.E.C.K., the Garden of Eden Creation 
  Kit, a device that was designed to help 
  the inhabitants built a new life once it 
  was safe to return aboveground.  Some 
  Vaults were destroyed by earthquakes, 
  Raiders, or other disasters, but a few 
  of them managed to survive, technology - 
  and people - intact. 
   
  Places to Visit 
   
  ost of the known Fallout universe 
  is in the California - Nevada area.  
  Our little tour begins with the 
  ruins of LA.  A full-page version of 
  this map is available in Appendix A. 
   
  Los Angeles, or the LA Boneyard - Called 
  the Boneyard because of the skeletal 
  skyscrapers still standing in the ruins 
  of this once huge city, Los Angeles 
  houses gunrunners, gangs, and various 
  people with delusions of grandeur.  The 
  largest concentration of people live in 
  a "suburb" called Adytum, controlled by 
  a police force called The Regulators.  
  Some 
  parts 
  of 
  the 
  Boneyard 
  are 
  controlled by deathclaws, an intelligent 
  species of giant mutant lizard.  All 
  told, perhaps 30,000 people call the 
  Boneyard home, including a religious 
  sect called the Followers, who live in 
  the ruins of the main branch of the Los 
  Angeles Public Library.  The radioactive 
  ruins of a cathedral constructed by a 
  group called the Children of the Master 
  after the war, a cathedral destroyed by 
  a certain adventurer, lie south of town.  
  In general, radiation levels are low 
  here, except around the cathedral ruins, 
  where it can get quite high.  The 
  Boneyard is an official member of the 
  New California Republic, but police have 
  been 
  unsuccessful 
  in 
  stopping 
  gang 
  warfare and deathclaw threats, partially 
  because the population is spread over 
  such a large area. 
   
  The Glow - East of LA is an area called 
  The Glow.  Apparently, this place was 
  important enough to nuke so that people 
  150 years later wouldn't be able to walk 
  there.  Although innocent enough by day, 
  at night The Glow turns into an amazing 
  sight visible for miles.  Of course, 
  getting too close to The Glow will cause 
  you to glow too!  The Glow is located in 
  the vicinity of the old Edwards Air 
  Force Base, and it is rumored that there 
  was a Vault built somewhere nearby.  
  Radiation levels are at or near Ground 
  Zero (this WAS ground zero!) 
   
  The Hub - The Hub is a large community 
  of traders, barterers, gamblers, and 
  other interesting scum.  Built on the 
  ruins of Barstow, California, in the 
  middle of the Mojave desert, The Hub is 
  a stopoff point for caravans north to 
  Shady 
  Sands 
  and 
  the 
  New 
  California 
  Republic, east to Las Vegas, and south 
  to the Boneyard.  At any time there are 
  around 3,000 to 3,500 people in The Hub.  
  Police presence in The Hub isn't strong, 
  and the wide variety of people passing 
  through ensures that there is always 
  something 
  interesting 
  going 
  on.  
  Radiation levels are low in this area.  
  The 
  Hub 
  is 
  a 
  member 
  of 
  the 
  New 
  California Republic. 
   
  Necropolis - This Greek word meaning 
  "City of the Dead" refers to this 
  strangely silent ghost town.  Most of 
  the buildings are intact, but travelers 
  report that no one seems to live there, 
  M 
  
   
   
  61 
  and people who arrive to settle it 
  either end up with radiation sickness or 
  simply disappear.  The truth of the 
  matter involves a large population of 
  ghouls 
  beneath 
  the 
  city's 
  streets.  
  Necropolis is east of the Hub, about 
  halfway between The Hub and Las Vegas.  
  Merchants 
  usually 
  avoid 
  Necropolis 
  altogether, or plan their trips so that 
  they pass it during the daylight hours, 
  as it has a bad reputation.  The ghouls 
  are intensely afraid of outsiders, and 
  prefer guerilla tactics to keep their 
  city safe.  There may be as many as 
  5,000 ghouls living beneath Necropolis.  
  There are unsubstantiated rumors that 
  the Master and his minions wiped out the 
  ghoul population, but caravans traveling 
  through the area still avoid Necropolis 
  and tell stories of ghost-like humans in 
  tattered clothes.  Radiation levels in 
  Necropolis are higher than the rest of 
  the area, as a bomb exploded at Fort 
  Irwin not far north, and the radiation 
  infected the groundwater. 
   
  Junktown - Nestled in a Sierra Nevada 
  mountain 
  valley, 
  Junktown 
  is 
  a 
  collection 
  of 
  buildings 
  made 
  by 
  survivalists 
  who 
  flocked 
  to 
  the 
  mountains before the war.  The natural 
  air currents and lack of targets left 
  the area relatively unscathed from both 
  bombs and fallout, and life in the 
  mountains continues pretty much as it 
  did before the war, with the exception 
  of zero government infrastructure and no 
  public 
  resources 
  such 
  as 
  water 
  or 
  electricity.  Junktown was an attempt to 
  remedy that problem.  Instead of the 
  ruins 
  of 
  an 
  old 
  town, 
  Junktown's 
  founder, a man named Killian, thought it 
  would be better to begin from the ground 
  up.  Today, Junktown is a relatively 
  quiet place, mostly selling excess food 
  to towns around it.  Although Junktown 
  is officially a member of the New 
  California Republic, NCR presence here 
  is minimal at best.  The entire town 
  maintains 
  its 
  frontier 
  quality, 
  and 
  gambling, boozing, and prostitution laws 
  are not strictly enforced.  About 3,000 
  people call Junktown home.  Radiation 
  levels here are very low. 
   
  Scrapheap – This tiny community, on the 
  far eastern edge of the New California 
  Republic, is home to about 250 refugees 
  and 
  outcasts. 
   
  Originally 
  a 
  small 
  survivalist community in the Western 
  Rockies, Scrapheap was infiltrated by 
  gangs from Las Vegas and found that it 
  had no way to deal with the outside 
  threat to its resources and people.  All 
  but abandoned after the brutal gang war, 
  a 
  small 
  community 
  of 
  squatters 
  and 
  rejects has since moved in.  Scrapheap 
  has no police force, and isn’t a member 
  of the NCR.  The NCR would much rather 
  see this place eradicated than have to 
  deal 
  with 
  people 
  it 
  had 
  already 
  rejected.  Radiation levels are low 
  here, and the people of Scrapheap are 
  slightly more trusting of outsiders, 
  simply because they know the agony of 
  constant rejection.  They are very wary 
  of the NCR, however, as they expect to 
  be attacked and wiped out at any time. 
   
  Shady 
  Sands, 
  Capital 
  of 
  the 
  New 
  California Republic - East of the Sierra 
  Nevada, north of Death Valley, Shady 
  Sands stands as a tribute to what people 
  have accomplished since the War.  A 
  bustling town of 40,000, Shady Sands was 
  completely built after the War, and made 
  great by the first NCR president, a 
  woman named Tandi.  It is a clean, 
  modern 
  city 
  with 
  running 
  water, 
  electricity, a huge, well-armed police 
  force, and a dream of ruling most of the 
  wastes. 
   
  For 
  details 
  on 
  NCR 
  organization, see above.  Shady Sands 
  itself is a walled town, with non-
  citizens 
  encamped 
  outside, 
  watched 
  closely by NCR guards.  Shady Sands is a 
  major trade point for Las Vegas to the 
  east and Redding, Broken Hills, and 
  Vault City to the north.  Police in 
  Shady Sands tend to look unfavorably on 
  travelers, especially those who are not 
  citizens of the NCR.  There is a 
  flourishing trade in illegal alcohol, 
  drugs, 
  and 
  weapons 
  in 
  Shady 
  Sands, 
  although if a person is caught with such 
  items, justice is usually swift and 
  harsh.  Radiation levels are low in and 
  around the city. 
   
  San Francisco - Old San Francisco is now 
  home to a large population of Asian 
  settlers. 
   
  Survivors 
  of 
  a 
  nuclear 
  submarine abandoned after the War, the 
  people 
  on 
  board 
  drifted 
  until 
  they 
  landed in San Francisco.  They call 
  themselves the Shi, and have managed to 
  keep many of their old traditions and 
  customs, 
  which 
  is 
  more 
  than 
  many 
  American groups can say.  Somehow, the 
  city 
  was 
  spared 
  a 
  good 
  deal 
  of 
  destruction, although radiation levels 
  were high for a while.  Two clans 
  currently battle for control of San 
  Francisco, and the style of martial arts 
  
   
   
  62 
  that will reign in the future.  The Shi 
  manage 
  to 
  run 
  an 
  extensive 
  weapons 
  trade, offering pieces of technology 
  usually only available to groups like 
  the Brotherhood of Steel.  Where they 
  manage to get these items is unknown.  
  There 
  is 
  a 
  population 
  of 
  artists, 
  disenchanted people from various cities, 
  and 
  ex-military 
  personnel 
  that 
  have 
  taken over an old oil tanker still 
  floating in the harbor.  They will 
  usually 
  trade 
  expertise 
  for 
  goods, 
  although they prefer to be left alone.  
  The third major group, which does not 
  trade, is a religious community called 
  the Hubologists.  They are obsessed with 
  an old space shuttle they found parked 
  at the airport, and are attempting to 
  make it fly again, so they can join 
  their "gods" in the heavens above.  The 
  NCR 
  has 
  little 
  influence 
  in 
  San 
  Francisco, and the Shi are quite happy 
  to avoid them while the Hubologists 
  don’t 
  concern 
  themselves 
  with 
  such 
  things.  All told, there may be 15,000 
  people living here.  Radiation is low in 
  San Francisco. 
   
  New Reno - Built on the ruins of "The 
  Biggest Little City in the World," New 
  Reno is a town run by gangsters and drug 
  dealers.  Although the New California 
  Republic 
  has 
  been 
  trying 
  hard 
  to 
  convince New Reno to join, the lack of 
  central government and potential loss of 
  profits 
  from 
  the 
  drug 
  trade 
  have 
  prevented them from doing so.  Four 
  crime families control New Reno: the 
  Mordinos, the Wrights, the Bishops, and 
  the Salvatores.  The Salvatores control 
  the illegal weapons trade, the Mordinos 
  control drugs, the Bishops deal with 
  prostitution 
  and 
  the 
  pornography 
  industry, while the Wrights try to grab 
  whatever is left.  Reno is truly a pit 
  of a city, with glitzy neon signs 
  advertising sex, drugs, and rock and 
  roll everywhere.  It also serves as a 
  base for the Slavers Guild.  Caravans 
  come here to load up on drugs to sell 
  illegally to the NCR and other towns.  
  Without any police at all, Reno exists 
  in a state of near anarchy, although a 
  street-smart person could do very well 
  here, especially if they found work with 
  one of the crime families.  Gun shops 
  are well stocked, and several black 
  market shops sell things that you can't 
  find anywhere else.  It is rumored that 
  the Salvatores even have a supply of 
  laser or plasma weapons.  Around 8,000 
  people populate the area.  Radiation 
  levels in and around New Reno are low. 
   
  Broken Hills - East of Reno is a town 
  called Broken Hills.  Broken Hills is 
  one of the few places that mutants and 
  ghouls are welcome, since it was founded 
  as an experiment in racial tolerance.  
  Broken Hills is a major supplier of 
  uranium, which mutants can mine and 
  handle 
  without 
  worrying 
  about 
  side-
  effects.  The uranium is then shipped 
  south to Reno, the NCR, and north to 
  Vault City and Gecko to use in power 
  plants.  The town was built around the 
  mine by mutants, ghouls, and tolerant 
  humans.  It does quite well for itself, 
  and has thusfar resisted the overtures 
  of the NCR, whose taxation and anti-
  mutant 
  laws 
  could 
  ruin 
  the 
  fragile 
  balance there.  Broken Hills is run by a 
  kindly Sheriff named Marcus, and has an 
  overall friendly quality, although like 
  many small towns there is often much 
  more in Broken Hills than meets the eye.  
  1,000 mutants, 500 ghouls and 500 humans 
  are permanent residents here.  Radiation 
  levels 
  in 
  Broken 
  Hills 
  are 
  normal, 
  except in the mine, where it is slightly 
  radioactive. 
   
  Redding - North and west of Broken Hills 
  is the mining town of Redding.  Redding 
  mines gold for shipment to Reno and the 
  NCR, and the miners are some of the 
  largest consumers of Reno's drugs.  The 
  actual town of Redding lies a few miles 
  to the east, but is abandoned.  The 
  mining town is a collection of wooden 
  buildings, and can be a wild and wooly 
  place.  There is no real police force to 
  speak of, and the mining companies deal 
  with 
  internal 
  disputes. 
   
  A 
  Sheriff 
  exists, but mainly works as a mediator 
  between 
  different 
  mining 
  companies.  
  Each company has its own mine, and some 
  own 
  various 
  casinos, 
  hotels, 
  and 
  brothels. 
   
  Redding 
  has 
  also 
  been 
  avoiding 
  the 
  influence 
  of 
  the 
  NCR, 
  although there are elements in town that 
  strongly favor joining, if just to get 
  rid of the rampant drug problem.  2000 
  people live in Redding, and most of them 
  are miners.  Radiation levels in Redding 
  are low. 
   
  The Den - North and slightly west of 
  Redding is a vile city called The Den.  
  The Den is Reno without the glamour and 
  lights, headquarters for the Slavers 
  Guild and stopping point for caravans 
  heading out to smaller villages to the 
  
   
   
  63 
  north, in Oregon.  There are no police 
  in The Den, and travelers stay here at 
  their own peril.  The Den grew up around 
  the remains of a small town, and is a 
  collection of ramshackle buildings and 
  slave pens.  There are good people in 
  The Den, but they are few and far 
  between.  The Reno crime families hold a 
  good deal of influence here, and control 
  the drug trade in and around The Den.  
  There are around 2000 people living 
  here, not counting the couple hundred 
  slaves.  Radiation levels are low in The 
  Den. 
   
  Modoc - East of The Den, on the way to 
  Vault City, is Modoc.  A dwindling 
  collection of survivalists, Modoc is 
  built on the edge of the former Modoc 
  National Forest.  For a long time it 
  traded in leather and meat from Brahmin, 
  but as other places were offering the 
  same goods at cheaper rates, and people 
  began herding and raising their own 
  Brahmin, Modoc has been on the decline.  
  It 
  is 
  mostly 
  a 
  sleepy 
  mountain 
  community, with a centrally located Bed 
  and Breakfast for the traveler.  Modoc 
  is beginning to change to a trade city, 
  taking its cue as a stopover place for 
  the Vault City trade routes, but the 
  change may not be enough to save it.  
  There are around 2000 people in Modoc, 
  and radiation levels are low here. 
   
  Vault City - On the eastern side of 
  Nevada's Santa Rosa mountains, butting 
  up against a sturdy mountain peak, Vault 
  City sits as a jewel in the rough of the 
  wastes.  Built by a G.E.C.K. from a 
  nearby Vault, Vault City practices a 
  limited form of democracy, although it 
  does not allow anyone who is not a 
  direct 
  descendant 
  of 
  their 
  vault-
  dwelling citizens to become citizens.  
  Mutants and ghouls are treated with open 
  contempt here.  There are walls around 
  Vault City, and another wall on the 
  interior, 
  holding 
  administrative 
  buildings as well as fine apartments and 
  houses.  The only ones who can reach 
  this inner area, however, are citizens 
  or 
  their 
  servants 
  - 
  slavery 
  is 
  technically 
  illegal 
  in 
  Vault 
  City, 
  although indentured servitude is usually 
  for life.  The Vault itself is still 
  open in the inner part of the city, and 
  as a result Vault City enjoys the best 
  medical knowledge and pre-War technology 
  of any group aside from the Brotherhood 
  of Steel and a few others.  There are 
  large machine guns on turrets placed all 
  around the walls of Vault City, and the 
  elite guards even have laser weapons.  
  Outside the walls of the city proper are 
  those 
  who 
  live 
  within 
  Vault 
  City's 
  protection, who abide by the strict laws 
  prohibiting 
  drugs, 
  slavery, 
  prostitution, 
  and 
  gambling. 
   
  Vault 
  Citizens often take advantage of these 
  people, but to them, the alternatives of 
  the wastes or life as raiders or in an 
  uncertain village are not as attractive 
  as the decent medical attention and 
  protection of Vault City.  There are 
  close to 5000 people in Vault City, and 
  another 500 within the walls, excluding 
  a few hundred servants.  Vault City has 
  its 
  own 
  police 
  force, 
  and 
  is 
  not 
  interested in joining the NCR - in fact, 
  given half a chance, they would most 
  likely fight the NCR for control of 
  California.  Radiation levels in and 
  around Vault City are low. 
   
  Gecko - Just to the northeast of Vault 
  City is the ghoul dwelling of Gecko.  
  Gecko is a small town built around the 
  old Gecko nuclear power plant, one of 
  the largest suppliers of power to the 
  pre-War American West.  Although only 
  one reactor is currently operational, 
  the plant provides more than enough 
  juice to power the entire area.  The 
  ghouls like the plant because of the 
  radiation it leaks out, but prefer to 
  keep the power stores to themselves - 
  for now.  The 5,000 ghouls who call 
  Gecko home are more open than those in 
  Necropolis, and will trade with caravans 
  and allow travellers who don't make 
  trouble to stay in town.  There is no 
  ghoul police force, except that non-
  ghouls who break the peace are almost 
  never heard from again.  A kind of lend-
  lease agreement between Gecko and some 
  high officials in Vault City led to a 
  sharing of Vault medical technology for 
  a tap into Gecko's power plant, which 
  Vault 
  City 
  desperately 
  needed.  
  Radiation levels in Gecko are normal, 
  except for the power plant and directly 
  around it, where non-ghouls may need a 
  few Rad-Aways to function. 
   
  Klamath - The old Oregon town of Klamath 
  Falls, now known just as Klamath, is a 
  small community of trappers that hunt 
  the giant, mutant lizards called geckos 
  in the area.  Although the geckos 
  resemble the smaller lizards of the same 
  name in pre-War America, these monsters 
  run - quickly - on two legs and have 
  long claws on their stunted forearms as 
  
   
   
  64 
  well as sharp teeth.  A certain species, 
  called the golden gecko, hunts in packs 
  and has even displayed some forms of 
  low-level intelligence.  Highly prized 
  for 
  their 
  pelts, 
  geckos 
  and 
  golden 
  geckos are the lifeblood of this small 
  community.  Klamath is the stopping 
  point for caravans on their way to the 
  tiny tribal villages to the north, and 
  also serves as a place where members of 
  those 
  tribes 
  can 
  come 
  and 
  exchange 
  information, goods, and news about the 
  larger world.  Around 1,000 people live 
  in Klamath, and radiation is not a 
  problem. 
  Las Vegas - Las Vegas still glows, and 
  it probably will forever, thanks to the 
  neon and background radiation.  Las 
  Vegas got nuked and nuked badly during 
  the war, but through some strange twist 
  of 
  fate, 
  people 
  managed 
  to 
  survive 
  there.  Like New Reno, it is run by a 
  crime syndicate, headed by a man known 
  as Fat Freddy.  Freddy controls all of 
  the gambling, drug, and sex trade in the 
  city.  Truly, however, Vegas is a shell 
  of its former self, holding barely 5000 
  people.  The inhabited buildings are in 
  a state of disrepair, and signs of 
  further decay are everywhere.  The lack 
  of police, NCR influence, and desperate 
  mood of the town make it a haven for 
  travellers, adventurers, and all kinds 
  of vile scum.  The Church of the 
  Mushroom Cloud is based here as well.  
  Radiation 
  levels 
  are 
  relatively 
  low 
  throughout the city, although there are 
  pockets of radioactivity here and there. 
   
  Quartz - On the other side of the 
  Colorado river is the small mining town 
  of Quartz.  This village of 2000 is 
  nondescript, but does well for itself 
  selling ores to caravans from the NCR.  
  Not 
  much 
  usually 
  happens 
  here, 
  and 
  travellers are welcome, so long as they 
  have something to trade.  There is a 
  lucrative black market here, selling 
  guns to those who do not wish to make 
  the trip east to Darwin City.  Police 
  presence is minimal here, and unless a 
  crime is violent, they tend to look the 
  other way.  Radiation is not a problem 
  here. 
   
  Needles - South of Quartz, just over the 
  California border, is Needles.  A small 
  town that has big problems, Needles has 
  recently 
  joined 
  the 
  NCR, 
  who 
  is 
  currently attempting to stamp out the 
  gang problem here.  With almost no goods 
  to trade, Needles is little more than a 
  small tribal community, although one 
  that believes in the high ideals of pre-
  War America and sees the NCR as a way of 
  realizing those ideals.  Whether or not 
  that will actually happen remains to be 
  seen.  About 1000 people call Needles 
  home.  There is a toxic waste dump just 
  outside of town that contains a number 
  of radioactive barrels that leak, but 
  otherwise 
  Needles 
  is 
  safe 
  from 
  radiation. 
   
  Darwin City - Built on the ruins of a 
  top-secret US Army base and scientific 
  research center, Darwin City is now the 
  home of an enormous weapons smuggling 
  operation.  Far enough away from the NCR 
  and crime families of Reno and Vegas to 
  operate without their attention, the 
  smugglers usually openly deal in arms 
  for anyone who can make it into town.  
  Darwin City is surrounded on almost all 
  sides by high amounts of radioactivity, 
  and although the town is safe, getting 
  into town can be a problem for anyone 
  not equipped for the operation.  Around 
  500 people live and work here, enjoying 
  the anarchistic atmosphere, but they 
  employ a police force to deal with 
  outsiders.  Travellers almost always 
  find 
  themselves 
  breaking 
  some 
  nonexistent law, unless they have come 
  specifically to trade for weapons, and 
  even then they need to prove how they 
  heard about Darwin City.  For the 
  career-minded adventurer, Darwin City 
  can be interesting, especially since 
  frequent trips into the Great Wastes are 
  made from here. 
   
  The Great Wastes - East of Darwin City 
  (actually, Darwin City more or less sits 
  about 50 miles into it), the Great 
  Wastes 
  stretch 
  across 
  Arizona, 
  New 
  Mexico, Utah, Colorado, North Texas, 
  Oklahoma, Kansas, and Nebraska.  Almost 
  nothing lives in this treeless dustbowl, 
  and the area is so dry that nearly 
  nothing could live there.  Occasionally, 
  smugglers, 
  caravans, 
  and 
  adventurers 
  will try their hand at a trip into the 
  Great Wastes, but electrical storms, 
  nearly 
  constant 
  dust 
  clouds, 
  unseen 
  radiation pockets, and tornadoes miles 
  wide 
  usually 
  doom 
  these 
  excursions.  
  There are rumors of small villages of 
  Native Americans living in the Great 
  Wastes, attempting to reclaim a lost way 
  of life, but there is no conclusive 
  proof of this so far. 
   
  
   
   
  65 
  The Pacific Ocean - West of California 
  is the Pacific Ocean.  The once placid 
  waters have turned a light tan color, 
  and shores are littered with debris.  
  Pollution, 
  dust, 
  radioactivity, 
  and 
  chemical spills have all taken their 
  toll, and only when one gets about 50 
  miles offshore does the Pacific resemble 
  its pre-War self. 
   
  Part 
  V: 
  A 
  Fallout 
  Bestiary 
   
  hese are samples of some of the 
  creatures you might find prowling 
  around 
  the 
  wastes. 
   
  GMs 
  are 
  encouraged to make up their own unusual 
  creatures; after all, radiation allows 
  creativity - and DNA - to run wild.  All 
  the vital statistics for combat are 
  listed after the critter descriptions. 
   
  Abbreviations: 
   
  HP = Hit Points 
  SQ = Sequence 
  AC = Armor Class 
  DR = Damage Resistance 
  DT = Damage Threshold 
  AP = Action Points 
  XP = Experience Value 
  CC = Critical Chance 
  PR = Poison Resist 
  RR = Radiation Resist 
  GR = Gas Resist 
   
  Attacks: Type (% to hit, AP cost, 
  damage, special notes) 
   
  Rats 
   
  Byfar the most common creatures in the 
  wastes (and I'm not just referring to 
  the New York City subway system), rats 
  and their relatives have done very well 
  for themselves since the bombs dropped.  
  There are plenty of the nasty, black 
  variety around, but radiation changed 
  some of these disease-ridden vermin into 
  fearsome creatures. 
   
  Giant Rat 
   
  This is basically a larger version of a 
  rat.  Giant rats range in size from 
  about a foot - the size of a cat - to 
  almost a yard (meter) in length.  They 
  are covered with brown or black fur, and 
  have black, glassy, beady eyes.  Rats 
  are readily identifiable by their tail, 
  as it looks like a worm sticking out of 
  their rear end.  They are not openly 
  hostile towards humans unless they are 
  hungry, but packs have been known to 
  attack when they smell blood.  Giant 
  rats can be found pretty much anywhere. 
   
  Giant Rat 
   
  HP: 10 
  SQ: 6 
  AP: 6 
  XP: 25 
  CC: 3% 
  AC: 5  
  DT 
  DR 
  Normal: 
  0 
  0 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 0 
  0 
  PR: 50% 
  RR: 20% 
  GR: 0/0 
   
  Attacks: Claw (75%, 3 AP, D:1d4, none);  
  Bite (70%, 3 AP, D:1d4, Poison 
  Type A). 
   
  Rad Rat 
   
  Rats 
  can 
  survive 
  large 
  doses 
  of 
  radioactivity, and in certain areas, 
  have even adapted such that they require 
  the radiation to live.  These rats are 
  about 30 centimeters long, are brown or 
  black in color, and will glow slightly 
  in the dark.  The main thing to fear in 
  encountering Rad Rats is that they are 
  slightly radioactive, and their little 
  claws can transfer some of that to YOU.  
  Rad 
  Rats 
  are 
  usually 
  found 
  around 
  sources of radioactivity. 
   
  HP: 10 
  SQ: 6 
  AP: 6 
  XP: 35 
  CC: 3% 
  AC: 5  
  DT 
  DR 
  Normal: 
  0 
  0 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 0 
  0 
  PR: 60% 
  RR: 100% 
  GR: 0/50 
   
  Attacks: Claw (75%, 3 AP, D:1d4,  
     successful HIT +10 rads); 
   
     Bite (70%, 3 AP, D:1d4, 
           successful HIT +10 rads) 
  T 
  
   
   
  66 
  Molerats 
   
  Molerats are a mix between moles and 
  rats.  No one is sure whether these 
  creatures are the result of a creative 
  union between similar species, or an 
  even 
  stranger 
  union 
  with 
  a 
  little 
  radiation to help things along the way.  
  Molerats range in size anywhere from 30 
  centimeters to a meter and a half; the 
  largest stand almost a meter at the 
  shoulder.  They have mole-like faces and 
  are nearly blind in normal light; for 
  this reason, they are almost exclusively 
  found in caves.  Lesser molerats are the 
  smaller version, Greater molerats are 
  the huge, ugly ones. 
   
  Lesser Molerat 
   
  HP: 15 
  SQ: 7 
  AP: 7 
  XP: 100 
  CC: 3% 
  AC: 9  
  DT 
  DR 
  Normal: 
  1 
  5% 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 1 
  5% 
  PR: 50% 
  RR: 25% 
  GR: 0/0 
   
  Attacks: Claw (80%, 3 AP, D:1d8, none); 
  Bite (75%, 3 AP, D:1d8, Poison 
  Type A) 
   
  Greater Molerat 
   
  HP: 30 
  SQ: 9 
  AP: 9 
  XP: 400 
  CC: 5% 
  AC: 12 
  DT 
  DR 
  Normal: 
  4 
  20% 
  Laser: 
  1 
  5% 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 4 
  20% 
  PR: 60% 
  RR: 25% 
  GR: 0/25 
  Attacks: Claw (90%, 3 AP, D:1d10, none); 
  Bite (90%, 3 AP, D:1d10, Poison 
  Type B) 
   
   
   
  Pigrats 
   
  Pigrats are part-pig, part rat hybrids.  
  Like their cousins the molerats, it 
  probably 
  took 
  some 
  creative 
  genetic 
  manipulation to make these critters.  
  Pigrats are large, ranging anywhere from 
  70 cm to almost 2 meters in length, and 
  incorporate the best (worst?) of the two 
  species.  Their legs are overly large, 
  although 
  short, 
  and 
  they 
  are 
  exceptionally 
  meaty 
  around 
  the 
  midsection.  In fact, pigrats would make 
  exceptional livestock, if they weren't 
  so 
  dangerous. 
   
  They 
  are 
  amazingly 
  resilient, 
  and 
  can 
  be 
  found 
  almost 
  anywhere.  They travel in packs of ten 
  or more and generally attack only to 
  protect their young or defend their 
  territory.  If they are hungry, however, 
  they become very aggressive. 
   
  Lesser Pigrat 
   
  HP: 20 
  SQ: 7 
  AP: 7 
  XP: 200 
  CC: 4% 
  AC: 10 
  DT 
  DR 
  Normal: 
  1 
  5% 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 1 
  5% 
  PR: 50% 
  RR: 30% 
  GR: 0/10 
   
  Attacks: Claw (75%, 3 AP, D:2d4, none); 
  Bite (75%, 3 AP, D:2d4, Poison 
  Type A) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  67 
  Greater Pigrat 
   
  HP: 30 
  SQ: 9 
  AP: 9 
  XP: 450 
  CC: 6% 
  AC: 14 
  DT 
  DR 
  Normal: 
  4 
  25% 
  Laser: 
  0 
  0 
  Fire:  
  2 
  10% 
  Plasma: 
  0 
  0 
  Explosion: 4 
  25% 
  PR: 70% 
  RR: 45% 
  GR: 0/20 
   
  Attacks: Claw (90%, 3 AP, D:2d6, none); 
  Bite (75%, 3 AP, D:2d6, Poison 
  Type B) 
   
  Insects 
   
  Giant Cockroaches 
   
  One of the most numerous and adaptive of 
  all species that evolution spit upon 
  this 
  planet, 
  cockroaches 
  existed 
  on 
  every continent before the War.  After 
  the bombs flew, they still managed to 
  hold on to their niche, especially in 
  ruins of cities with lots of dark, dirty 
  areas 
  for 
  them 
  to 
  crawl 
  through.  
  Cockroaches range anywhere from an inch 
  in length to 60 cm, but only the “giant” 
  variety is dangerous.  They can be 
  encountered alone, but the most common – 
  and deadly – species travels in clusters 
  of 10-20 individuals.  They do not make 
  a habit of attacking humans, but will 
  defend their garbage heaps, and large 
  swarms of these creatures can easily 
  overwhelm a person or a small group.  
  Usually, cockroaches will call off the 
  attack if their target flees. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Giant Cockroaches 
   
  HP: 15 
  SQ: 6 
  AP: 6 
  XP: 50 
  CC: 4% 
  AC: 5  
  DT 
  DR 
  Normal: 
  3 
  30 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 0 
  0 
  PR: 100% 
  RR: 95% 
  GR: 80/100 
   
  Attacks: Mandible (60%, 3 AP, D:1d10,  
     Poison Type B) 
   
  Giant Ants 
   
  Giant 
  Ants, 
  or 
  GiAnts, 
  are 
  simply 
  overgrown insects.  Somewhere along the 
  way, 
  fate 
  saw 
  fit 
  to 
  dump 
  some 
  radioactive material near and anthill 
  and create this large, mutant creature.  
  GiAnts 
  are 
  black 
  ants 
  about 
  70 
  centimeters in length.  Huge colonies of 
  these creatures exist under the earth, 
  and scouts are often found in caves.  
  GiAnts usually travel in parties of 5 to 
  10 insects.  They will attack humans on 
  sight, and enjoy eating corpses of the 
  dead. 
   
  HP: 15 
  SQ: 6 
  AP: 6 
  XP: 50 
  CC: 3% 
  AC: 2  
  DR 
  DT 
  Normal: 
  0 
  0 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 0 
  0 
  PR: 100% 
  RR: 60% 
  GR: 60/90 
   
  Attacks: Mandibles (60%, 3 AP, D:1d6,  
     Poison Type A) 
   
  Mantis 
   
  These giant, mutant insects come from 
  the praying mantis, a creature nearly 
  extinct before the War.  They have since 
  become a popular sight in the post-War 
  Americas, and are known to devour crops 
  and cattle.  On rare occasions, a pack 
  
   
   
  68 
  of mantis will attack humans.  Mantis 
  travel in swarms of 15 or 20, and will 
  generally not attack unless provoked. 
   
  Mantis 
   
  HP: 10 
  SQ: 7 
  AP: 7 
  XP: 50 
  CC: 2% 
  AC: 5  
  DR 
  DT 
  Normal: 
  0 
  0 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 0 
  0 
  PR: 75% 
  RR: 80% 
  GR: 60/90 
   
  Attacks: Mandible (70%, 3 AP, D: 1d6,  
    
     Poison Type B); 
   
     Claw (75%, 4 AP, D: 1d8, none) 
   
  Brahmin 
   
  After the War, most kinds of life from 
  pre-War America were changed into almost 
  unrecognizable forms.  Cows managed to 
  escape that fate, for the most part, 
  except that only a very hardy breed 
  survived (or a cross between several 
  hardier breeds).  Brahmin are the main 
  source of beef and leather in the 
  wastes, and they can be found almost 
  everywhere, although they are usually in 
  enclosures. 
   
  Some 
  areas 
  have 
  vast 
  Brahmin ranches, rivaling the huge Texas 
  ranches of pre-War times.  Brahmin are 
  also 
  used 
  as 
  pack 
  animals, 
  hauling 
  wagons for caravans.  They are hardy 
  animals and can survive on very little 
  food.  They are tolerant of extreme 
  environmental conditions, weathering the 
  scathing heat of a summer's day as well 
  as the bitter cold of the desert winter 
  nights. 
   
  Brahmin 
  are 
  easily 
  distinguishable 
  by 
  their 
  two 
  heads, 
  although rumors of herds of one-headed 
  Brahmin far in the east occasionally 
  make their rounds.  Most people don't 
  subscribe 
  to 
  that 
  hogwash, 
  however.  
  Brahmin are almost always docile unless 
  attacked directly; then, the herd will 
  attempt to defend themselves. 
   
   
   
   
   
  Brahmin 
   
  HP: 40 
  SQ: 6 
  AP: 6 
  XP: 50 
  CC: 2% 
  AC: 5  
  DR 
  DT 
  Normal: 
  2 
  10% 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
   
  Explosion: 2 
  10% 
  PR: 20% 
  RR: 30% 
  GR: 0/10 
   
  Attacks: Horn (75%, 3 AP, D:2d8, none) 
   
  Aliens 
   
  Whether 
  these 
  creatures 
  came 
  from 
  another planet, or are some horrible 
  twisting of genetic material found on 
  earth, 
  is 
  a 
  question 
  left 
  to 
  the 
  scientists.  Since scientists are now 
  few and far between, one guess is as 
  good as another as to where these 
  unusual critters originated.  All have 
  one thing in common.  Somehow, normal 
  weapons like guns and bullets don't seem 
  to hurt them much at all, nor does 
  beating on them with fists or melee 
  weapons.  Only fire, laser, and plasma 
  weapons 
  are 
  truly 
  effective 
  against 
  these creatures.  Recent evidence seems 
  to suggest that these creatures are, in 
  fact, 
  early 
  products 
  of 
  FEV 
  virus 
  research, 
  but 
  this 
  rumor 
  cannot 
  be 
  verified. 
   
  Floaters 
   
  Floaters look a little like a jellyfish, 
  except they are solid and don't have 
  tentacles.  Their flesh is a brownish 
  color, and is moist and firm to the 
  touch.  They have a stalk coming out of 
  what is presumably the front of their 
  body, although there is no discernable 
  eye or sense orifice on their bodies.  
  At the end of the stalk is a flat, 
  dinner plate shaped area inlaid with 
  nasty spikes and spines.  Adventurers 
  who have tangled with floaters report 
  that the stalk will turn and follow them 
  around, even in areas of almost total 
  darkness.  Floaters are usually around a 
  meter and a half in length, and are 
  narrower than they are round (presuming 
  that the sensory stalk is actually the 
  front of the creature).  They float 
  
   
   
  69 
  anywhere from a half a meter to two 
  meters off of the ground.  Floaters seem 
  to like dank, moist, dark places and are 
  often found in caves.  Floaters seem to 
  attack indiscriminately, although it is 
  unclear whether they attack for food, 
  defense, or something more sinister.  
  Floaters attack by hitting things with 
  their stalk, allowing the hundreds of 
  spines to tear through flesh and armor.  
  They travel, with crawlers, in pods of 
  around ten individuals. 
   
  HP: 60 
  SQ: 9 
  AP: 9 
  XP: 500 
  CC: 8% 
  AC: 20 
  DR 
  DT 
  Normal: 
  10 
  95% 
  Laser: 
  1 
  10% 
  Fire:  
  5 
  40% 
  Plasma: 
  1 
  10% 
  Explosion: 10 
  90% 
  PR: 80% 
  RR: 80% 
  GR: 100/90 
   
  Attacks: Stalk (80%, 3 AP, D:3d4, none) 
   
  Crawlers 
   
  Crawlers 
  are 
  much 
  like 
  floaters, 
  preferring the same habitats and showing 
  many 
  of 
  the 
  same 
  behavioral 
  characteristics.  Instead of floating, 
  however, their body lies on the ground.  
  It gushes a slimelike trail, not unlike 
  a snail.  The stalk of a crawler is 
  longer, stronger, and thicker than a 
  floater's stalk, and it uses the flat 
  plate-like end not only to attack other 
  creatures, but to propel itself along 
  the ground.  Crawlers are more rare than 
  floaters, and are often only found one 
  or two at a time in a pack of floaters.  
  Some have suggested that crawlers may be 
  the female form of the floater species, 
  but there is nothing to confirm or deny 
  this. 
   
   
   
   
   
   
   
   
   
   
   
   
  Crawlers 
   
  HP: 60 
  SQ: 9 
  AP: 9 
  XP: 600 
  CC: 7% 
  AC: 20 
  DR 
  DT 
  Normal: 
  10 
  95% 
  Laser: 
  1 
  10% 
  Fire:  
  5 
  40% 
  Plasma: 
  1 
  10% 
  Explosion: 10 
  90% 
  PR: 90% 
  RR: 80% 
  GR: 100/100 
   
  Attacks: Stalk (90%, 3 AP, D:3d8, none) 
   
  Flailers 
   
  Flailers were the first form of "alien" 
  life encountered, and are probably the 
  most common.  Flailers are bipeds - that 
  is, they have two legs - and stand about 
  two meters tall.  Their skin is also 
  moist, firm, and either brown or gray.  
  Their legs are large and strong, but 
  taper into flat, tentacle-like feet upon 
  which the flailer walks.  Its "arms" are 
  similar flat tentacles, each covered 
  with tiny spines and spikes that the 
  flailer whips at opponents.  It has a 
  head-knob coming out of its body, but no 
  eyes.  Set near the bottom of the head-
  knob is a mouth filled with rows of 
  razor-sharp teeth.  Flailers travel in 
  groups of eight or more and show high 
  intelligence, attacking with advanced 
  tactics.  It is unclear how intelligent 
  these creatures are, or to what extent 
  they are native to this planet. 
   
  HP: 60 
  SQ: 9 
  AP: 9 
  XP: 750 
  CC: 8% 
  AC: 25 
  DR 
  DT 
  Normal: 
  10 
  95% 
  Laser: 
  1 
  10% 
  Fire:  
  5 
  40% 
  Plasma: 
  1 
  10% 
  Explosion: 10 
  90% 
  PR: 95% 
  RR: 100% 
  GR: 100/100 
   
  Attacks: Flail (90%, 3 AP, D:2d8, none) 
  Bite (90%, 3 AP, D:2d8, Poison 
  Type D) 
   
  
   
   
  70 
  Centaurs 
   
  Centaurs 
  are 
  an 
  entirely 
  different 
  animal.  There are rumors that someone 
  with 
  access 
  to 
  an 
  old 
  government 
  breeding 
  lab 
  made 
  these 
  twisted 
  creatures by mixing human and "alien" 
  DNA together.  Centaurs are light orange 
  with brown patches, and resemble a human 
  torso laying face- down.  They propel 
  themselves on their six legs, each of 
  which resembles a human arm with stunted 
  fingers.  Where the shoulders would 
  normally be, the torso extends upwards 
  almost the full length of another torso, 
  ending in a head that was obviously once 
  human.  Centaurs are usually bald, and 
  one look at their face indicates that 
  the only thing they share with humans is 
  the same basic appearance.  Their eyes 
  are dull and glazed, and mouths often 
  hang open drooling.  They attack either 
  by biting or beating the target with 
  their front two legs.  Centaurs are very 
  rare, and can usually be found in packs 
  of five or six deep inside caves or 
  other underground places.  They don't 
  always 
  attack, 
  and 
  will 
  sometimes 
  observe adventurers.  If they perceive 
  something as a threat, however, they 
  will singlemindedly attack it until it 
  dies. 
   
  HP: 60 
  SQ: 9 
  AP: 9 
  XP: 750 
  CC: 8% 
  AC: 25 
  DR 
  DT 
  Normal: 
  10 
  95% 
  Laser: 
  1 
  10% 
  Fire:  
  5 
  40% 
  Plasma: 
  1 
  10% 
  Explosion: 10 
  90% 
  PR: 50% 
  RR: 80% 
  GR: 40/70 
   
  Attacks: Swing (90%, 3 AP, D:1d20, none) 
   
  Radscorpions 
   
  Another common denizen of the western 
  desert was the scorpion.  This species 
  got 
  a 
  second 
  lease 
  on 
  life 
  when 
  radiation from the War allowed it to 
  grow 
  to 
  gargantuan 
  proportions.  
  Radscorpions range in size from 50 cm to 
  2 meters in length, and range in color 
  from pale white to brown and black.  
  Their 
  wicked 
  tails 
  contain 
  sacs 
  of 
  venom, and are tipped with a stinger 
  almost 15 cm long.  Radscorpion tails 
  are 
  considered 
  valuable, 
  since 
  the 
  powerful 
  Antidote 
  is 
  made 
  from 
  a 
  distilled version of the venom inside 
  the 
  sacs. 
   
  Radscorpions 
  can 
  be 
  encountered in groups of up to 8, or 
  alone.  They prefer shady areas, and can 
  often be found in canyons or caves.  
  Radscorpions are rarely encountered in 
  the open desert, or in areas of high 
  vegetation. 
   
  Lesser Radscorpion 
   
  HP: 25 
  SQ: 8 
  AP: 8 
  XP: 200 
  CC: 4% 
  AC: 7  
  DR 
  DT 
  Normal: 
  1 
  5% 
  Laser: 
  0 
  0 
  Fire:  
  4 
  20% 
  Plasma: 
  0 
  0 
  Explosion: 1 
  5% 
  PR: 100% 
  RR: 25% 
  GR: 30/100 
   
  Attacks: Tail (70%, 4 AP, D:1d10, Poison  
           Type D) 
   
  Greater Radscorpion 
   
  HP: 35 
  SQ: 8 
  AP: 8 
  XP: 400 
  CC: 5% 
  AC: 10 
  DR 
  DT 
  Normal: 
  1 
  5% 
  Laser: 
  0 
  0 
  Fire:  
  4 
  20% 
  Plasma: 
  0 
  0 
  Explosion: 1 
  5% 
  PR: 100% 
  RR: 50% 
  GR: 50/100 
   
  Attacks: Tail (80%, 4 AP, D:1d12, Poison  
           Type D) 
   
  Wolves 
   
  Suprisingly, wolves managed to survive 
  the War, and even thrive in the post-
  nuclear environment.  In addition to the 
  normal "Canis lupis" variety of Grey 
  Wolf, huge dire wolves have returned to 
  North America.  Domesticated dogs, which 
  are more resistant to radiation than 
  your average human, "turned feral" after 
  
   
   
  71 
  the bombs hit, and packs of them now 
  roam the wastes.  In addition, there are 
  a few domesticated pooches still out 
  there, and coyotes still make trouble 
  for domesticated animals like chickens. 
   
  Wolves (Grey Wolves) 
   
  Grey wolves can be either white, gray, 
  black, or any mix between these.  They 
  sand about 120 to 160 cm tall at the 
  shoulder, and have a distinctive call.  
  They are highly social animals, and the 
  pack is based around a lead male, called 
  the "alpha."  The entire pack, except 
  for pregnant and nursing females, hunts, 
  often using highly refined tactics to 
  take 
  down 
  prey. 
   
  Wolf 
  packs 
  are 
  territorial, and normally do not stray 
  into each other's territory.  When they 
  feel that their turf is threatened by 
  anything - wolves, other animals, or 
  humans - they will attack.  Contrary to 
  popular belief, wolves avoid humans and 
  their livestock, and will only attack 
  when there is no other source of food.  
  There can be anywhere from five to 
  twenty-five wolves in a pack. 
   
  HP: 20 
  SQ: 6 
  AP: 6 
  XP: 100 
  CC: 5% 
  AC: 5  
  DR 
  DT 
  Normal: 
  0 
  0 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 0 
  0 
  PR: 25% 
  RR: 15% 
  GR: 0/0 
   
  Attacks: Bite (80%, 3 AP, D:2d6, none) 
   
     Claw (70%, 4 AP, D:1d8, none) 
   
  Dire Wolves 
   
  Dire wolves are a huge member of the 
  wolf family, thought to be extinct since 
  the last ice age.  It is unclear whether 
  radiation created a similar creature, or 
  holdovers from the far north made their 
  way south during the nuclear winters, 
  but dire wolf packs are some of the most 
  feared 
  creatures 
  in 
  the 
  wastes.  
  Although they are extremely rare, they 
  have been known to take down entire 
  caravans, armed guards and all.  Dire 
  wolves 
  hunt 
  mainly 
  for 
  meat, 
  and 
  although 
  they 
  avoid 
  large 
  human 
  settlements, they can and will attack 
  smaller, undefended towns, carrying off 
  children or small adults.  Dire wolves 
  stand almost 2 meters at the shoulder, 
  and except for their size, look much 
  like their smaller cousins, the Grey 
  Wolf.  They run in packs of 5 to 25 
  individuals. 
   
  HP: 60 
  SQ: 9 
  AP: 9 
  XP: 700 
  CC: 7% 
  AC: 9  
  DR 
  DT 
  Normal: 
  5 
  40% 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 0 
  0 
  PR: 40% 
  RR: 20% 
  GR: 0/0 
   
  Attacks: Bite (90%, 3 AP, D:3d6, none) 
   
     Claw (80%, 4 AP, D:2d8, roll  
     
     against EN to avoid        
     
     knockdown). 
   
  Coyotes 
   
  Smaller than wolves, with a higher howl, 
  coyotes are loners rather than social 
  animals, scavengers rather than hunters.  
  Coyotes aren't nearly as common as they 
  used to be, partially because they ran 
  out 
  of 
  food 
  when 
  livestock 
  herds 
  drastically 
  diminished, 
  partially 
  because wolf packs found that coyotes 
  made good meals.  Coyotes barely stand 1 
  meter at the shoulder, and are often 
  yellow, tan, or brown in color.  They 
  are 
  mostly 
  found 
  in 
  deserts 
  and 
  mountains, or any area where they have 
  some kind of cover, such as trees.  
  Unless mating, coyotes are almost always 
  alone, and won't attack humans unless 
  cornered 
  and 
  provoked. 
   
  They 
  will, 
  however, attempt to take down livestock, 
  if they think it is an easy catch. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  72 
  Coyotes 
   
  HP: 20 
  SQ: 6 
  AP: 6 
  XP: 100 
  CC: 5% 
  AC: 3  
  DR 
  DT 
  Normal: 
  0 
  0 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 0 
  0 
  PR: 20% 
  RR: 10% 
  GR: 0/0 
   
  Attacks: Bite (70%, 3 AP, D:1d8, none) 
   
  Feral Dogs 
   
  Man's best friend was blessed with a 
  resistance to radiation that his master 
  did not have.  When billions were 
  dropping dead from fallout, millions of 
  canines were wondering where their next 
  can of dog food was going to come from.  
  Inevitably, some escaped their houses 
  and backyards, forming groups not unlike 
  wolf packs.  Today, these bands of dogs 
  have become feral, interbreeding with 
  each other and living without the humans 
  that supplied them with chow and loved 
  them for eons.  A feral dog pack 
  operates much like a wolf pack, with a 
  single "alpha" male leader and anywhere 
  from 5 to 25 members.  Feral dogs tend 
  to be smaller than wolves, and come in 
  almost any color and shape that normal 
  mutts do.  They live anywhere, and 
  although they avoid humans for the most 
  part, feral dogs can usually be found 
  closer to cities and towns than wolves 
  and coyotes.  Feral dogs will not attack 
  humans unless starving or provoked. 
   
  HP: 20 
  SQ: 6 
  AP: 6 
  XP: 100 
  CC: 4% 
  AC: 3  
  DR 
  DT 
  Normal: 
  0 
  0 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 0 
  0 
  PR: 20% 
  RR: 10% 
  GR: 0/0 
   
  Attacks: Bite (70%, 3 AP, D:1d8, none) 
  Dog 
   
  Who wouldn't want a large, slobbering, 
  smelly beast as a companion?  They are 
  intensely 
  loyal 
  and 
  love 
  you 
  unconditionally, and can do many useful 
  things 
  like 
  fetching 
  items 
  from 
  radioactive 
  areas 
  and 
  leading 
  blind 
  people around.  Dogs can be found 
  anywhere there are humans.  They come in 
  all sizes and colors, and will not 
  attack anyone unless they perceive that 
  person as a threat to their house, 
  territory, or master. 
   
  HP: 20 
  SQ: 6 
  AP: 6 
  XP: 100 
  CC: 3% 
  AC: 5  
  DR 
  DT 
  Normal: 
  0 
  0 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 0 
  0 
  PR: 18% 
  RR: 8% 
  GR: 0/0 
   
  Attacks: Bite (80%, 3 AP, D:2d6, roll 
  against dex. to avoid knockdown) 
   
  Deathclaws 
   
  Originally 
  thought 
  to 
  be 
  mindless 
  monsters, deathclaws are actually an 
  intelligent, upright walking, mutated 
  lizard.  They stand almost 275 cm tall, 
  and have large arms that end in wickedly 
  sharp claws that give the creatures 
  their name.  Their skin is reptilian and 
  ranges in color from light brown to 
  almost black.  Deathclaws have their own 
  language and some have even learned to 
  imitate 
  human 
  speech 
  in 
  order 
  to 
  communicate with people, although this 
  is more like a parrot's reproduction 
  rather 
  than 
  actually 
  "speaking."  
  Deathclaws have been known to don large 
  cloaks and walk among humans, passing 
  for mutants or half-mutants, in order to 
  learn about our society.  There doesn't 
  seem to be any large structure to the 
  deathclaw world, and they prefer to live 
  in 
  small 
  tribes 
  of 
  20 
  to 
  200.  
  Deathclaws 
  almost 
  always 
  travel 
  in 
  groups of 10 or more, unless they are 
  scouts, and then they always travel in 
  pairs.  Deathclaws will not immediately 
  attack humans, but many of them have 
  grown to mistrust people, and rightly 
  
   
   
  73 
  so, since it wasn't even clear that 
  deathclaws 
  were 
  intelligent 
  until 
  recently, and many humans still view 
  them as monsters, if they are aware of 
  the deathclaw's true nature at all. 
   
  Deathclaws 
   
  HP: 70 
  SQ: 10 
  AP: 10 
  XP: 800 
  CC: 9% 
  AC: 25 
  DR 
  DT 
  Normal: 
  4 
  40% 
  Laser: 
  0 
  0 
  Fire:  
  4 
  40% 
  Plasma: 
  0 
  0 
  Explosion: 4 
  40% 
  PR: 80% 
  RR: 60% 
  GR: 0/40 
   
  Attacks: Claw (90%, 3 AP, D:3d8, none) 
   
  Spitting Plant 
   
  Not exactly Seymour, but this species of 
  plant is certainly a nasty customer.  It 
  grows almost anywhere, but is usually 
  found among other plants so it can blend 
  in and ambush its prey.  It stands about 
  2 meters tall and has a "flower" like a 
  Venus flytrap, a plant which it probably 
  mutated from.  When it senses movement 
  and heat, it will "shoot" a sharp thorn 
  from its "flower."  When it senses that 
  the creature it shot at is no longer 
  moving, it will then proceed to "eat" 
  the unlucky creature with its flower.  
  Although this sounds humorous, meeting 
  five or six of these plants is no 
  laughing matter.  They usually grow 
  together, as several are always more 
  dangerous than one, and at least one of 
  them is guaranteed a meal.  Spitting 
  plants attack anything that is warm and 
  moves.  Note that spitting plants cannot 
  move - they are, literally, planted.  
  Their spikes do 1d6 points of damage and 
  have an effective range of 8 meters. 
   
   
   
   
   
   
   
   
   
   
   
  Spitting Plant 
   
  HP: 50 
  SQ: 8 
  AP: 8 
  XP: 100 
  CC: 2% 
  AC: 5  
  DR 
  DT 
  Normal: 
  0 
  0 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 0 
  0 
  PR: 100% 
  RR: 95% 
  GR: 100/100 
   
  Attacks: Thorn (75%, 4 AP, D:1d6, none) 
   
  Geckos 
   
  A 
  mutation 
  of 
  the 
  smaller 
  pre-War 
  lizard, Geckos are large desert-dwelling 
  reptiles that walk on their hind legs 
  and attack with their front, which have 
  developed 
  sharp 
  claws 
  for 
  tearing.  
  Highly prized for their strong pelts, 
  Geckos are routinely hunted in some 
  places, although a pack of them can 
  easily kill one or two inexperienced 
  hunters.  Geckos stand about 150 cm 
  tall, and the larger, more dangerous 
  Golden Gecko is about 180 cm tall.  They 
  travel in packs of anywhere from 4 to 20 
  animals. 
   
  Gecko 
   
  HP: 30 
  SQ: 7 
  AP: 7 
  XP: 150 
  CC: 2% 
  AC: 5  
  DR 
  DT 
  Normal: 
  1 
  10% 
  Laser: 
  0 
  0 
  Fire:  
  0 
  0 
  Plasma: 
  0 
  0 
  Explosion: 0 
  0 
  PR: 80% 
  RR: 75% 
  GR: 0/10 
   
  Attacks: Claw (75%, 3 AP, D:1d8, none) 
   
     Bite (70%, 4 AP, D:2d6, none) 
   
   
   
   
   
   
   
  
   
   
  74 
  Fire Gecko 
   
  HP: 40 
  SQ: 9 
  AP: 9 
  XP: 300 
  CC: 4% 
  AC: 8  
  DR 
  DT 
  Normal: 
  3 
  30% 
  Laser: 
  0 
  0 
  Fire:  
  3 
  30% 
  Plasma: 
  0 
  0 
  Explosion: 2 
  10% 
  PR: 80% 
  RR: 80% 
  GR: 0/20 
   
  Attacks: Claw (75%, 3 AP, D:1d8, none) 
  Bite (80%, 4 AP, D:2d6, Poison    
  Type B) 
   
  Golden Gecko 
   
  HP: 50 
  SQ: 9 
  AP: 9 
  XP: 400 
  CC: 5% 
  AC: 10 
  DR 
  DT 
  Normal: 
  5 
  50% 
  Laser: 
  0 
  0 
  Fire:  
  5 
  50% 
  Plasma: 
  0 
  0 
  Explosion: 2 
  10% 
  PR: 100% 
  RR: 100% 
  GR: 0/50 
   
  Attacks: Claw (90%, 3 AP, D:1d12, none) 
   
     Bite (85%, 4 AP, D:1d20, none) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Part 
  VI: 
  Weapons, 
  Ammunition, 
  Armor, 
  and 
  Equipment, 
  Including 
  Chems and Vehicles 
   
  he trade value of each item is 
  given, along with all appropriate 
  information 
  for 
  weapons, 
  ammunition, and armor.  The weapons are 
  broken down by skill required, and then 
  by type of weapon.  Note that guns do 
  damage based on the type of ammunition 
  being used, and the gun itself may give 
  a bonus to that damage. 
  Weapons 
   
  Abbreviations: 
  Dmg = Damage (note that damage for guns 
  is determined by the type of ammunition 
  used, and any bonuses the gun adds) 
  S = Single  
  T = Targeted  
  B 
  = 
  Burst 
  (see 
  the 
  rules 
  under 
  Attacking: 
  Burst 
  Mode 
  in 
  Combat: 
  Attacking for details) 
  Rng = Range in meters.  In standard 
  combat, one hex is 1 meter in diameter.  
  Numbers in ( ) indicate range with a 
  tripod where applicable. 
  W = Weight  
  MD = Melee Damage  
   
  Unarmed Skill Weapons  
   
  his skill covers the good old-
  fashioned method of beating people 
  up 
  with 
  your 
  bare 
  fists, 
  and 
  weapons that compliment this method. 
   
  Fists and Feet  
  Value: N/A  
  Unless your character is missing a limb 
  or two, they have these weapons with 
  them at all times.  The most basic of 
  weapons.  
  Min. ST: 1 W: N/A Dmg: 1d4 + MD Rng: 1 
  AP S: 3 T: 4 B: N/A  
   
   
   
   
   
   
   
   
   
  T 
  T 
  
   
   
  75 
  Brass Knuckles  
  Value: 40  
  A device that fits around the knuckles 
  of a fighter, making punches 
  hurt 
  a 
  lot 
  more. 
   
  It 
  distributes the force of the 
  blow 
  evenly 
  over 
  the 
  puncher’s 
  hand, 
  allowing 
  them to avoid breaking their fingers. 
  Min. ST: 1 W: 1 lb Dmg: 1d10 + MD Rng: 1 
  AP S: 3 T: 4 B: N/A  
   
  Tiger Claw 
  Value: 75 
  A glove that fits over a portion of the 
  knuckles 
  and 
  fingers, 
  concealing 
  sharp 
  “claws” 
  in the palm.  A simple 
  weapon, 
  often 
  used 
  for 
  ritualistic tribal combat 
  rather than serious fighting.  Assassins 
  like to dip tiger claws in poison to 
  make an easily concealable – and deadly 
  – weapon. 
  Min. ST: 1 W: 1 lb Dmg: 1d2 + MD Rng: 1 
  AP S: 3 T: 4 B: N/A 
   
  Sapper 
  Value: 80 
  Essentially a normal glove with weights 
  attached, the sapper is designed to help 
  you hit harder.  Like a melee sap (see 
  below), the primary use of this weapon 
  is to knock an opponent unconscious from 
  a sneaky blow to the head.  Head shots 
  with this glove have a 75% chance of 
  knocking the target unconscious for 1d10 
  rounds. 
  Min. ST: 3 W: 4 lbs. Dmg: 1d6 + MD Rng: 
  1 AP S: 3 T: 4 B: N/A 
   
  Shredders 
  Value: 90 
  Shredders are gloves that have small, 
  sharp claws attached to the fingers, 
  allowing 
  the 
  user 
  to 
  scratch 
  an 
  opponent.  Not very useful as a melee 
  weapon, but coated with the right kind 
  of poison, shredders can be extremely 
  dangerous. 
  Min. ST: 1 W: 2 lbs. Dmg: 1d4 + MD Rng: 
  1 AP S: 3 T: 4 B: N/A 
   
   
   
   
   
   
   
   
   
   
  Lacerators 
  Value: 100 
  This nasty little glove represents some 
  of the finest innovations raiders and 
  tribals have made since the war.  Gloves 
  covered with razor blades, lacerators 
  will rip flesh into fine pieces with a 
  simple swipe of the hand. 
  Min. ST: 1 W: 2 lbs. Dmg: (1d8+2) + MD 
  Rng: 1 AP S: 3 T: 4 B: N/A 
   
  Mace Glove 
  Value: 150 
  The mace glove is a large, weighted, 
  spiked metal ball attached 
  to a glove, so the user 
  can 
  beat 
  unsuspecting 
  critters or raiders with 
  more 
  effectiveness.  
  Certainly not an elegant weapon, but an 
  efficient one. 
  Min. ST: 3 W: 5 lbs. Dmg: 1d12 + MD Rng: 
  1 AP S: 3 T: 4 B: N/A 
   
  Spiked Knuckles  
  Value: 250  
  An improved version of the classic brass 
  knuckles, the spiked knuckles do more 
  damage, tearing into the flesh 
  of your opponent in unarmed 
  combat. 
   
  Like 
  the 
  brass 
  knuckles, they distribute damage 
  evenly across the puncher’s fingers. 
  Min ST: 1 W: 1 lb Dmg: (1d10+4) + MD 
  Rng: 1 AP S: 3 T: 4 B: N/A  
   
  Boxing Gloves  
  Value: 250  
  One can still find practitioners of "the 
  sweet science" in the wastes.  
  If your character is thinking of 
  becoming the next Balboa, these 
  are essential.  Boxing gloves 
  are gloves with some kind of pad 
  over and around the fist, so that the 
  wearer does not damage his or her hand, 
  and the person getting punched doesn’t 
  get cut. 
  Min ST: 1 W: 5 lbs Dmg: 1d4 + MD Rng: 1 
  AP S: 3 T: 4 B: N/A  
   
  Plated Boxing Gloves  
  Value: 300  
  Where one finds practitioners 
  of "the sweet science," one 
  finds 
  cheaters 
  as 
  well.  
  Someone 
  "accidentally" 
  put 
  metal plates into these boxing gloves. 
  Min ST: 1 W: 10 lbs Dmg: (1d4+5) + MD 
  Rng: 1 AP S: 3 T: 4 B: N/A  
   
   
  
   
   
  76 
  Punch Dagger 
  Value: 300 
  The 
  punch 
  dagger 
  certainly 
  isn’t 
  a 
  subtle weapon; it is a large, serrated 
  combat 
  knife 
  attached 
  to 
  a 
  glove, 
  combining the force of a punch with the 
  tearing 
  action 
  of 
  a 
  toothed 
  blade.  
  Expect to get kicked out of the boxing 
  ring for using this unorthodox piece of 
  equipment. 
  Min. ST: 1 W: 4 lbs. Dmg: (1d10+2) + MD 
  Rng: 1 AP S: 3 T:4 B: N/A 
   
  Punch Gun 
  Value: 600 
  This unusual weapon is a glove with a 
  trigger in the thumb, allowing the user 
  to fire a single shotgun shell at the 
  same time a punch is thrown.  The damage 
  from the shotgun ammo is added to the 
  effects of the punch and melee damage.  
  Although they are somewhat awkward, as 
  the must be reloaded after every use, an 
  enterprising individual could do quite 
  well with one of these tools during a 
  surprise attack.  The punch gun holds 1 
  shotgun shell.  Note that the incredibly 
  short barrel on the gun renders this 
  weapon 
  ineffective 
  at 
  all 
  but 
  the 
  closest ranges. 
  Min. ST: 2 W: 7 lbs. Dmg: (1d4 + Ammo) + 
  MD) Rng: 1 AP S: 4 T: 5 B: N/A 
   
  Impact Glove 
  Value: 900 
  A Brotherhood of Steel invention, the 
  impact glove uses a unique piston device 
  similar to ones used by the much more 
  powerful 
  Big 
  Frigger 
  line 
  of 
  power 
  fists.  The difference is that the 
  impact glove uses a smaller energy cell 
  that does not need to be recharged, and 
  is significantly less powerful.  It is 
  still a decent weapon, and can enhance 
  anyone’s 
  hand-to-hand 
  fighting 
  experience. 
  Min. ST: 1 w: 9 lbs. Dmg: (1d10+8) + MD 
  Rng: 1 AP S: 4 T: 5 B: N/A 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adamantine Claws 
  Value: 1000 
  Named not because they are made from a 
  mystical 
  alloy, 
  but 
  because 
  they 
  resemble the claws of a 20th Century 
  comic-book 
  character, 
  these 
  gloves 
  feature 
  extendible 
  blades 
  that 
  are 
  designed to slash and 
  disembowel 
  even 
  the 
  strongest 
  critters. 
   
  The 
  user 
  can 
  control the claws’ action through a 
  trigger in the glove. 
  Min. ST: 2 W: 3 lbs Dmg: (1d10+5) + MD 
  Rng: 1 AP S: 3 T: 4 B: N/A 
   
  Power Fist  
  Value: 1800  
  The 
  "Big 
  Frigger" 
  Power 
  Fist 
  from 
  BeatCo.  Considered by many to be the 
  ultimate 
  weapon 
  to 
  use 
  in 
  unarmed 
  combat.  A Power Fist is a 
  metal glove that fits over the 
  hand and uses small motors to 
  enhance the power of a punch.  
  It holds 25 charges, and uses 
  Small 
  Energy 
  Cells 
  to 
  recharge.  The glove will “sense” when 
  the 
  user 
  throws 
  a 
  punch 
  and 
  automatically 
  adjusts 
  for 
  greater 
  damage, using energy even if the punch 
  doesn’t connect. 
  Min. ST: 1 W: 10 lbs. Dmg: (2d8+10) + MD 
  Rng: 1 AP S: 4 T: 5 B: N/A  
   
  Mega Power Fist  
  Value: 2200  
  A more powerful version of the "Big 
  Frigger."  This one has upgraded power 
  servos for increased strength.  The Mega 
  Power Fist holds 25 charges of 
  Small Energy Cells.  Like the 
  smaller version, it uses a 
  charge every time a punch is 
  thrown, even if it doesn’t 
  connect. 
  Min. ST: 1 W: 10 lbs. Dmg: (3d10+20) + 
  MD Rng: 1 AP S: 4 T: 5 B: N/A  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  77 
  Melee Skill Weapons  
   
  hese weapons are held in the hand 
  and 
  make 
  contact 
  with 
  whatever 
  their user is trying to damage. 
   
  Rock  
  Value: N/A  
  Your basic, run of the mill rock.  There 
  are only several trillion of 
  them lying around the wastes.  
  See also Throwing Weapons.  
  Min. ST: 1 W: 1 lb. Dmg: 1d4 + 
  MD Rng: 1 AP S: 3 T: 4 B: N/A  
   
  Sap 
  Value: 1 
  A sap is a simple weapon 
  designed 
  to 
  knock 
  someone 
  unconscious.  It is usually 
  just a rock or some packed 
  sand inside of an old tube of 
  cloth, like a sock.  Saps do 
  not actually damage a target, 
  and are only effective when targeting 
  someone’s head (treat this as a targeted 
  shot to the eyes).  A successful hit 
  causes the target to lose consciousness 
  for 1d10 rounds. 
  Min ST: 5 W: 1 lb. Dmg: None Rng: 1 AP 
  S: N/A T: 5 B: N/A 
   
  Shiv  
  Value: 2  
  A homemade knife that resembles an ice 
  pick.  A shiv is undetectable if your 
  character 
  is 
  holding 
  it; 
  however, it does not get a 
  bonus 
  for 
  melee 
  damage.  
  Shivs can be constructed from 
  the simplest of materials, 
  are often used as basic assassination 
  weapons, as they can be jabbed into an 
  ear of an unsuspecting target to cause 
  nearly instant death. 
  Min. ST: 1 W: 1 lb Dmg: 1d4 Rng: 1 AP S: 
  3 T: 4 B: N/A  
   
  Broken Bottle 
  Value: 2 
  The weapon of choice for barfights, 
  broken bottles will do in a pinch when 
  the bouncer took your guns and you just 
  took some large raider’s girlfriend.  
  Contrary to popular belief, smashing a 
  bottle on the bar to break it won’t give 
  you a handy weapon.  Instead, it’ll tear 
  holes in your hand.  You’ll just have to 
  pick one of these up off the floor. 
  Min. ST: 1 W: 1 lb. Dmg: 1d6 + MD AP S: 
  3 T: 4 B: N/A 
  Sharpened Pole  
  Value: 5  
  A basic piece of wood with a sharpened 
  end, about 2 meters 
  long. 
   
  See 
  also 
  Throwing Weapons.  
  Min. ST: 3 W: 3 lbs. Dmg: (1d4+1) + MD 
  Rng: 2 AP S: 3 T: 4 B: N/A  
   
  Metal Pipe 
  Value: 10 
  Either iron or lead, this old section of 
  plumbing makes a fine tool for breaking 
  bones and beating heads.  Although heavy 
  and somewhat awkward, a piece of pipe 
  hurts just as badly as a club.  Colonel 
  Mustard agrees. 
  Min. ST: 5 W: 10 lbs. Dmg: 1d10 + MD 
  Rng: 1 AP S: 5 T: 5 B: N/A 
   
  Wooden Club 
  Value: 10 
  Humans have used these tools to kill 
  prey 
  and 
  bash each 
  other since we came 
  down from the trees.  
  It 
  is 
  nothing more 
  than 
  a 
  stick 
  with 
  some sharp points on it, or maybe a 
  rusty nail or two driven through it to 
  cause more pain and suffering to anyone 
  unlucky enough to get hit with it.  
  Chair legs, wooden sticks, pool cues, 
  and other wooden implements that might 
  be 
  lying 
  around 
  can 
  easily 
  be 
  substituted as a club in a pinch. 
  Min. ST: 3 W: 5 lbs. Dmg: 1d8 + MD Rng: 
  1 AP S: 3 T: 4 B: N/A 
   
  Club  
  Value: 30  
  A police-issue club used for subduing 
  criminals, or making sure they never 
  commit a crime again.  This weapon is 
  about 70 cm long and made 
  out of a rod of metal, with 
  a handle perpendicular to 
  the shaft, allowing the vibrations from 
  contact to diffuse before they travel up 
  the user’s arm.  A relatively easy 
  weapon to make from pieces of scrap 
  metal. 
  Min. ST: 3 W: 3 lbs. Dmg: 1d10 + MD Rng: 
  1 AP S: 3 T: 4 B: N/A  
   
  Shovel 
  Value: 30 
  Can you dig this, daddy-o? 
  Min. ST: 5 W: 15 lbs. Dmg: 1d12 + MD 
  Rng: 2 AP S: 4 T: 5 B: N/A 
   
   
  T 
  
   
   
  78 
  Knife  
  Value: 40  
  A basic knife for cutting things.  Or 
  critters.  Or people.  See also Throwing 
  Weapons.  Knives are about 
  15-25 cm long.  The best 
  are made from metal alloys; 
  the 
  most 
  primitive 
  are 
  carved 
  from 
  pieces of rock such as flint. 
  Min. ST: 2 W: 1 lb. Dmg 1d10 + MD Rng: 1 
  AP S: 3 T: 4 B: N/A  
   
  Claw Hammer 
  Value: 40 
  Either way you use this tool, it’s bound 
  to cause some pain and damage.  Also 
  useful for non-combative purposes. 
  Min. ST: 2 W: 4 lbs. Dmg: 1d10 + MD Rng: 
  1 AP S: 3 T: 4 B: N/A 
   
  Ax 
  Value: 45 
  This is a basic hatchet.  Good for 
  breaking down wooden doors, or 
  sinking into that nuke pooch.  
  Another common weapon that can be 
  constructed from a piece of wood 
  and any hunk of sharp metal or 
  rock, axes are anywhere from 30 cm 
  to 90 cm in length. 
  Min. ST: 3 W: 2 lbs. Dmg: 1d8+MD Rng: 1 
  AP S: 3 T: 4 B: N/A 
   
  Switchblade  
  Value: 50  
  The blade of this small knife is held by 
  a spring.  When a button on the 
  handle is pressed, the blade 
  shoots out with a satisfying 
  "Sssshk" sound.  Constructing 
  one of these takes some skill with both 
  metalworking and machinery, and they are 
  usually found in the possession of gangs 
  in larger cities. 
  Min. ST: 1 W: 1 lb. Dmg: 1d6 + MD Rng: 1 
  AP S: 3 T: 4 B: N/A  
   
  Wrench  
  Value: 65  
  This is probably far more useful for 
  repairing things, unless you are Col. 
  Mustard and happen to be 
  standing 
  in 
  the 
  Dining 
  Room.  Wrenches are pieces 
  of solid metal that can 
  double 
  as 
  clubs. 
   
  The 
  wrenches that are effective in combat 
  are anywhere from 40 to 80 cm in length.  
  See also Equipment. 
  Min. ST: 3 W: 4 lbs. Dmg: (1d6+2) + MD 
  Rng: 1 AP S: 4 T: 5 B: N/A  
   
  Crowbar  
  Value: 65  
  A very solid and heavy piece of metal 
  specially designed to exert 
  leverage - or pound heads.  
  Crowbars are fashioned from a 
  piece of solid metal, twisted 
  so that the user can exert 
  force on an object and pry it upwards.  
  They are usually about 35 cm in length. 
  Min. ST: 5 W: 5 lbs. Dmg: (1d12+3) + MD 
  Rng: 1 AP S: 4 T: 5 B: N/A  
   
  Spear  
  Value: 80  
  Your basic polearm.  A wooden pole with 
  a sharpened piece of metal on the end.  
  See also Throwing 
  Weapons. 
   
  Spears 
  are simple weapons 
  to construct, being a long (2 meter) 
  wooden pole with some kind of metal or 
  stone head tied to one end. 
  Min. ST: 4 W: 4 lbs. Dmg: (1d12+3) + MD 
  Rng: 2 AP S: 4 T: 5 B: N/A  
   
  Machete 
  Value: 100 
  Hack your way through all manner of 
  flora and fauna with 
  this handy gardening 
  implement.  The weapon 
  of 
  choice 
  for 
  the 
  intrepid 
  jungle 
  explorer, or the novice backyard weed-
  whacker. 
  Min. ST: 4 W: 1 lb. Dmg: (1d10+7) + MD 
  Rng: 1 AP S: 4 T: 5 B: N/A  
   
  Butcher’s Cleaver 
  Value: 110 
  This 
  kitchen 
  implement 
  was specifically designed 
  and balanced to ease the 
  task of cutting meat off 
  of 
  living 
  or 
  dead 
  creatures.  Made of a rust-resistant 
  graphite compound, this weapon stays 
  sharp longer and hacks harder than the 
  common knife. 
  Min. ST: 4 W: 1 lbs. Dmg: (1d8+10) + MD 
  Rng: 1 AP S: 3 T: 4 B: N/A 
   
   
   
   
   
   
   
   
   
   
  
   
   
  79 
  Sledgehammer  
  Value: 120  
  A pole with a heavy metal chunk on the 
  end, 
  designed 
  to 
  crumble 
  bones 
  and 
  damage vital organs.  
  Sledgehammers 
  are 
  about 70 cm long, and 
  require two hands to use properly.. 
  Min. ST: 6 W: 12 lbs. Dmg: 3d4 + MD Rng: 
  2 AP S: 4 T: 5 B: N/A  
   
  Scalpel 
  Value: 140 
  The standard instrument for performing 
  surgeries, this surgical-stainless steel 
  knife 
  is 
  small 
  but 
  incredibly sharp.  Not 
  the best tool for a 
  melee fight, but it 
  will do in a pinch.  See also Equipment. 
  Min. ST: 1 W: 1 lb. Dmg: (1d8+3) + MD 
  Rng: 1 AP S: 3 T: 4 B: N/A 
   
  Combat Knife  
  Value: 165  
  A military-issued knife designed for 
  melee combat.  The serrated edges tend 
  to tear instead of cut, and 
  wounds from this blade are 
  a lot more painful than 
  normal knife wounds.  See 
  also Throwing Weapons.  Combat knives 
  were constructed from a carbon-based 
  compound instead of a metal, making them 
  more durable, less prone to dulling, and 
  lighter than a normal knife.  They are 
  usually 15 to 25 cm long. 
  Min. ST: 2 W: 2 lbs. Dmg: (1d12+3) + MD 
  Rng: 1 AP S: 3 T: 4 B: N/A  
   
  Wakizashi Blade  
  Value: 200  
  A futuristic RPG would not be complete 
  without the Yakuza (Japanese mafia) and 
  the Fallout universe is no exception.  
  In fact, the only way a non-
  Yakuza member will get one of 
  these swords is to take it 
  off the body of a Yakuza. The 
  Wakizashi looks like a smaller Katana.  
  Because these blades are so difficult to 
  make, it is highly doubtful that anyone 
  makes these weapons in the wastes, and 
  they 
  are 
  most 
  likely 
  tourist-store 
  ripoffs from pre-War times.  Of course, 
  there 
  are 
  always 
  exceptions. 
   
  The 
  Wakizashi is about 60 cm long, and 
  slightly curved. 
  Min ST: 2 W: 2 lbs. Dmg: (1d12+4) + MD 
  Rng: 1 AP S: 3 T: 4 B: N/A  
   
  Louisville Slugger  
  Value: 300  
  This all-American, hardwood baseball bat 
  will knock anything right 
  out of the park.  A true 
  classic.  Don’t settle for 
  aluminum ripoffs. 
  Min. ST: 4 W: 4 lbs. Dmg: 
  2d10+ MD Rng: 1 AP S: 3 T: 4 B: N/A  
   
  Micro Sledgehammer 
  Value: 500 
  A Brotherhood of Steel specialty, the 
  Micro Sledgehammer is the dream of any 
  child who ever wanted to misuse a 
  croquet mallet.  Originally designed to 
  make construction more efficient, the 
  Brotherhood’s piston technology means 
  this small sledge hits with maximum 
  effect. 
  Min. ST: 4 W: 8 lbs. Dmg: (1d12+8) + MD 
  Rng: 1 AP: S: 3 T: 4 B: N/A 
   
  Cattle Prod  
  Value: 600  
  Since this weapon is designed to knock a 
  cow unconscious, imagine what it can do 
  to a human.  The cattle prod looks a 
  little 
  like 
  an overgrown 
  tuning fork, except that an 
  arc of electricity passes 
  between the prongs on the 
  end 
  whenever 
  the 
  user 
  presses the button.  Any biological 
  critter hit with a cattle prod has a 50% 
  chance of being knocked unconscious.  
  Each time an attack is made, successful 
  or not, the Prod uses one charge.  The 
  Cattle Prod holds 25 charges of Small 
  Energy Cell.  
  Min. ST: 4 W: 5 lbs. Dmg: (2d6+10) + MD 
  Rng: 1 AP S: 4 T: 5 B: N/A  
   
  Ripper  
  Value: 1000  
  Basically 
  a 
  knife-sized 
  chainsaw, 
  without the noisy motor.  Rippers were 
  common 
  among 
  gangs 
  and 
  thugs before the war, and 
  are common among criminals 
  and lowlifes after the war.  
  It's called a ripper for a reason; it 
  tears flesh and organs to pieces.  Every 
  time an attack is made, successful or 
  not, the Ripper uses one charge.  The 
  Ripper holds 25 charges of Small Energy 
  Cell.  
  Min. ST: 4 W: 5 lbs. Dmg: (1d10+15) + MD 
  Rng: 1 S: 4 T: 5 B: N/A  
   
   
   
  
   
   
  80 
  Super Cattle Prod  
  Value: 1800  
  An upgraded cattle prod.  Any biological 
  critter hit with this 
  tool has a 75% chance 
  of 
  being 
  knocked 
  unconscious. 
   
  The 
  Super 
  Cattle 
  Prod 
  requires two hands to use.  Every time 
  an attack is made, regardless of the 
  attack’s success, the Super Prod uses 
  one charge.  This weapon holds 25 
  charges of Small Energy Cell.  
  Min. ST: 4 W: 5 lbs Dmg: (2d8+20) + MD 
  Rng: 1 AP S: 4 T: 5 B: N/A  
   
  Deco-Filament 
  Value: 2000 
  The deco-filament is an unusual weapon 
  favored by assassins and Yakuza.  It is 
  a razor-sharp, super thin, extra-strong 
  wire strung between two handles.  The 
  user can then whip the wire at a target, 
  lopping off flesh and limbs.  It can be 
  used as a garrote to cleanly lop a head 
  from a neck. 
  Min. ST: 1 W: 1 lb. Dmg: (4d10) + MD 
  Rng: 2 AP S: 3 T: 4 B: N/A 
   
  Chainsaw  
  Value: 3000  
  A leftover from the pre-War days, a 
  chainsaw is probably the ultimate melee 
  weapon.  Although it 
  runs 
  on 
  gasoline, 
  surely there must be 
  a 
  tank 
  or 
  two 
  of 
  ethanol left in the 
  wastes somewhere.  A 
  character could graft 
  one of these to an 
  arm for some added fun.  
  Min. ST: 4 W: 10 lbs. Dmg (3d10+20) + MD 
  Rng: 1 AP S: 5 T: N/A B: N/A  
   
  Proton Ax 
  Value: 3500 
  The proton ax is a nasty 
  little tool.  A double-
  bladed ax, much like what 
  Gimli the Dwarf would be 
  wielding, 
  covered 
  with 
  depleted Uranium, allowing 
  it to pass through almost 
  anything.  Proton Axes are 
  made exclusively by the Guardians, and 
  are very rare.  They are about 150 cm 
  from handle to tip and the axhead is 50 
  cm long and almost 80 cm across. 
  Min. ST: 5 W: 15 lbs. Dmg: (3d10+10) + 
  MD Rng: 1 AP S: 4 T: 5 B: N/A 
   
  Super Sledgehammer  
  Value: 3750  
  The Super Sledgehammer is manufactured 
  exclusively 
  by 
  the 
  Brotherhood of Steel 
  using 
  the 
  finest 
  weapons 
  technology 
  available.  At first 
  glance, 
  this 
  nifty 
  little tool is indistinguishable from a 
  regular sledgehammer, except for the 
  small bundle of machinery at the base of 
  the head.  It includes a kinetic energy 
  storage device to increase knock back.  
  The Super Sledge is a two-handed weapon.  
  Min. ST: 5 W: 12 lbs Dmg: (3d10+15) + MD 
  Rng: 2 AP S: 4 T: 5 B: N/A 
  Small Guns Skill Weapons  
  Primitive Missile Weapons 
   
  ne of the oldest “firearms” is the 
  bow.  Traces of these weapons have 
  been found among excavations of the 
  most primitive settlements, and 
  Neanderthals used them over 30,000 years 
  ago.  The bow family of weapons is 
  suddenly very popular in a world where 
  they are easy to make and are better 
  than a knife or sharpened stick.  Bows 
  all require two hands to use. 
   
  Other kinds of primitive missile weapons 
  are popular among tribals again as well, 
  as they are far easier to construct and 
  maintain than 100-year-old firearms. 
   
  Sling 
  Value: 20 
  Not a bow, but a similar ancient weapon, 
  slings have been around 
  almost as long.  A 
  leather pouch attached 
  to some long leather 
  cords, slings are 
  designed to hurl rocks 
  farther and more accurately than one can 
  do by hand.  The user spins the sling 
  around in the air, gathering momentum, 
  and then flicks his or her wrist to 
  release the rock at the target.  Note 
  that slings do not require two hands to 
  use.  Single shot only.  Slings hold one 
  rock. 
  Min. ST: 5 W: 2 lbs. Dmg: 1d10 Rng: 10 
  S: 5 T: 6 B: N/A 
   
   
   
   
  O 
  
   
   
  81 
  Blowgun 
  Value: 30 
  A blowgun is a hollow tube that the user 
  blows a strong burst of air through, 
  launching a 
  small, 
  feathered dart 
  at an enemy.  They can be made from 
  anything hollow, including old metal 
  pipes, reeds, and drinking straws.  The 
  darts that a blowgun fires don’t do an 
  extraordinary amount of damage, but many 
  are coated with poisons.  A favorite 
  weapon of assassins, since it makes very 
  little noise.  A blowgun holds 1 blowgun 
  dart. 
  Min. ST: 1 W: 1 lb. Dmg: +0 Rng: 20 AP 
  A: 3 T: 4 B: N/A 
   
  Wooden Bow 
  Value: 50 
  Made from a cut piece of wood, bent into 
  a “C” shape, with a length of string or 
  animal sinew stretched between the 
  ends to provide tension, bows are 
  some of the simplest ranged weapons 
  to construct.  They can be 
  unwieldy, however, and can hurt the 
  inexperienced user.  Single shot 
  only.  Bows hold one arrow. 
  Min. ST: 5 W: 2 lbs. DMG: +3 Rng: 
  40 AP S: 5 T: 6 B: N/A 
   
  Wooden Crossbow 
  Value: 300 
  Crossbows were part of every army on 
  earth from their invention in the late 
  middle ages until the First World War.  
  After that, they became popular hunting 
  weapons.  Crossbows are wooden bows laid 
  across a plank or 
  flat surface, or even 
  the stock of a rifle.  
  They have a wheel 
  that winds the string 
  tight, and a trigger 
  mechanism that 
  releases tension on the string, shooting 
  the bolt at high velocity.  Because the 
  tension on the string is no longer 
  limited by human strength, crossbows can 
  shoot projectiles much farther, and with 
  a far greater degree of accuracy, than a 
  bow.  Single shot only.  Crossbows hold 
  one bolt. 
  Min. ST: 4 W: 10 lbs. DMG: +4 Rng: 50 AP 
  S: 4 T: 5 B: N/A 
   
   
   
   
   
  Composite Hunting Bow 
  Value: 600 
  This pre-War relic can still 
  be found in some parts of the 
  wastes.  A system of wheels 
  and a longer string was 
  added, and the bow 
  constructed from a carbon 
  compound, adding accuracy and 
  distance.  Single shot only.  
  Composite hunting bows hold 
  one arrow. 
  Min. ST: 5 W: 8 lbs. DMG: +5 Rng: 60 AP 
  S: 5 T: 6 B: N/A 
   
  Composite Hunting Crossbow 
  Value: 900 
  These were rare before 
  the war, and are even 
  harder to find now.  
  Composite hunting 
  crossbows work on the 
  same principles 
  composite bows do.  
  Composite crossbows hold one bolt. 
  Min. ST: 4 W: 12 lbs. DMG: +6 Rng: 70 AP 
  S: 4 T: 5 B: N/A 
  Pistols  
   
  he smallest of the Small Arms 
  weapons, 
  pistols 
  are 
  generally 
  hand-held, low damage weapons. 
   
  Colt 6520 10mm Pistol  
  Value: 250  
  An outloading pistol, each pull of the 
  trigger will automatically reload the 
  firearm until the magazine is 
  empty.  One of the simplest 
  and 
  most 
  inexpensive 
  semiautomatics 
  available.  
  Single shot only.  The clip 
  holds 12 shots of 10mm ammunition.  
  Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 19 AP 
  S: 5 T: 6 B: N/A  
   
  Zip Gun 
  Value: 275 
  The zip gun is a single-shot, handmade 
  pistol.  Crafted from spare parts, zip 
  guns are rather unreliable and shoot 
  almost any kind of handgun ammunition.  
  They have a very small range, and are 
  prone to jamming and breaking easily.  
  The chamber holds 1 shot of either .22, 
  9mm, 
  or 
  .45 
  caliber 
  ammunition, 
  depending on the gun. 
  Min. ST: 3 W: 5 lbs. Dmg: +4 Rng: 15 AP 
  S: 5 T: 6 B: N/A 
   
  T 
  
   
   
  82 
  .22 Pistol 
  Value: 300 
  Produced in the 20th Century as an 
  inexpensive solution to gun ownership, 
  the tiny .22 pistol fires the relatively 
  small .22 caliber slug.  These guns 
  simply don’t have the stopping power of 
  larger pistols, and a shot from one is 
  more likely to upset the target than 
  cause massive amounts of damage.  Single 
  shot only.  The clip holds 10 rounds of 
  .22 caliber ammunition. 
  Min. ST: 3 W: 4 lbs. Dmg: +4 Rng: 12 AP 
  S: 5 T: 6 B: N/A 
   
  .38 Special Snubnose Revolver 
  Value: 375 
  The 
  .38 
  Special 
  was 
  the 
  longtime 
  favorite of police forces until the 
  advent of newer automatic weapons.  It 
  has existed in one form or 
  another since the early 20th 
  century, 
  and 
  although 
  different 
  companies 
  manufactured it, the .38 Special is one 
  of the most universal guns available.  
  The 
  short 
  barrel 
  length 
  makes 
  it 
  ineffective except for very close range 
  combat.  Single shot only.  The revolver 
  chamber holds six shots of .38 caliber 
  ammunition. 
  Min. ST: 3 W: 4 lbs. Dmg: +7 Rng: 10 AP 
  S: 4 T: 5 B: N/A 
   
  VP91Z (M9-FS) 9mm Beretta Pistol 
  Value: 400 
  A good semiautomatic pistol for hunting 
  wabbits and other things.  The 
  VP91Z 
  was 
  a 
  standard-issue 
  military sidearm, and is one 
  of the two guns issued to 
  Desert Rangers.  Single shot 
  only.  The clip holds 18 shots 
  of 9mm ammunition. 
  Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 17 AP 
  S: 5 T: 6 B: N/A 
   
  Colt .45 M1911A1 Pistol 
  Value: 425 
  The 
  M1911A1 
  was 
  a 
  popular 
  military 
  sidearm 
  before 
  the 
  War.  
  Not a unique pistol, but a 
  powerful one.  The M1911A1 
  is the other standard-issue 
  Desert 
  Ranger 
  weapon.  
  Single shot only.  The clip 
  holds 7 shots of .45 caliber ammunition. 
  Min. ST: 3 W: 4 lbs. Dmg: +7 Rng: 17 AP 
  S: 5 T: 6 B: N/A 
   
   
   
  .357 Magnum Revolver 
  Value: 450 
  Although not as powerful as its big 
  brother, the .357 sports a longer barrel 
  and is therefore more accurate at longer 
  ranges.  One of the oldest revolvers, 
  Smith and Wesson made the 
  first .357 Magnums in the 
  late 1800s, although the 
  name “Magnum” (Latin for 
  “Big”) was around for at 
  least 10 years before.  Single shot 
  only.  The revolver chamber holds 6 
  shots of .357 caliber Magnum ammunition. 
  Min. ST: 5 W: 6 lbs Dmg: +8 Rng: 19 AP 
  S: 4 T: 5 B: N/A 
   
  Casull Revolver 
  Value: 500 
  This variation on the .44 magnum packs a 
  little less punch, but is also a little 
  more affordable.  These 
  guns 
  were 
  fairly 
  rare 
  before the War.  Single 
  shot only.  The revolver 
  chamber holds 6 shots of 
  .44 magnum ammunition. 
  Min. ST: 5 W: 6 lbs. Dmg: +7 Rng: 6 AP 
  S: 4 T: 5 B: N/A 
   
  .44 Magnum Revolver  
  Value: 600  
  Being that this is the 
  most powerful handgun in 
  the world, you've got to 
  ask 
  yourself 
  one 
  question: 
  Do 
  I 
  feel 
  lucky?  Well, do 'ya, punk?  Single shot 
  only.  The revolver chamber holds 6 
  shots of .44 Magnum ammunition.  
  Min. ST: 5 W: 6 lbs. Dmg: +11 Rng: 6 AP 
  S: 4 T: 5 B: N/A  
   
  Browning HP Pistol 
  Value: 700 
  The Belgian-made Browning high-powered 
  pistol became a popular handgun in North 
  America in the early part of the 21st 
  century. 
   
  Single 
  shot 
  only. 
   
  The 
  Browning HP uses .45 ammunition, and the 
  clip holds 12 rounds. 
  Min. ST: 4 W: 6 lbs. Dmg: +9 Rng: 20 AP 
  S: 4 T: 5 B: N/A 
   
   
   
   
   
   
   
   
   
  
   
   
  83 
  Desert Eagle 44  
  Value: 800  
  The 
  Israeli-made 
  Desert 
  Eagle 
  pistol 
  became 
  popular near the end of 
  the 
  20th 
  Century, 
  due 
  largely to its portrayal 
  in movies of the time.  
  Plus, it looks really cool when your 
  character plugs someone with it gangsta' 
  style.  Single shot only.  The clip 
  holds 8 shots of .44 Magnum ammunition.  
  Min. ST: 4 W: 5 lbs. Dmg: +10 Rng: 19 AP 
  S: 5 T: 6 B: N/A 
   
  Calico M-950 
  Value: 900 
  Although not a powerful weapon, the 
  Calico’s 
  unique 
  helical 
  feed 
  system 
  allows it to carry an amazing amount of 
  ammunition.  Single shot only.  The 
  Calico M-950 uses 9mm ammunition, and 
  the massive clip holds 40 rounds. 
  Min. ST: 4 W: 10 lbs. Dmg: +6 Rng: 15 AP 
  S: 5 T: 6 B: N/A  
   
  Sig-Sauer P220 9mm 
  Value: 1000 
  The 9mm Sig-Sauer P220 was developed by 
  the Swiss in the late 20th Century.  It 
  fires 
  the 
  smaller 
  9mm 
  bullet 
  and 
  does 
  less 
  damage 
  than 
  a 
  normal 
  semi-automatic, but it is 
  smaller 
  and 
  lighter, 
  making it a little easier to conceal.  
  The magazine holds 9 shots of 9mm 
  ammunition. 
  Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 24 S: 
  5 T: 6 B: N/A 
   
  Sig-Sauer 14mm Pistol  
  Value: 1100  
  The 
  Sig-Sauer 
  14mm 
  automatic 
  pistol 
  fires the large 14mm slug.  
  These pistols are known for 
  their 
  excellent 
  craftsmanship, although ammo 
  is fairly scarce.  Single 
  shot only.  The magazine holds 6 shots 
  of 14mm ammunition.  
  Min. ST: 4 W: 5 lbs. Dmg: +12 Rng: 18 AP 
  S: 5 T: 6 B: N/A  
   
   
   
   
   
   
   
   
   
  9mm Mauser  
  Value: 1500  
  The Mauser is an oldie but goodie, the 
  favorite handgun of outlaws 
  and gangster bosses.  This 
  weapon does not use the 
  traditional 9mm ammunition, 
  but instead fires nasty 9mm 
  balls.  Single shot only.  The magazine 
  holds 8 shots of 9mm Ball ammunition.  
  Min. ST: 3 W: 5 lbs Dmg: +4 Rng: 17 AP 
  S: 5 T: 6 B: N/A  
   
  Needler Pistol  
  Value: 2200  
  One of the most interesting pieces of 
  prewar tech, the Needler pistol actually 
  fires 
  small 
  hypodermic 
  needles 
  into 
  the 
  target, 
  which inject a serum that 
  causes a severe reaction in 
  the surrounding skin.  Of 
  course, there may very well be slugs 
  that inject all sorts of other nasty 
  things out there.  Single shot only.  
  The chamber holds 8 shots of HN Needler 
  ammunition.  
  Min. ST: 3 W: 5 lbs. Dmg: +0 Rng: 24 AP 
  S: 4 T: 5 B: N/A  
   
  Walther PPK 
  Value: 3000 
  The weapon of a true spy.  The Walther 
  PPK 
  (Polizei 
  Pistolen 
  Kriminal) was originally 
  made for plainclothes and 
  undercover 
  police 
  officers. 
   
  It 
  since 
  became 
  the 
  favorite 
  weapon of spies.  The PPK 
  is 
  most 
  effective 
  with 
  a 
  silencer.  
  Single shot only.  The magazine holds 8 
  shots of 7.65mm ammunition. 
  Min. ST: 2 W: 4 lbs. Dmg: +8 Rng: 20 AP 
  S: 3 T: 4 B: N/A 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  84 
  Flamer Pistol 
  Value: 3000 
  The Flambe 450 was an interesting but 
  slightly 
  misconceived 
  weapon.  
  Attempting to make a 
  portable 
  flamethrower, 
  the designer of this 
  unique 
  piece 
  of 
  equipment 
  failed 
  to 
  take into account that 
  flamers need the propelling power that 
  larger models provide.  Single shot 
  only.  The Flambe 450 has a small 
  chamber 
  that 
  holds 
  3 
  “shots” 
  of 
  flamethrower fuel.  The Flamer Pistol 
  cannot be targeted. 
  Min. ST: 4 W: 10 lbs. Dmg: Varies Rng: 3 
  AP S: 4 T: N/A B: N/A 
   
  Scorpio VZ61 Machine Pistol 
  Value: 3300 
  Although relatively ineffectual as a sub 
  machinegun, the Scorpio VZ61 nonetheless 
  enjoys 
  a 
  place 
  among 
  assassins 
  and 
  gangsters who find that 
  its 
  small 
  size 
  and 
  concealability 
  makes 
  up 
  for its lack of power, 
  range, 
  and 
  magazine.  
  Fires single shot or a 3-round burst.  
  The magazine holds 20 shots of 9mm 
  ammunition. 
  Min. ST: 4 W: 6 lbs. Dmg: +5 Rng: 15 AP 
  S: 5 T: 5 B: 6 
   
  .223 Pistol  
  Value: 3500  
  This pistol began its days as a .223 
  rifle 
  and 
  has 
  since 
  been 
  modified.  
  These are rather unique, and 
  are 
  made 
  with 
  love 
  and 
  skill.  Single shot only.  
  The magazine holds 5 shots 
  of .223 caliber ammunition.  
  Min. ST: 5 W: 7 lbs. Dmg: +20 Rng: 30 AP 
  S: 5 T: 6 B: N/A  
   
  M-78 Grenade Launcher 
  Value: 5000 
  A 
  heavily 
  modified 
  flare gun, the M-78 
  grenade 
  pistol 
  is 
  the only small arms 
  skill 
  weapon 
  that 
  can 
  lob 
  an 
  explosive. 
   
  Its 
  range isn’t all that great, but in the 
  hands of a cyborg, it could certainly 
  blow open a few doors.  The chamber 
  holds 1 40mm grenade. 
  Min. ST: 6 W: 8 lbs. Dmg: Varies Rng: 12 
  AP S: 5 T: N/A B: N/A 
  PPK-12 Gauss Pistol  
  Value: 5250  
  Praised 
  for 
  its 
  range 
  and 
  stopping 
  power, the PPK-12 Gauss Pistol is of 
  German design.  This "Lil' Railgun" uses 
  an electromagnetic field to propel slugs 
  at tremendous speed and power 
  through a target, any armor, 
  and 
  just 
  about 
  everything 
  else.  The PPK-12 looks like a 
  normal automatic pistol, except for the 
  unusual electromagnetic fins along the 
  barrel.  When fired, the Gauss Pistol 
  leaves an unmistakable spiral trail of 
  ionized 
  particles 
  through 
  the 
  air.  
  Single shot only.  The magazine holds 12 
  shots of 2mm EC.  
  Min. ST: 4 W: 5 Dmg: +22 Rng: 30 AP S: 4 
  T: 5 B: N/A 
  Shotguns 
   
  hotguns use 12-guage ammunition and 
  usually fire buckshot as opposed to 
  a single bullet.  They hurt a lot.  
  They look a bit like rifles, and often 
  take 
  two 
  hands 
  to 
  fire 
  correctly.  
  Shotguns fire either buckshot or slugs; 
  buckshot is a shell full of little metal 
  balls that isn’t as accurate as a 
  bullet, because the balls will begin to 
  come apart in flight, and shells are 
  large slugs, designed for hitting things 
  as longer ranges and hurting them more 
  than a pistol does.  Although shotguns 
  can be fired with one hand, they are 
  usually two-handed weapons.  Note that 
  using 
  slug 
  ammunition 
  in 
  a 
  shotgun 
  increases the range by 5 hexes, and 
  firing a double shot (both barrels) 
  decreases range by 3 hexes. 
   
  Winchester 12-Guage Shotgun  
  Value: 800  
  The 
  Winchester 
  "Widowmaker" 
  double-
  barreled shotgun.  Has a short barrel 
  with a mahogany 
  grip.  
  Considering 
  these 
  were 
  mass-produced 
  and sold at discount stores all over the 
  United States before the war, they are 
  quite common.  Single or double shot.  
  The chamber holds 2 rounds of 12-gauge 
  ammunition.  
  Min ST: 4 W: 5 Dmg: +12 Rng: 14 AP S: 5 
  T: 6 B: N/A  
   
   
   
  S 
  
   
   
  85 
  Winchester Sawed-Off Shotgun  
  Value: 800  
  A sawed off version of the "Widowmaker."  
  Not 
  exactly 
  designed 
  for 
  sniping, but will 
  turn 
  someone 
  to 
  ground 
  round 
  at 
  short range.  Single or double shot.  
  The chamber holds 2 rounds of 12-guage 
  ammunition.  
  Min. ST: 4 W: 5 Dmg: +14 Rng: 7 AP S: 5 
  T: 6 B: N/A  
   
  Pump-Action Shotgun 
  Value: 800 
  One of dozens of shotguns that were 
  common the world over before the war, a 
  pump-action shotgun is a single-shot, 
  semiautomatic 
  weapon 
  where 
  the 
  next 
  shell is loaded into the chamber by 
  pumping a mechanism along the bottom of 
  the barrel.  Many makes and models 
  exist, but they are all almost the same.  
  Single shot only.  The pump-action holds 
  4 rounds of 12-guage ammunition. 
  Min. ST:4 W: 4 Dmg: +12 Rng: 15 AP S: 5 
  T: N/A B: N/A 
   
  Beretta 470 Silverhawk 
  Value: 1000 
  An inexpensive Italian-made shotgun, the 
  Silverhawk 
  was 
  second 
  only 
  to 
  the 
  Benelli 
  among 
  law 
  enforcement officials 
  before the War.  It 
  was fairly common in 
  the 
  United 
  States, 
  and many of them can still be found, 
  thanks to its reliability.  Single or 
  double shot.  The chamber holds 2 rounds 
  of 12-guage ammunition. 
  Min. S: 4 W: 5 lbs. Dmg: +12 Rng: 14 AP 
  S: 5 T: 6 B: N/A 
   
  Winchester Combat Shotgun  
  Value: 2750  
  The Winchester 12-guage Combat Shotgun 
  with a bullpup variant.  Combat shotguns 
  are 
  all-metal 
  weapons 
  designed 
  to 
  deliver the stopping power of a shotgun 
  without the inconvenience of having to 
  reload 
  every 
  two 
  shots. 
   
  These 
  include the Desert 
  Warfare 
  environmental sealant modification for 
  extra durability.  Combat shotguns were 
  common in almost every army and police 
  force before the war.  Thanks to their 
  pump-action mechanism, Combat Shotguns 
  fire single shots and a 3-shot burst.  
  The magazine holds 12 rounds of 12-guage 
  shotgun shells.  
  Min. ST: 5 W: 11 lbs. Dmg: +15 Rng: 22 
  AP S: 5 T: 6 B: 6  
   
  H&K CAWS  
  Value: 4750  
  The 
  CAWS, 
  short 
  for 
  Close 
  Assault 
  Weapons System, is a useful tool for 
  short-range combat.  An improvement over 
  the 
  Winchester 
  Combat Shotgun, the 
  CAWS’ bullpup layout 
  gives the weapon a 
  short, easily handleable length while 
  still retaining enough barrel length for 
  its high velocity shells.  Fires single 
  shots and a 5-shot burst.  The magazine 
  holds 10 12-guage shotgun shells.  
  Min. ST: 6 W: 6 lbs. Dmg: +15 Rng: 30 AP 
  S: 6 T: 6 B: 6  
   
  Pancor "Jackhammer"  
  Value: 5500  
  The Jackhammer, despite its name, is an 
  easy to control shotgun, even when fired 
  on full automatic.  
  The popular bullpup 
  design, 
  which 
  places the magazine 
  behind the trigger, 
  makes the weapon well balanced and easy 
  to control.  Fires single shots or up to 
  a 5-shot burst.  The magazine holds 10 
  12-guage shotgun shells.  
  Min. ST: 5 W: 12 lbs. Dmg: +19 Rng: 35 
  AP S: 5 T: 6 B: 6 
  Submachine Guns 
   
  MGs can fire single shots as well 
  as bursts of bullets.  Submachine 
  guns 
  were 
  designed 
  to 
  put 
  the 
  stopping and suppressive power of early 
  machine guns like the Gatling gun into 
  the hands of infantry soldiers.  Used as 
  early as late World War I, submachine 
  guns soon changed the face or warfare in 
  the 
  20th 
  century. 
   
  Happily, 
  most 
  submachine guns are small enough to use 
  as one-handed weapons. 
   
  H&K MP-9 10mm SMG  
  Value: 1000  
  A 
  medium-sized 
  submachine 
  gun. 
   
  An 
  inexpensive variant on the classic MP-5, 
  the MP-9 uses the slightly larger 10mm 
  ammunition and has a slightly 
  smaller range.  This weapon 
  can fire a single shot as well 
  as up to a 10 shot burst.  The 
  S 
  
   
   
  86 
  clip holds 30 rounds of 10mm ammunition.  
  Min ST: 4 W: 7 lbs. Dmg: +6 Rng: 25 AP 
  S: 5 T: 6 B: 6  
   
  MAC 17 SMG (M-17) 
  Value: 1050 
  An advanced version of the MAC-10, and a 
  popular weapon in films if not real 
  life, the MAC 17 is a small submachine 
  gun 
  used 
  primarily 
  by 
  terrorist 
  organizations 
  in fast assaults.  This 
  weapon can fire single 
  shots as well as up to a 
  10 shot burst.  The clip 
  holds 
  30 
  rounds 
  of 
  .45 
  caliber 
  ammunition. 
  Min. ST: 4 W: 6 lbs. Dmg: +7 Rng: 25 AP 
  S: 5 T: 6 B: 6 
  H&K MP-5 
  Value: 1100 
  An unusual design for a submachine gun, 
  the MP-5 fires from a closed bolt and 
  can have one more round 
  than the magazine capacity 
  in the chamber.  It is more 
  accurate at single shots, 
  tending 
  to 
  overheat 
  in 
  fully automatic fire.  This 
  gun can fire a single shot or a up to a 
  5 shot burst.  The magazine holds 30 
  shots of 9mm ammunition. 
  Min. ST: 3 W: 5 lbs. Dmg: +7 Rng: 30 AP 
  S: 4 T: 5 B: 5 
   
  Uzi Mark 27 SMG 
  Value: 1200 
  Originally 
  designed 
  for 
  the 
  Israeli 
  armies, Uzis found their way into the 
  hands of many terrorist organizations.  
  The Uzi has a larger 
  magazine 
  than 
  other 
  submachine 
  guns, 
  and 
  therefore makes a good 
  weapon 
  for 
  the 
  ammo-
  conscious. 
   
  The 
  Uzi 
  fires single shots or up to a 10 shot 
  burst.  The clip holds 40 rounds of 9mm 
  ammunition. 
  Min. ST: 4 W: 7 lbs. Dmg: +5 Rng: 20 AP 
  S: 5 T: 6 B: 6 
   
  Thompson M1928 SMG  
  Value: 1200  
  The "Tommy Gun" submachine gun is a 
  sinister looking weapon.  When your 
  character holds this gun, he or she 
  experiences 
  a 
  strange sensation to 
  wear a fedora hat 
  and crack his or her 
  knuckles. 
   
  Originally 
  designed 
  by 
  General John Thompson after the first 
  World War, the Tommy Gun became the 
  staple of law enforcement officers as 
  well as organized crime and the IRA.  
  Instead of a clip, the Thompson loads 
  its unusual .45 caliber ammunition from 
  a drum under the barrel.  Note that the 
  Thompson must be used as a two-handed 
  weapon.  The Tommy Gun fires single 
  shots or up to a 10-shot burst.  The 
  ammunition drum holds 50 shots of .45 
  caliber ammunition.  You dirty rat.  
  Min. ST: 6 W: 12 lbs Dmg: +2 Rng: 32 AP 
  S: 5 T: 6 B: 6  
   
  Ruger AC556F 
  Value: 1400 
  The Ruger AC556F is a different version 
  of the popular Mini 14 
  assault 
  rifle. 
   
  Used 
  mostly by police forces, 
  the 
  AC556F 
  was 
  also 
  popular 
  in 
  the 
  open 
  market among survivalists 
  and homeowners.  It can fire single 
  shots or up to a 10-shot burst.  The 
  magazine 
  holds 
  32 
  shots 
  of 
  5.56mm 
  ammunition. 
  Min. ST: 6 W: 15 lbs. Dmg: +7 Rng: 20 AP 
  S: 5 T: 6 B: 6 
   
  Sten Gun 
  Value: 1500 
  Developed by the British during World 
  War II as a cheaper alternative to the 
  Thompson, the Sten Gun continued to be a 
  popular 
  weapon 
  throughout 
  the 
  20th 
  Century 
  due 
  to its 
  versatility 
  and 
  reliability. 
   
  The 
  Sten 
  Gun’s 
  hardy 
  craftsmanship allows it to operate well 
  under adverse weather conditions, and it 
  generally requires fewer repairs than 
  other weapons.  The Sten Gun fires a 
  single shot or a 3-shot burst.  The 
  magazine 
  holds 
  30 
  rounds 
  of 
  9mm 
  ammunition. 
  Min. ST: 6 W: 15 lbs. Dmg: +9 Rng: 24 AP 
  S: 5 T: 6 B: 6 
   
  MP-38 
  Value: 1600 
  The 
  Schmeisser 
  MP-38 
  was 
  an 
  early 
  variant of the standard 
  MP-40 
  submachine 
  gun 
  used by Nazi forces in 
  World War II.  Many of 
  them are in poor shape 
  and are often prone to jamming.  Valued 
  more as a collectors item than an 
  effective weapon.  Fires either a single 
  
   
   
  87 
  shot or a 3-shot burst.  The magazine 
  holds 30 rounds of 9mm ammunition. 
  Min. ST: 6 W: 25 lbs. Dmg: +7 Rng: 18 AP 
  S: 5 T: 6 B: 6 
   
  M3A1 "Grease Gun" SMG  
  Value: 1750  
  The "Grease Gun" filled National Guard 
  armories after the Army replaced it with 
  newer 
  weapons. 
   
  An 
  old 
  submahine gun, one of the 
  variants 
  on 
  the 
  MAC-10, 
  “Grease Guns” got their name 
  from the large amount of oil it took to 
  maintain them.  They are not uncommon in 
  the 
  post-War 
  world, 
  largely 
  because 
  there were armories full of them all 
  over the United States, and most weapons 
  storage 
  facilities 
  that 
  housed 
  more 
  modern weapons also happened to be at 
  ground zero or closeby.  The “Grease 
  Gun” fires a single shot or up to a 10-
  shot burst.  The clip holds 30 shots of 
  .45 caliber ammunition.  
  Min. ST: 4 W: 10 lbs Dmg: +10 Rng: 20 AP 
  S: 4 T: 5 B: 5  
   
  Walther MPL 
  Value: 1800 
  The Walther MPL is a medium submachine 
  gun, popular among police and guard 
  forces 
  before 
  the 
  war. 
   
  Private 
  investigators, bodyguards, and police 
  all used this reliable weapon.  The MPL 
  fires a single shot or a 10-shot burst.  
  The 
  clip 
  holds 
  30 
  shots 
  of 
  9mm 
  ammuntition. 
  Min. ST: 4 W: 8 lbs. Dmg: +8 Rng: 40 AP 
  S: 5 T: 6 B: N/A 
   
  Super Soaker 
  Value: 1900 
  This brightly-colored squirt gun hides 
  the 
  fact 
  that 
  some 
  enterprising 
  individual 
  coated 
  the 
  tank 
  with 
  ceramic, allowing it 
  to fire squirts of 
  acid. 
   
  And 
  you 
  thought peeing into 
  a squirt gun was devious.  Single shot 
  only.  The tank holds 15 squirts of 
  acid.  The Super Soaker cannot be 
  targeted. 
  Min. ST: 2 W: 15 lbs. Dmg: Varies Rng: 
  10 AP S: 5 T: N/A B: N/A 
   
   
   
   
   
   
  Calico Liberty 100 
  Value: 2000 
  A truly remarkable piece of equipment, 
  the Calico Liberty 100 has a reasonable 
  rate of fire and holds a ludicrous 
  amount of ammunition.  
  A 
  version 
  of 
  the 
  popular Calico line.  
  Fires either a single 
  shot or up to a 5-
  round burst.  The enormous magazine 
  holds 100 rounds of 9mm ammunition. 
  Min. ST: 6 W: 22 lbs. Dmg: +8 Rng: 20 AP 
  S: 5 T: 6 B: 6 
   
  Steyr AUG 
  Value: 2300 
  The Austrian-made 
  AUG 
  (Army 
  Universal 
  Gun) 
  was one of the 
  most widely used submachine guns before 
  the War.  The bullpup design, large 
  clip, 
  and 
  lightweight 
  and 
  portable 
  design made it extremely popular among 
  armies, police, and criminals alike.  
  The AUG fires a single shot or a 10 shot 
  burst, and the clip holds 40 shots of 
  5.56 ammo. 
  Min. ST: 5 W: 7 lbs. Dmg: +8 Rng: 28 AP 
  S: 5 T: 6 B: N/A 
   
  H&K P90c  
  Value: 2500  
  The Heckler and Koch P90c was just 
  coming into use at the time of the War.  
  The weapon's bullpup layout 
  and compact design make it 
  easy 
  to 
  control. 
   
  The 
  durable P90c is prized for 
  its 
  reliability 
  and 
  high 
  firepower in a ruggedly compact package.  
  Fires single shots or up to a 12-shot 
  burst.  The clip holds 24 shots of 10mm 
  ammunition.  
  Min. ST: 4 W: 9 lbs Dmg: +12 Rng: 30 AP 
  S: 4 T: 5 B: 5 
  Rifles 
   
  ifles 
  are 
  two-handed 
  weapons 
  designed to hit targets at long 
  distances. 
   
  A 
  long 
  barrel 
  is 
  connected to a metal or wooden stock, 
  allowing 
  for 
  a 
  greater 
  degree 
  of 
  accuracy over longer distances.  Rifles 
  are usually fired from the shoulder, 
  with the shooter looking down the barrel 
  to aim. 
   
   
  R 
  
   
   
  88 
  BB Gun 
  Value: 150 
  A basic air-powered gun that shoots 
  little 
  round 
  balls 
  called 
  BBs. 
   
  Not 
  exactly 
  known 
  for 
  dealing 
  astronomical 
  amounts 
  of 
  damage, but good for scaring off the 
  neighbor’s cat.  Single shot only.  The 
  chamber holds 100 BBs. 
  Min ST: 1 W: 15 lbs Dmg: +0 Rng: 25 AP 
  S: 5 T: 6 B: N/A 
   
  Pipe Rife 
  Value: 200 
  A handmade rifle, crafted from a heavily 
  modified 10mm pistol and a long piece of 
  pipe. 
   
  These 
  simply 
  weapons 
  are 
  commong 
  among 
  tribals 
  with 
  some 
  technical skills.  Single shot only.  
  The chamber only holds one 10mm bullet, 
  unfortunately. 
  Min. ST: 5 W: 11 lbs Dmg: +6 Rng: 20 AP 
  S: 5 T: 6 B: N/A 
   
  .22 Caliber Hunting Rifle 
  Value: 300 
  Used for squirrel and bunny hunting 
  before the war, .22 rifles are common 
  guns because they were so inexpensive 
  and prevalent.  Every Boy Scout used one 
  of these bolt-action weapons at summer 
  camp.  Single shot only.  The chamber 
  holds 1 .22 caliber bullet. 
  Min. ST: 3 W: 8 lbs. Dmg: +4 Rng: 30 AP 
  S: 5 T: 6 B: N/A 
   
  M1 Garand Rifle 
  Value: 400 
  There are certainly better guns out 
  there, but the M1 Garand is one of the 
  most common carbines in 
  existence.  The bolt-
  action M1 can trace its 
  roots 
  back 
  to 
  Winchesters used in the 
  American 
  Civil 
  War, 
  and 
  was 
  the 
  standard-issue 
  weapon 
  for 
  doughboys 
  after World War I.  Later, it became 
  very popular among civilians due to its 
  low price and decent range.  Single shot 
  only.  The clip holds 8 7.62 mm bullets. 
  Min. ST: 4 W: 6 lbs. Dmg: +7 Rng: 30 AP 
  S: 5 T: 6 B: N/A 
   
   
   
   
  M17-A Carbine 
  Value: 500 
  The M-17A is not related to the popular 
  M-16 assault rifle, but rather the M1 
  carbine.  The shorter barrel means less 
  range 
  and 
  damage 
  capabilities, but much 
  greater 
  portability 
  – 
  and 
  concealability. 
  Used for home defense 
  before the war.  Single shot only.  The 
  magazine 
  holds 
  10 
  shots 
  of 
  7.62mm 
  ammunition. 
  Min. ST: 4 W: 7 lbs. Dmg: +9 Rng: 20 AP 
  S: 5 T: 6 B: N/A 
   
  Colt Hunting Rifle 
  Value: 1000 
  A 
  Colt 
  “Rangemaster” 
  semi-automatic 
  rifle in various calibers.  Designed for 
  hunting 
  cows 
  and 
  cute, furry bunnies.  
  Single 
  shot 
  only.   
  The magazine holds 10 
  shots 
  of 
  .223 
  caliber 
  or 
  7.62mm 
  ammunition. 
  Min. ST: 5 W: 11 lbs Dmg: +9 Rng: 40 AP 
  S: 5 T: 6 B: N/A 
   
  M19 Rifle 
  Value: 1100 
  The M19 is an improved version of the 
  M17-A, sacrificing concealability and 
  portability 
  for 
  range 
  and accuracy.  Single 
  shot 
  only. 
   
  The 
  magazine holds 8 shots 
  of 7.62mm ammunition. 
  Min. ST: 5 W: 11 lbs. Dmg: +8 Rng: 35 AP 
  S: 5 T: 6 B: N/A 
   
  Spear Gun 
  Value: 1400 
  Before the war, these strange guns were 
  used to hunt for fish and other game.  
  Because the mechanism relies only on 
  tension to operate, and the special 
  spears fired from 
  these weapons are 
  relatively 
  easy 
  to make, they are 
  very 
  popular 
  in 
  lower-technology 
  areas.  Single shot only.  The spear gun 
  holds 1 spear bolt. 
  Min. ST: 4 W: 10 lbs. Dmg: None Rng: 30 
  AP S: 5 T: 6 B: N/A 
   
   
   
   
   
  
   
   
  89 
  DKS-501 Sniper Rifle 
  Value: 2200 
  An 
  excellent 
  long-range 
  projectile 
  weapon, and one of the first all-metal 
  sniper 
  rifles.  
  Originally 
  a 
  .308, 
  these 
  guns 
  were 
  rechambered 
  to 
  accommodate 
  the 
  more 
  common .223.  The DKS-501 comes equipped 
  with a Scope (see Weapon Enhancements, 
  below).  Single shot only.  The magazine 
  holds 
  6 
  shots 
  of 
  .223 
  caliber 
  ammunition. 
  Min. ST: 5 W: 10 lbs Dmg: +14 Rng: 50 AP 
  S: 6 T: 7 B: N/A 
   
  SVD-4000 
  Value: 2400 
  The SVD-4000 was the precursor to the 
  PSG1, and is a fine weapon in its own 
  right.  Unfortunately, a design flaw 
  rendered a great deal 
  of 
  these 
  guns 
  inoperable, 
  so 
  a 
  working version can usually only be 
  found 
  in 
  the 
  hands 
  of 
  a 
  serious 
  collector.  Because of the flaw, these 
  guns were never widely issued to armed 
  forces in the developed world.  Single 
  shot only.  The magazine holds 10 shots 
  of 7.62mm ammunition. 
  Min. ST: 5 W: 15 lbs. Dmg: +14 Rng: 75 
  AP S: 5 T: 6 B: N/A 
   
  PSG1 Sniper Rifle 
  Value: 2500 
  The PSG1 is perhaps the ultimate single 
  shot sniper’s weapon.  The semiautomatic 
  mechanism 
  means 
  more 
  shots off per minute, 
  and the range is nearly 
  unequaled.  The PSG1 
  comes with a built-in 
  Scope 
  (see 
  Weapon 
  Enhancements, below).  Single shot only.  
  The magazine holds 20 shots of 7.62mm 
  ammunition. 
  Min. ST: 5 W: 15 lbs. Dmg: +14 Rng: 120 
  AP S: 4 T: 5 B: N/A 
   
  G3 Battle Rifle 
  Value: 2600 
  American soldiers trained on these in 
  basic for nearly half a 
  century.  The G3 is a 
  perfect mixture between 
  rifle 
  and 
  assault 
  rifle, capable of firing a short burst 
  without sacrificing accuracy.  Fires 
  single shots or up to a 5 shot burst.  
  The clip holds 20 shots of 7.62mm 
  ammunition. 
  Min. ST: 6 W: 13 lbs. Dmg: 2d10+5 Rng: 
  45 AP S: 5 T: 6 B: 6 
   
  Red Ryder LE BB Gun 
  Value: 3500 
  The ultimate name in BB guns, there are 
  only a few Red 
  Ryders 
  left 
  in 
  existence.  
  Rumor 
  has 
  it 
  that Red Ryder himself protects children 
  armed with this gun.  Of course, that 
  could just be a myth.  Single shot only.  
  The chamber holds 100 little stinging 
  BBs. 
  Min. ST: 5 W: 15 lbs Dmg: +25 Rng: 32 AP 
  S: 5 T: 6 B: N/A 
   
  M72 Gauss Rifle 
  Value: 8250 
  The final product of endless research in 
  railgun technology, the M72 Gauss Rifle 
  comes 
  from 
  the 
  laboratories 
  of 
  old 
  Germany.  It uses 
  an 
  electromagnetic 
  field to propel 
  rounds 
  at 
  tremendous speed.  A shot can go through 
  just 
  about 
  any 
  material, 
  including 
  flesh.  Stone, concrete, rock and thick 
  metal are just about the only things 
  that can stop a shot from this gun.  
  There is a telltale spiral trail of 
  ionized particles visible for a couple 
  seconds after this gun is fired.  Single 
  shot only.  The magazine holds 20 shots 
  of 2mm EC ammunition. 
  Min ST: 6 W: 10 lbs Dmg: +33 Rng: 50 AP 
  S: 5 T: 6 B: N/A 
  Assault Rifles 
   
  ssault rifles are smaller machine 
  guns 
  designed 
  to 
  put 
  the 
  portability of a submachine gun and 
  the range of a rifle into one neat 
  package.  Assault rifles are all two-
  handed weapons. 
   
  M14 
  Value: 1000 
  The first assault rifle issued to the 
  United States Armed 
  Forces 
  before 
  the 
  Second 
  World 
  War, 
  the 
  M14 
  was 
  the 
  predecessor 
  to 
  the 
  legendary 
  M16.  
  Featuring a smaller magazine and slower 
  A 
  
   
   
  90 
  rate of fire, the M14 was still popular 
  among collectors and homeowners before 
  the War because of its wide availability 
  and low price.  Fires a single shot or a 
  6-round burst.  The magazine holds 20 
  rounds of 7.62mm ammunition. 
  Min. ST: 6 W: 16 lbs. Dmg: +5 Rng: 35 AP 
  S: 6 T: 7 B: 7 
   
  Browning Automatic Rifle 
  Value: 1000 
  Bulky and sporting a rather small clip, 
  the Browning Auto Rifle was originally 
  designed 
  as 
  a 
  squad-level 
  support 
  weapon.  The .308 caliber ammo is uses 
  can be hard to come by in the wastes.  
  Fires a single shot or a 10 shot burst.  
  The clip holds 20 rounds of .308 ammo. 
  Min. ST: 6 W: 25 lbs. Dmg: +6 Rng: 40 AP 
  S: 6 T: 7 B: N/A 
   
  AK-47 Assault Rifle 
  Value: 1000 
  The older rifle in the AK line, the AK-
  47 is possible the most famous, most 
  reliable, and best-built assault rifle 
  ever.  Originally used by the Soviets 
  and their Warsaw Pact allies, the AK-47 
  was copied by manufacturers in almost 
  every 
  country 
  on 
  earth. 
   
  These 
  duplicates 
  were 
  often 
  of 
  inferior 
  quality, however, and it is recommended 
  that the discriminating shooter only use 
  a Soviet model.  The AK-47 fires single 
  shots or a 5 shot burst.  The magazine 
  holds 30 rounds of 7.62mm ammunition. 
  Min. ST: 5 W: 10 lbs. Dmg: +7 Rng: 40 AP 
  S: 5 T: 6 B: N/A 
   
  AK-112 Assault Rifle 
  Value: 1300 
  An old military model, out of use around 
  the time of the war.  Fires single shots 
  or up to a 12 shot 
  burst.  The magazine 
  holds 24 shots of 5mm 
  ammunition. 
  Min. ST: 5 W: 8 lbs. Dmg: +8 Rng: 45 AP 
  S: 5 T: 6 B: 6 
   
  FN FAL 
  Value: 1500 
  The FN FAL has been more widely used by 
  armed forces than any other rifle in 
  history.  It’s a reliable weapon for any 
  terrain 
  or 
  situation, 
  and 
  its 
  fine 
  construction 
  of 
  only 
  the 
  best 
  materials 
  ensures 
  a 
  working weapon every time.  Fires a 
  single shot or up to a 10 shot burst.  
  The magazine holds 20 shots of 7.62mm 
  ammunition. 
  Min. ST: 5 W: 11 lbs. Dmg: +8 Rng: 35 AP 
  S: 5 T: 6 B: 6 
   
  AK-74 
  Value: 1600 
  A tweak on the Soviet-
  era AK series, the AK-
  74 is also known as the 
  “terrorist’s 
  hot 
  dog” 
  because 
  every 
  terrorist organization in the late 20th 
  Century and early 21st Century seemed to 
  own a version of these guns, regardless 
  of where they came from and what the gun 
  was made of.  Fires a single shot or up 
  to a 5 shot burst.  The clip holds 30 
  shots of 5.45mm ammunition. 
  Min. ST: 5 W: 14 lbs. Dmg: +10 Rng: 45 
  AP S: 5 T: 6 B: 6 
   
  M16A2 
  Value: 1700 
  An oldie but goodie, the M16A2 is a 
  modified version of a 
  gun used in Vietnam-
  era 
  America. 
   
  Its 
  value 
  mainly 
  comes 
  from 
  its 
  rarity.  
  Fires a single shot 
  or a 3 shot burst.  The magazine holds 
  18 shots of 5.56mm ammunition. 
  Min. ST: 6 W: 15 lbs. Dmg: +6 Rng: 40 AP 
  S: 6 T: 7 B: 7 
   
   
  XL70E3 
  Value: 3000 
  This was an experimental weapon before 
  the war, and is pretty rare.  Rumors are 
  that it was issued 
  to 
  the 
  Royal 
  Canadian 
  Mounted 
  Police. 
   
  Fires 
  single shots or up to an 8 shot burst.  
  The chamber holds 24 shots of 5mm 
  ammunition. 
  Min. ST: 5 W: 9 lbs. Dmg: +12 Rng: 35 AP 
  S: 5 T: 6 B: 6 
   
  H&K G11 (E) 
  Value: 8000 
  The 
  H&K 
  G11 
  and 
  the 
  H&K 
  G11E 
  revolutionized assault weapon design.  
  This gun fires a caseless cartridge 
  consisting 
  of 
  a 
  block of propellant 
  with a bullet buried 
  inside. 
   
  The 
  resultant weight and space savings allow 
  this weapon to have a very high magazine 
  capacity.  Fires single shots or up to a 
  
   
   
  91 
  10 shot burst.  The magazine holds a 
  block of 50 shots of 4.7mm Caseless 
  ammunition. 
  Min. ST: 4 W: 9 lbs Dmg: +12 Rng: 35 AP 
  S: 5 T: 6 B: 6 
  Big Guns Skill Weapons 
   
  ig guns are just that – big guns.  
  They  always require two hands and 
  do massive amounts of damage. 
  Machine Guns 
   
  hese are weapons designed to hurl 
  enormous volumes of bullets at a 
  target 
  or 
  targets. 
   
  They 
  all 
  require two hands to use, and many of 
  them need a tripod for any degree of 
  accuracy. 
  Browning M2 Minigun 
  Value: 3000 
  Originally 
  designed 
  as 
  a 
  tripod-mounted 
  weapon 
  in 
  the last 
  stages of World War 
  I, the Browning was 
  later adapted for infantry use as the 
  first true minigun.  The fact that it 
  uses a belt makes it somewhat awkward, 
  and the weight makes it unwieldy if not 
  fired from a stand.  These guns were so 
  well made that many were serviceable 100 
  years after manufacture.  The M2 was 
  horded by survivalists before the War.  
  Fires a 10-shot burst only.  The ammo 
  belt holds 50 rounds of .50 ammunition. 
  Min. ST: 7 W: 40 lbs. Dmg: +8 Rng: 20 
  (70) AP S: N/A T: N/A B: 7 
   
  Lewis MK II 
  Value: 3400 
  The Cal Lewis MK II was a tweak on an 
  American 
  design 
  adopted 
  by 
  the 
  British at the tail 
  end of World War I.  
  Used up until the 
  1940s, it offers considerable stopping 
  power and a large ammo drum.  Fires a 10 
  shot burst only.  The Lewis’ drum holds 
  50 shots of .308 caliber ammunition. 
  Min. ST: 6 W: 30 lbs. Dmg: +10 Rng: 30 
  (90) AP S: N/A T: N/A B: 6 
   
  M60 
  Value: 3500 
  A 
  belt-fed 
  machine gun that 
  is 
  usually 
  mounted on a tripod, although one can 
  carry it around, too.  The M60 was 
  prized by militaries for its high rate 
  of fire.  It can also be attached to 
  vehicles.  Fires 10 shot bursts only.  
  The ammo belt holds 50 shots of 7.62mm 
  ammunition. 
  Min. ST: 7 W: 26 lbs. Dmg: +18 Rng: 35 
  (120) AP S: N/A T: N/A B: 6 
   
  Bren Gun 
  Value: 3500 
  This British adaptation 
  of 
  a 
  Czech 
  design 
  served 
  the 
  Queen’s 
  forces through much of 
  World 
  War 
  II 
  and 
  beyond.  It uses an unusual top-fed 
  firing 
  mechanism, 
  and 
  is 
  terribly 
  inaccurate if not fired from a tripod.  
  The Bren Gun fires 15 shot bursts only.  
  The clip holds 45 rounds of .308 ammo. 
  Min. ST: 6 W: 28 lbs. Dmg: +12 Rng: 12 
  (50) AP S: N/A T: N/A B: 6 
   
  MG3 
  Value: 3600 
  Originally 
  developed 
  for 
  use 
  in 
  machinegun nests in World War II, where 
  it was employed by both 
  Axis and Allied forces, 
  the MG3 is the world’s 
  most 
  popular 
  infantry 
  machinegun. 
   
  Later 
  models were made more portable, but the 
  MG3 is nearly uncontrollable if not used 
  on a tripod.  The MG3 fires 10 shot 
  bursts only.  The ammo belt holds 50 
  shots of 7.62mm ammunition. 
  Min. ST: 7 W: 30 lbs. Dmg: +15 Rng: 10 
  (110) AP S: N/A T: N/A B: 6 
   
  CZ-53 Minigun 
  Value: 3800 
  The Rockwell CZ-53 Personal Minigun is a 
  multi-barreled 
  chaingun 
  firing 
  5mm 
  ammunition at over 
  60,000 
  rounds 
  per 
  minute. 
   
  Ouch.  
  Fires 
  a 
  20 
  shot 
  burst only.  The magazine holds 120 
  shots of 5mm ammunition. 
  Min. ST: 7 W: 31 lbs. Dmg: +5 Rng: 35 AP 
  S: N/A T: N/A B: 6 
   
  M249 SAW 
  Value: 4000 
  The 
  Belgian-made 
  M249 
  Squad 
  Automatic 
  Weapon 
  saw wide use before and 
  during the War.  The 
  M249 is best used on a 
  B 
  T 
  
   
   
  92 
  tripod in a situation where the gunner 
  can strafe bullets over a wide range.  
  Fires a 20 shot burst only.  The ammo 
  belt 
  holds 
  50 
  shots 
  of 
  5.56mm 
  ammunition. 
  Min. ST: 7 W: 35 lbs. Dmg: +15 Rng: 5 
  (80) AP S: N/A T: N/A B: 7 
   
  Light Support Weapon 
  Value: 4750 
  This 
  squad-level 
  support weapon has 
  a bullpup design, 
  making it difficult 
  to use while lying down.  Because of 
  this it was remanded to National Guard 
  units.  However, it earned a reputation 
  as a reliable weapon that packs a lot of 
  punch for its size.  The LSW gains some 
  accuracy when attached to a tripod.  The 
  light 
  support 
  weapon 
  fires 
  10 
  shot 
  bursts only, and its ammo belt holds 30 
  shots of .223 ammunition. 
  Min. ST: 6 W: 22 lbs. Dmg: +20 Rng: 40 
  (130) AP S: N/A T: N/A B: 6 
   
  PK Infantry Support Gun 
  Value: 5000 
  The PK Infantry Support Gun is a high 
  powered 
  machine 
  gun 
  designed to fire over 
  the heads of entrenched 
  infantry 
  during 
  assaults.  The PK ISG 
  comes 
  with 
  a 
  tripod 
  attached, making it unsuitable for up 
  close attacks.  The PK ISG fires 10 
  shots only per burst.  The ammo belt 
  holds 50 shots of 7.62mm ammunition. 
  Min. ST: 7 W: 35 lbs. Dmg: +18 Rng: N/A 
  (100) AP S: N/A T: N/A B: 7 
   
  Bozar 
  Value: 5250 
  The Bozar is the ultimate refinement of 
  the sniper’s art.  Although somewhat 
  finicky and prone to jamming if not kept 
  scrupulously 
  clean, 
  the 
  big 
  weapon’s 
  accuracy 
  more than makes up 
  for 
  its 
  extra 
  maintenance 
  requirements. 
   
  This 
  gun 
  looks like a large sniper rifle, and was 
  originally 
  designed 
  for 
  SEALs 
  and 
  Special 
  Forces 
  to 
  take 
  out 
  small 
  vehicles like tanks.  Bozars fire 15 
  shot bursts only.  The magazines holds 
  30 .223 bullets. 
  Min. ST: 6 W: 22 lbs. Dmg: +25 Rng: 75 
  AP S: N/A T: N/A B: 6 
   
  Avenger Minigun 
  Value: 5500 
  Rockwell designed the Avenger as the 
  replacement 
  for 
  their 
  aging 
  CZ-53 
  Personal Minigun.  The Avenger’s design 
  improvements include 
  improved 
  gel-fin 
  cooling 
  and 
  chromium-plated 
  barrel-bores.  This 
  gives it a greater range and lethality.  
  The Avenger fires a 40 shot burst only.  
  The magazine holds 120 shots of 5mm 
  ammunition. 
  Min. ST: 7 W: 31 lbs. Dmg: +10 Rng: 40 
  AP S: N/A T: N/A B: 6 
   
  M2HB 
  Value: 7500 
  The M2HB is perhaps the most powerful 
  infantry weapon available.  It uses the 
  unique 
  .50 
  BMG 
  ammunition; 
  bullets 
  designed to pierce the 
  armor of tanks and to 
  down helicopters.  It 
  can only be fired from a tripod because 
  of its extreme kickback.  The M2HB is 
  not designed to be a mobile weapon; 
  instead, it is often found in a semi-
  permanent machinegun nest or attached to 
  a vehicle.  The M2HB fires a 25 shot 
  burst only.  The ammo belt holds 100 
  shots of .50 BMG ammunition. 
  Min. ST: 6 W: 60 lbs. Dmg: +20 Rng: N/A 
  (140) AP S: N/A T: N/A B: 7 
   
  Vindicator Minigun 
  Value: 15250 
  The German Rheinmetal AG 
  Company 
  created 
  the 
  Vindicator, the ultimate 
  minigun.  The Vindicator 
  throws 
  90,000 
  caseless 
  shells per minute down its 6 carbon-
  polymer barrels.  As the pinnacle of 
  Teutonic engineering, it is the ultimate 
  hand-held weapon.  25 shot burst only.  
  The 
  Vindicator’s 
  magazine 
  holds 
  100 
  4.7mm caseless bullets. 
  Min. ST: 7 W: 30 lbs. Dmg: +14 Rng: 30 
  AP S: N/A T: N/A B: 6 
   
  MEC Gauss Minigun 
  Value: 20000 
  Developed in secret by the Chinese Army 
  in the last days of the War, the MEC 
  Gauss Minigun is an experimental weapon 
  of 
  great 
  destruction. 
   
  Only 
  the 
  strongest 
  soldiers 
  could 
  wield 
  and 
  control 
  this 
  mighty 
  weapon, 
  and 
  it 
  
   
   
  93 
  usually did so much damage that the 
  Chinese questioned the ethics involved 
  in issuing such a device to battlefield 
  troops.  The MEC’s shots have the 
  telltale spiral of ionized gas that is 
  the trademark of other railguns.  The 
  MEC fires a 20 round burst only.  The 
  magazine holds 120 shots of 2mm EC 
  ammunition. 
  Min. ST: 10 W: 50 lbs. Dmg: + 35 Rng: 7 
  AP S: N/A T: N/A B: 9 
   
  Grenade Launchers and Mortars 
   
  renade 
  launchers 
  sling 
  small 
  explosive 
  rounds 
  at 
  a 
  target.  
  Often, they look a good deal like 
  rifles, or even machineguns.  Mortars 
  fire 
  explosive 
  ordinance 
  over 
  much 
  longer ranges.  They are usually just 
  tubes with a firing mechanism attached.  
  Mortars aren’t suitable for close-range 
  combat, as they explode over a wide 
  area, and are primarily used for long-
  range (.5 KM or more) combat between 
  squads and light vehicles.  There are 
  several types of grenades and mortar 
  ordinance available to shoot; for more 
  details, see the Ammunition section.  
  Note that grenades and mortars cannot be 
  targeted.  Ranges for mortars are given 
  in KM, and damage is discussed under the 
  different kinds of Ammunition for these 
  devices 
  in 
  that 
  section. 
   
  Grenade 
  launchers and personal mortars take two 
  hands to use. 
   
  M203 
  Value: 2000 
  The M203 is a basic 
  grenade 
  launcher, 
  essentially 
  a 
  modified M16A1 rifle 
  fitted with a device 
  to sling grenades a 
  short 
  distance.  
  Single shot only.  The M203 holds 1 40mm 
  grenade. 
  Min. ST: 5 W: 16 lbs. Dmg: Varies Rng: 
  20 AP S: 5 T: N/A B: N/A 
   
  BG-1 Grenade Launcher 
  Value: 2100 
  Although 
  slightly 
  smaller 
  than 
  the 
  M203, the BG-1 looks 
  more 
  like 
  a 
  large 
  shotgun than a grenade launcher.  Single 
  shot only.  The MK-19 holds 2 40mm 
  grenades. 
  Min. ST: 5 W: 10 lbs. Dmg: Varies Rng: 
  15 (25) AP S: 5 T: N/A B: N/A 
  M79 Grenade Rifle 
  Value: 3000 
  The M79 is an improved version of the 
  MK-1, with better range and lighter 
  weight.  It can be 
  fired with one hand, 
  if necessary.  Single 
  shot only.  The M79 holds 1 40mm 
  grenade. 
  Min. ST: 5 W: 8 lbs. Dmg: Varies Rng: 20 
  AP S: 5 T: N/A B: N/A 
   
  MK-19 Personal Artillery Device 
  Value: 7000 
  The MK-19 is a tripod-mounted grenade 
  launcher designed to 
  throw 
  explosives 
  accurately over long 
  distances.  A small 
  computer 
  helps 
  compensate for wind, 
  terrain, and other factors.  Single shot 
  only.  The MK-19 holds 1 40mm grenade. 
  Min. ST: 5 W: 25 lbs. Dmg: Varies Rng: 
  (140) AP S: 6 T: N/A B: N/A 
  AGS-17 Grenade Launcher 
  Value: 10500 
  The AGS-17 is an improved version of the 
  MK-19, with a better 
  computer 
  for 
  increased 
  accuracy.  
  The AGS-17 model was 
  in wide distribution 
  before and during the war.  Again, a 
  tripod-mounted 
  device. 
   
  Single 
  shot 
  only.  The AGS-17 holds 5 40mm grenades. 
  Min. ST: 5 W: 30 lbs. Dmg: Varies Rng: 
  (170) AP S: 6 T: N/A B: N/A 
   
  M2 60mm Portable Mortar 
  Value: 14000 
  The M2 was widely used by UN forces in 
  the Gulf War, and is one of the most 
  common 
  portable 
  artillery 
  devices.  
  Although it has nowhere near the range 
  of 
  a 
  tank 
  or 
  howitzer, 
  its 
  primary use was to 
  bombard 
  infantry 
  with 
  artillery, 
  demoralizing 
  them.  
  It 
  can 
  also 
  fire 
  different 
  kinds 
  of 
  chemical 
  warefare, 
  but we know the US 
  would never do that.  
  The M2 holds one 60mm mortar, and must 
  be set up on a tripod, on the ground 
  (not on the back of a vehicle). 
  Min. ST: 5 W: 40 lbs. Dmg: Varies Rng: 
  .7 KM AP S: 5 T: N/A B: N/A 
  G 
  
   
   
  94 
  PS-22 51mm Mortar 
  Value: 15000 
  An older model mortar, 
  the 
  PS-22 
  was 
  used 
  heavily 
  in 
  operations 
  in Vietnam and Colombia 
  (the “drug wars”).  The 
  PS-22 uses the unusual 
  51mm 
  shells, 
  and 
  ammunition 
  can 
  be 
  difficult to find.  Its 
  range and accuracy is slightly less than 
  the M2. 
  Min. ST: 5 W: 45 lbs. Dmg: Varies Rng: 
  .5 KM AP S: 5 T: N/A B: N/A 
  Anti-Tank Weapons 
   
  hese are rocket launchers designed 
  to 
  destroy 
  tanks, 
  jeeps, 
  cars, 
  trucks, 
  and 
  other 
  land-based 
  vehicles.  Using these on critters and 
  other people can be fun, for the truly 
  sadistic.  Rocket launchers all require 
  two hands. 
   
  LAW-80 Rocket Launcher 
  Value: 1900 
  LAW stands for Light 
  Antivehicle 
  Weapon.  
  Although 
  the 
  LAW 
  rocket is relatively 
  weak and can only be fired once, it 
  packs quite a bit of a punch.  Single 
  shot 
  only. 
   
  The 
  LAW-80 
  cannot 
  be 
  reloaded 
  and 
  comes 
  with 
  one 
  LAW-80 
  rocket. 
  Min. ST: 6 W: 14 lbs. Dmg: 6d8+30 Rng: 
  60 AP S: 6 T: N/A B: N/A 
   
  Rockwell L-72 Rocket Launcher 
  Value: 2300 
  A 
  basic 
  rocket 
  launcher, and one 
  of 
  the 
  few 
  shoulder-fired 
  models that can be 
  reloaded.  The L-72 holds one Rocket.  
  Min. ST: 6 W: 15 lbs. Dmg: Varies Rng: 
  50 AP S: 6 T: N/A B: N/A 
   
  TOW-II Missile Defense System 
  Value: 15000 
  The TOW-II MDS is simply the most 
  powerful 
  anti-tank 
  device 
  available.  
  It can only be fired 
  from a tripod and 
  will 
  generally 
  destroy 
  any 
  small 
  vehicle 
  it 
  hits.  
  The rockets the TOW-II fires are covered 
  with a small amount of uranium, designed 
  to melt through armor to reach the 
  vulnerable parts underneath.  Because of 
  its pre-programmed firing computer, the 
  TOW-II cannot target anything other than 
  vehicles.  Not that you would want to.  
  Of 
  course, 
  someone 
  out 
  there 
  could 
  probably re-program it.  Single shot 
  only.  The TOW-II holds 1 TOW-II rocket. 
  Min. ST: 6 W: 65 lbs. Dmg: 10d10+200 
  Rng: 150 AP S: 8 T: N/A B: N/A 
  Flamethrowers 
   
  lamethrowers 
  are 
  fairly 
  self-
  explanatory; 
  they 
  fire 
  a 
  high-
  temperature substance called fire 
  at 
  targets 
  to 
  damage 
  said 
  target.  
  Flamethrowers can also be re-fitted with 
  different kinds of ammunition tanks, so 
  they can shoot things other than fire.  
  Very, very nasty things.  It goes 
  without saying that flamethrowers are 
  two-handed weapons. 
   
  M9E1-7 Flamethrower 
  Value: 2000 
  Your 
  basic 
  flamethrower.  A 
  nozzle 
  with 
  a 
  gun-like trigger 
  is attached to a 
  hose which is in turn attached to a 
  special 
  backpack 
  containing 
  fuel.  
  Useful for taking out large groups of 
  people.  Flamethrower fuel is not always 
  the only thing a flamethrower can spew.  
  For 
  rules 
  about 
  damage 
  from 
  flamethrowers and fire, see the Non-
  Conventional 
  Weapons 
  section 
  under 
  Combat Step Two: Damage.  Single shot 
  only.  The flamer’s backpack holds a 
  tank of ammunition, and the number of 
  “shots” varies from tank to tank. 
  Min. ST: 6 W: 28 lbs. Dmg: Varies Rng: 
  20 AP S: 6 T: N/A B: N/A 
   
  Flambe 450 Flamethrower 
  Designed as a squad support weapon, the 
  Flambe 450 was employed during the war 
  to take out nests of machineguns and to 
  torch civilian villages as a form of 
  terrorism. 
   
  Its 
  light 
  weight 
  and 
  increased range make it a formidable 
  weapon. 
  Min. ST: 6 W: 20 lbs. Dmg: Varies Rng: 
  23 AP S: 6 T: N/A B: N/A 
   
   
  T 
  F 
  
   
   
  95 
  Energy Weapons Skill Weapons 
   
  nergy weapons were developed in the 
  early 21st century, and almost every 
  major government employed them in 
  their armed forces at the time of the 
  war.  Pistols do not require two hands 
  to use, all other energy weapons do.  
  There are two main kinds of energy 
  weapons: laser and plasma.  Lasers are 
  highly concentrated beams of light that 
  melt 
  through 
  pretty 
  much 
  anything.  
  Plasma is superheated, ionized gas that 
  melts 
  through 
  pretty 
  much 
  anything.  
  There are other kinds of energy weapons 
  as well.  Note that damage from energy 
  weapons is weapon-dependant, not ammo-
  dependant.  Energy pistols are one-
  handed weapons, but energy rifles and 
  big energy weapons require two hands. 
  Pistols 
   
  he simplest energy weapons, and 
  usually the weakest, are pistols.  
  They 
  are 
  however, 
  good 
  for 
  concealing and scaring people who have 
  not dealt with energy weapons before.   
   
  Wattz 1000 Laser Pistol 
  Value: 1200 
  The civilian model of the W-1600 pistol, 
  The W-1000 is slightly weaker and has a 
  shorter range.  There are still a few of 
  these lying around the wastes, although 
  they tend to be in pretty bad shape.  
  The W-1000 holds 10 charges, and uses 
  Small Energy Cells to recharge. 
  Min. ST: 3 W: 6 lbs. Dmg: 1d8+10 Rng: 25 
  AP S: 5 T: 6 B: N/A 
   
  Wattz 1600 Laser Pistol 
  Value: 1400 
  The Laser Pistol is perhaps 
  the simplest of the energy 
  weapons. 
   
  It 
  fires 
  concentrated 
  light 
  at 
  a 
  target, exciting the molecules at the 
  point of impact and causing considerable 
  damage. 
   
  Favored 
  by 
  assassins 
  and 
  gangsters 
  because 
  of 
  its 
  relatively 
  inexpensive 
  price 
  and 
  small 
  size.  
  Single shot only.  The Laser Pistol 
  holds 12 charges, and uses the Small 
  Energy Cell to recharge. 
  Min. ST: 3 W: 7 lbs. Dmg: 1d12+10 Rng: 
  35 AP S: 5 T: 6 B: N/A 
   
   
   
   
  Solar Scorcher 
  Value: 2000 
  The Solar Scorcher is not 
  named 
  because 
  it 
  can 
  actually damage the sun, 
  but instead of ammo it 
  uses 
  the 
  sun’s 
  rays 
  to 
  recharge.  
  Unfortunately, this makes its use in 
  caves, buildings, and at night somewhat 
  limited.  It recharges in about 30 
  seconds, but must be in direct sunlight 
  to do so.  Single shot only.  The Solar 
  Scorcher 
  holds 
  6 
  charges, 
  and 
  uses 
  direct sunlight to recharge. 
  Min. ST: 4 W: 10 lbs. Dmg: 4d10+20 Rng: 
  20 AP S: 4 T: 5 B: N/A 
   
  Spasm Gun 
  Value: 2200 
  An adaptation of a stun gun, a small 
  personal defense tool, 
  the spasm gun is an 
  energy 
  weapon 
  that 
  fires an electric burst 
  at 
  a 
  target, 
  overwhelming 
  the 
  target’s nervous system and rendering 
  them immobile as well as causing massive 
  internal damage.  And target hit with 
  the spasm gun will be unconscious for 
  1d10 rounds he, she, or it twitches 
  helplessly on the ground.  The chamber 
  holds 20 charges of small energy cell.  
  Note that the spasm gun cannot be 
  targeted. 
  Min. ST: 3 W: 5 lbs. Dmg: 2d20+12 Rng: 
  15 AP S: 4 T: N/A B: N/A 
   
  Glock 86 Plasma Pistol 
  Value: 2750 
  Designed 
  by 
  the 
  Gaston 
  Glock 
  Laboratories, this small gun 
  shoots 
  a 
  small 
  bolt 
  of 
  superheated plasma.  Single 
  shot only.  The Plasma Pistol 
  holds 16 charges, and uses the 
  Small Energy Cell to recharge. 
  Min. ST: 4 W: 8 lbs. Dmg: 1d20+10 Rng: 
  20 AP S: 5 T: 6 B: N/A 
   
  Alien Blaster 
  Value: 10000 
  No one is sure where this weapon comes 
  from, 
  and 
  there 
  have 
  been 
  several 
  unconfirmed 
  reports 
  from 
  nomads that they fell from the 
  skies inside of large metal 
  disks; 
  disks 
  that 
  also 
  contained 
  the 
  bodies 
  of 
  something not human.  Single 
  E 
  T 
  
   
   
  96 
  shot only.  The Alien Blaster holds 10 
  charges, and uses the Small Energy Cell 
  to recharge. 
  Min. ST: 3 W: 29 lbs. Dmg: 5d10+30 Rng: 
  10 AP S: 4 T: 5 B: N/A 
   
  YK32 Pulse Pistol 
  Value: 12500 
  A weapon that fires high energy pulses 
  of light and sound at an opponent, 
  causing them to begin to 
  disintegrate 
  at 
  the 
  molecular level.  Fun and 
  educational for the kiddies.  
  It looks a little like a 
  Buck Rogers gun.  Single shot only.  The 
  Pulse Pistol holds 10 charges, and uses 
  the Small Energy Cell to recharge. 
  Min. ST: 3 W: 5 lbs. Dmg: 1d12+32 Rng: 
  15 AP S: 4 T: 5 B: N/A 
  Rifles 
   
  he weapons of the elite military at 
  the time of the war, these rifles 
  are the backbone of the energy 
  arsenal. 
   
  H&K 31415 Laser Carbine 
  Value: 3500 
  A laser rifle with a shorter barrel and 
  limited range, this 
  weapon 
  is 
  about 
  halfway between a 
  laser 
  pistol 
  and 
  laser rifle.  Not 
  widely distributed, these weapons are 
  fairly rare.  Single shot only.  The 
  Laser Carbine holds 20 charges and uses 
  Micro Fusion Cells to recharge. 
  Min. ST: 6 W: 13 lbs. Dmg: 2d12+18 Rng: 
  20 AP S: 5 T: 6 B: N/A 
   
  Winchester Model P94 Plasma Rifle 
  Value: 4000 
  An industrial-grade energy weapon that 
  fires 
  superheated 
  bolts of plasma 
  down 
  a 
  superconducting 
  barrel.  Single 
  shot only.  The Plasma Rifle holds 10 
  charges and uses Micro Fusion Cells to 
  recharge. 
  Min. ST: 6 W: 17 lbs. Dmg: 2d20+25 Rng: 
  25 AP S: 5 T: 6 B: N/A 
   
   
   
   
  Wattz 2500 Laser Rifle 
  Value: 4500 
  An early model Laser Rifle, the L-2500 
  was 
  never 
  put 
  into 
  mass 
  production 
  because it was soon replaced by better 
  weapons.  The W-2500 holds 15 charges 
  and uses Micro Fusion Cells to recharge. 
  Min. ST: 4 W: 9 lbs. Dmg: 2d8+15 Rng: 25 
  AP S: 5 T: 6 B: N/A 
   
  Wattz 3120b Laser Rifle 
  Value: 5000 
  The Laser Rifle is a refinement of the 
  pistol, with a 
  longer 
  barrel 
  for 
  increased 
  accuracy 
  as 
  well 
  as 
  the 
  space for a larger, hotter energy beam.  
  Single shot only.  The Laser Rifle holds 
  20 charges, and uses the Micro Fusion 
  Cell to recharge. 
  Min. ST: 4 W: 7 lbs. Dmg: 2d12+23 Rng: 
  35 AP S: 5 T: 6 B: N/A 
   
  Turbo Plasma Rifle 
  Value: 10000 
  An upgraded version of the Model P94 
  Plasma Rifle, this model features an 
  advanced cooling 
  system 
  for 
  increased 
  range 
  and 
  accuracy.  
  The Turbo Plasma 
  Rifle holds 10 charges and  uses Micro 
  Fusion Cells to recharge. 
  Min. ST: 6 W: 17 lns. Dmg: 2d20+30 Rng: 
  35 AP S: 5 T: 6 B: N/A 
   
  YK42b Pulse Rifle 
  Value: 17500 
  This is a version of the Pulse Pistol, 
  in rifle form, meaning longer range and 
  more 
  damage.  
  What 
  more 
  could 
  you ask for from 
  a weapon?  Single 
  shot only.  The Pulse Rifle holds 15 
  charges, and uses the Micro Fusion Cell 
  to recharge. 
  Min. ST: 3 W: 14 lbs. Dmg: 2d12+54 Rng: 
  30 AP S: 5 T: 6 B: N/A 
  Big Energy Weapons 
   
  hese weapons were mostly in the 
  developmental 
  stage 
  at 
  the 
  beginning of the war, and are very 
  rare.  These are, without a doubt, the 
  most valuable weapons in the wastes. 
   
  T 
  T 
  
   
   
  97 
  Gatling Laser 
  Value: 7500 
  The H&K L30 Gatling Laser is the only 
  energy weapon capable of firing in burst 
  mode. 
   
  Designed 
  specifically 
  for 
  military 
  use, 
  these 
  were in the prototype 
  stage at the beginning of the war.  
  Multiple barrels allow longer firing 
  before overheating.  The Gatling Laser 
  only fires a 10-shot burst.  The Gatling 
  Laser holds 30 charges, and uses Micro 
  Fusion Cells to recharge. 
  Min. ST: 6 W: 29 lbs. Dmg: 1d20+20 Rng: 
  40 AP S: N/A T: N/A B: 6 
   
  Ion Beamer 
  Value: 14000 
  This was an experimental weapon at the 
  beginning of the war.  Kind of awkward, 
  as it looks a good 
  deal 
  like 
  the 
  Ghostbusters’ 
  proton 
  packs, the Ion Beamer 
  is 
  a 
  subatomic 
  particle-spewing hose 
  attached to a backpack 
  with a nuclear accelerator.  The Ion 
  Beamer 
  showers 
  a 
  target 
  with 
  skin-
  damaging ionized gas.  The ions cause 
  the atoms in the target’s body to start 
  losing or gaining electrons, eventually 
  leading to the target’s disintegration.  
  Note that the Ion Beamer cannot be 
  targeted.  Single shot only.  The Ion 
  Beamer holds 20 charges, and uses Micro 
  Fusion Cells to recharge. 
  Min. ST: 5 W: 30 lbs. Dmg: 3d12+60 Rng: 
  30 AP S: 5 T: N/A B: N/A 
   
  MESON Cannon 
  Value: 16000 
  Another experimental weapon, the MESON 
  Cannon is a shoulder-fired weapon of 
  incredible destructive power.  It shoots 
  MESONs, which are made 
  up of two quarks – a 
  quark 
  and 
  an 
  antiquark. 
   
  Since 
  normal 
  protons 
  are 
  made up of three quarks, the addition of 
  a MESON into a normal proton causes the 
  atom to begin exploding at close to the 
  speed of light, leaving nothing but 
  quarks.  Note that the MESON Cannon 
  cannot be targeted.  Single shot only.  
  The MESON Cannon holds 10 charges, and 
  uses Micro Fusion Cells to recharge. 
  Min. ST: 6 W: 30 lbs. Dmg: 5d10+100 Rng: 
  50 AP S: 6 T: N/A B: N/A 
   
  Throwing Skill Weapons 
   
  hese are weapons that the user 
  chucks 
  with 
  good 
  old-fashioned 
  muscle power.  AP numbers reflect 
  necessary action points when throwing 
  the weapon.  Note that grenades and 
  other 
  thrown 
  explosives 
  cannot 
  be 
  targeted. 
   
  Rock  
  Value: N/A  
  Your basic, run of the mill 
  rock.  There are only several 
  trillion of them lying around 
  the wastes.  See also Melee 
  Weapons.  
  Min. ST: 1 W: 1 lb. Dmg: 1d4 + MD Rng: 
  10 AP S: 4 T: 5 B: N/A  
  Powder Bag 
  Value: 3 
  A tribal invention, a powder bag is a 
  small sack willed with a fungal powder 
  that causes a severe allergic reaction 
  in a human target.  Any human target 
  successfully hit with a powder bag must 
  roll 
  against 
  Endurance 
  or 
  else 
  be 
  overcome by blindness for 1d10 rounds. 
  Min. ST: 1 W: 1 lb. Dmg: None Rng: 10 S: 
  4 T: N/A B: N/A 
   
  Sharpened Pole  
  Value: 5  
  A basic piece of 
  wood 
  with 
  a 
  sharpened end.  See 
  also Melee Weapons.  
  Min. ST: 3 W: 3 lbs. Dmg: (1d4+1) + MD 
  Rng: 10 AP S: 4 T: 5 B: N/A  
   
  Dart 
  Value: 10 
  A 
  simple 
  weapon 
  constructed 
  from 
  anything from wood to plastic to metal, 
  a dart is a tiny object thrown into the 
  flesh of a target.  They aren’t known 
  for causing excessive amounts of damage, 
  but 
  when 
  coated 
  with 
  the 
  right 
  substance, darts make a great poisoner’s 
  weapon. 
  Min. ST: 1 W: 1 lbs. Dmg: 1d2 Rng: 8 AP 
  S: 3 T: 4 B: N/A 
   
  Bola 
  Value: 10 
  Originally 
  designed 
  by 
  native peoples in Europe 
  and 
  the 
  Americas, 
  and 
  adopted as recently as 100 
  years ago by ranchers in 
  Argentina, a bola is a 
  T 
  
   
   
  98 
  rope with two or three rocks tied to the 
  ends.  One uses a bola by swinging it 
  over their head and tossing it at the 
  target; if successful, the bola will 
  wrap around the target, knocking it off 
  its feet and rendering it immobile.  
  Bolas do not actually do damage, but are 
  a favorite weapon of slavers who do not 
  wish their goods harmed.  Anything hit 
  with a bola is automatically knocked 
  down 
  and 
  immobile 
  until 
  freed; 
  a 
  successful roll against Strength allows 
  the target to break out. 
  Min ST: 4 W: 5 lbs. Dmg: N/A Rng: 30 S: 
  4 T: N/A B: N/A 
   
  Boomerang 
  Value: 15 
  Although 
  boomerangs 
  are 
  commonly 
  associated 
  with 
  Australian 
  aborigines, 
  similar devices have been found among 
  indigenous 
  peoples 
  the 
  world 
  over.  
  Contrary 
  to 
  popular 
  belief, 
  hunting 
  boomerangs (the kind that hurt) do not 
  return to the user.  They are a cleverly 
  designed wooden airfoil with a handle on 
  one end, and can cause a surprising 
  amount of damage for their relative 
  size.   
  Min ST: 5 W: 1 lb. Dmg: 2d10 + MD Rng: 
  20 AP S: 4 T: 5 B: N/A 
   
  Throwing Stars 
  Value: 30 
  These small, sharp pieces of metal are 
  used 
  primarily 
  by 
  Yakuza 
  as 
  assassination 
  tools.  
  Some 
  tribals 
  use 
  similar 
  devices 
  to 
  hunt small game – and 
  for self defense.  An 
  enterprising 
  individual could coat them with poison 
  to make them more painful. 
  Min. ST: 1 W: 1 lb. Dmg: 1d6 Rng: 15 AP 
  S: 3 T: 4 B: N/A 
   
  Knife  
  Value: 40  
  A basic knife for cutting 
  things, 
  critters, 
  or 
  people.  See also Melee 
  Weapons.  
  Min. ST: 2 W: 1 lb. Dmg 1d10 + MD Rng: 5 
  AP S: 4 T: 5 B: N/A  
   
   
   
   
  Chakram 
  Value: 45 
  The chakram is a ring of metal filed to 
  a razor-sharp edge.  An inexpensive, 
  light, 
  and 
  nasty 
  weapon 
  based 
  on 
  innovations from practical experience 
  and Hong Kong action movies. 
  Min. ST: 1 W: 1 lb. Dmg: 1d20 Rng: 10 AP 
  S: 4 T: 5 B: N/A 
   
  Molotov Cocktail 
  Value: 50 
  The simplest grenade, a molotov 
  cocktail 
  is 
  a 
  bottle 
  full 
  of 
  gasoline, 
  oil, 
  or 
  some 
  other 
  flammable substance, with an oil-
  soaked rag as a fuse.  Any target 
  hit with a molotov cocktail is 
  subject to fire damage.  You have to 
  light one with a fire source before you 
  toss it. 
  Min. ST: 3 W: 1 lb. Dmg: 1d12+8 Rng: 12 
  AP S: 5 T: N/A B: N/A 
   
  Spear  
  Value: 80  
  Your basic polearm.  A wooden pole with 
  a sharpened piece 
  of 
  metal 
  on 
  the 
  end. 
   
  See 
  also 
  Melee Weapons.  
  Min. ST: 4 W: 4 lbs. Dmg: (1d12+3) + MD 
  Rng: 5 AP S: 5 T: 6 B: N/A  
   
  Throwing Knife 
  Value: 100 
  A 
  knife 
  specifically 
  designed 
  for 
  throwing.  It has a hole 
  cut out of the middle of it 
  to make it hurt more when 
  removed from flesh. 
  Min. ST: 2 W: 1 lb. Dmg: 
  1d6+MD Rng: ST*2 AP S: 4 T: 5 B: N/A 
   
  Smoke Grenade 
  Value: 140 
  The 
  smoke 
  grenade 
  doesn’t 
  actually 
  explode, but a chemical reaction causes 
  a cloud of smoke to be released in a 
  radius of 5 hexes from the grenade’s 
  “detonation” point.  The smoke causes 
  blindness 
  for 
  1d10 
  rounds 
  to 
  any 
  biological critter within it. 
  Min. ST: 4 W: 1 lb. Dmg: None Rng: STR*2 
  AP S: 4 T: N/A B: N/A 
   
  Fragmentation Grenade 
  Value: 150 
  A small explosive device that 
  one throws and then explodes 
  at the base of a target.  Frag 
  grenades 
  are 
  designed 
  to 
  
   
   
  99 
  shatter upon impact, peppering anything 
  nearby with small fragments of metal.  
  Anything in a hex adjacent to the 
  grenade’s point of explosion is subject 
  to 1d6 points of frag damage.  Anything 
  within 
  two 
  hexes 
  of 
  the 
  explosion 
  suffers 1d6 points of concussion damage. 
  Min. ST: 3 W: 1 lb. Dmg: 1d12+22 Rng: 15 
  AP S: 5 T: N/A B: N/A 
   
  Combat Knife  
  Value: 165  
  A military-issued knife designed for 
  melee 
  combat. 
   
  The 
  serrated 
  edges 
  tend 
  to 
  tear instead of cut, and 
  are a lot more painful than a normal 
  knife.  See also Melee Weapons.  
  Min. ST: 2 W: 2 lbs. Dmg: (1d12+3) + MD 
  Rng: 7 AP S: 4 T: 5 B: N/A  
   
  Phantasm (Fantasy) Ball 
  Value: 200 
  At first glance, this appears to be a 
  solid metal sphere about the size of a 
  baseball.  When enough centrifugal force 
  is applied – say, from throwing it or 
  rolling it on the ground – metal spikes 
  pop out of the ball, turning it into a 
  sharp, deadly object.  Its damage is 
  relatively low, so phantasm balls are 
  best used in conjunction with poison, as 
  an assassin’s tool, or as a caltrop to 
  cause damage to a car tire. 
  Min. ST: 3 W: 3 lbs. Dmg: (1d12+5) + MD 
  Rng: STR*2 AP S: 4 T: 5 B: N/A  
   
  Plasma Grenade 
  Value: 300 
  The plasma grenade explodes and propels 
  a large amount of superheated plasma 
  into 
  the 
  surrounding 
  area.  
  Anything in a hex adjacent to 
  the 
  grenade’s 
  point 
  of 
  explosion is subject to 1/3 of 
  the damage from the plasma.  
  Anything within two hexes of 
  the explosion is subject to 1d6 of 
  concussion damage. 
  Min. ST: 4 W: 1 lb. Dmg: 5d10+40 Rng: 15 
  AP S: 5 T: N/A B: N/A 
   
  Gas Grenade 
  Value: 300 
  This grenade doesn’t actually explode, 
  but releases a cloud of gas in a radius 
  of 
  6 
  hexes 
  from 
  the 
  point 
  of 
  “detonation.” 
  Min. ST: 4 W: 1 lb. Dmg: Varies Rng: 15 
  AP S: 5 T: N/T B: N/A 
   
   
  Acid Grenade 
  Value: 300 
  A 
  nasty 
  weapon, 
  acid 
  grenades 
  were 
  designed 
  to 
  demoralize 
  soldiers 
  by 
  permanently disfiguring them.  When they 
  explode, acid grenades release a spray 
  of acid that coats everything in a 2 hex 
  radius.  In addition, everything within 
  two hexes of the explosion is subject to 
  1d6 points of concussion damage. 
  Min. ST: 4 W: 1 lb. Dmg: Varies Rng: 15 
  AP S: 5 T: N/A B: N/A 
   
  Flash Grenade 
  Value: 300 
  The 
  flash 
  grenade, 
  known 
  as 
  the 
  “flashbang” 
  among 
  counter-terrorist 
  units, doesn’t explode like a 
  normal 
  grenade 
  but 
  instead 
  emits a bright flash of light.  
  Anyone facing a flash grenade 
  who doesn’t know to look away 
  will suffer blindness for 1d10 
  rounds after it explodes.  Anything 
  within two hexes is also subject to 1d6 
  of concussion damage. 
  Min. ST: 4 W: 1 Dmg: Special Rng: 15 AP 
  S: 5 T: N/A B: N/A 
   
  Tangle Grenade 
  Value: 300 
  Another 
  diabolical 
  toy, 
  the 
  tangle 
  grenade doesn’t explode, but instead 
  sprays a quick-drying liquid polymer 
  than entangles any critter, character, 
  or NPC in a three-hex radius 
  of 
  the 
  explosion. 
   
  A 
  successful 
  roll 
  against 
  Strength is required to break 
  free 
  of 
  this 
  chemical 
  compound.  Anything within two 
  hexes also suffers 1d6 of concussion 
  damage. 
  Min. ST: 4 W: 1 lbs. Dmg: None Rng: 15 
  AP S: 5 T: N/A B: N/A 
   
  Incendiary Grenade  
  Value: 300 
  Essentially 
  an 
  improved 
  Molotov 
  cocktail, 
  the 
  incendiary 
  grenade 
  combines the explosive effects of a frag 
  grenade with burning phosphorus.  
  Ouch. 
   
  Anything 
  in 
  a 
  hex 
  adjacent 
  to 
  the 
  point 
  of 
  explosion is subject to 1d6 
  points 
  of 
  frag 
  damage, 
  and 
  anything within 2 hexes suffers 
  1d6 
  points 
  of 
  concussion 
  damage.  
  Anything within 3 hexes of the explosion 
  is covered with burning phosphorus and 
  begins taking fire damage.  Note that 
  
   
   
  100 
  fire grenades do not need to be lit, 
  unlike a Molotov Cocktail. 
  Min. ST: 4 W: 1 lbs. Dmg: 1d12+22 (+ 
  fire) Rng: 15 AP S: 5 T: N/A B: N/A 
   
  Pulse Grenade 
  Value: 300 
  This 
  grenade 
  does 
  not 
  explode, 
  but 
  rather emits a neutron burst 
  that 
  heavily 
  damages 
  electronic equipment.  Useful 
  against 
  tanks, 
  cyborgs, 
  robots, 
  and 
  rooms 
  full 
  of 
  computers.  Does not affect biological 
  critters. 
  Min. ST: 4 W: 1 lb. Dmg: 5d10+100 Rng: 
  15 AP S: 5 T: N/A B: N/A 
  Weapon Enhancements 
   
  his section details some of the 
  various weapon enhancements one can 
  encounter in the wastes.  Some of 
  these are custom jobs, and the only 
  place you can get them is from a 
  knowledgeable weaponsmith.  Others, like 
  the night sight, can be bought or sold. 
   
  Melee Weapon Enhancements 
  Since the War, firearms have become much 
  more scarce, and intelligent people have 
  begun to innovate ways to make melee 
  weapons more effective in combat.  Below 
  are 
  some 
  examples 
  of 
  melee 
  weapon 
  enhancements, along with the kinds of 
  melee weapons that can be upgraded by 
  each improvement. 
   
  Sharpened Blade 
  An enhancement for bladed weapons only, 
  a sharpened blade represents a weapon 
  that has been meticulously filed with a 
  sharpening stone or fine piece of flint.  
  This process adds +4 to a weapon’s 
  damage. 
   
  Poison 
  One of the most common enhancements is 
  the addition of poison to a blade or 
  needle.  Only useful on weapons that 
  pierce the skin, poison makes things die 
  faster.  For a complete list of poisons, 
  see above. 
   
  Festering Tip 
  Smearing a piercing weapon with feces or 
  a rotting carcass is an old idea, and 
  one 
  that 
  is 
  useful 
  if 
  you 
  aren’t 
  interested in killing something right 
  away.  If the target fails a roll 
  against Endurance with a –5 penalty for 
  each successful hit with a festering 
  weapon, they become ill in 1d10 days.  
  In 1d10 days after that, the flesh 
  around the wound becomes gangrenous and, 
  if not removed, the target dies in 
  another 1d10 days. 
   
  Dynamite 
  Tying an explosive to a pole sure sounds 
  like a good idea, right?  The explosive 
  detonates as normal. 
   
  Serrated Edge 
  Serrating the blade of a slashing weapon 
  greatly increases the surface area of 
  the cutting edge, causing more damage 
  and tearing flesh like a saw.  Serrating 
  a blade adds +4 to a weapon’s damage. 
   
  Barbed Point 
  Barbs are pieces of twisted metal that 
  hook a weapon inside of the target, like 
  a fishhook.  The target must then run 
  around with a weapon sticking out of 
  their body unless they take another 3d4 
  of damage to pull the weapon out.  Very 
  useful when hunting large game that 
  needs to be worn down, or when making an 
  example of a tough enemy. 
   
  Gun Enhancements 
  Specifically 
  designed 
  for 
  firearms, 
  these 
  additions 
  will 
  enhance 
  the 
  statistic of nearly every gun.  Note 
  that not all modifications will work 
  with all guns: putting a stock on a 
  rifle, for instance, is redundant. 
   
  Tripod 
  Value: 500 
  This isn’t a modification per se, but a 
  collapsible device used to balance and 
  support larger weapons.  If a weapon can 
  benefit from a tripod, the weapon’s 
  description will include the statistics 
  for improved range. 
  W: 7 lbs. 
   
  Stock 
  Value: 500 
  Stocks attach to pistols and submachine 
  guns only (rifles and assault rifles 
  already 
  have 
  stocks) 
  and 
  allow 
  the 
  shooter to place the gun firmly in the 
  shoulder, allowing him or her to hold 
  the weapon a little steadier.  Pistols 
  and SMGs with a stock have an increased 
  range of 5 meters.  Stocks can either be 
  fixed pieces of wood or metal that screw 
  onto the gun, or a collapsible metal 
  construction that folds up for easy 
  carriage. 
  T 
  
   
   
  101 
  Silencer 
  Value: 500 
  One of the simplest modifications, a 
  silencer fits over the end of the barrel 
  of almost any weapon.  Guns are loud 
  because of the air that is suddenly 
  pushed out of the way when a bullet 
  fires, and silencers help the air escape 
  as 
  the 
  bullet 
  leaves 
  the 
  gun, 
  effectively reducing or eliminating the 
  loud “bang.”  Good for sneaking up on 
  people, or when you are shooting and 
  don’t want everyone in town to know 
  about it. 
   
  Rifled Barrel 
  Value: 1000 
  Rifled barrels are barrel extensions for 
  pistols and submachine guns only.  By 
  increasing the length of the barrel, the 
  gun 
  becomes 
  much 
  more 
  accurate 
  by 
  reducing outside influences on the first 
  critical moments of the bullet’s path.  
  Unfortunately, they also make the bullet 
  travel slower.  A rifled barrel will 
  increase a gun’s range by a full 20 
  meters, but will reduce the amount of 
  damage the weapon does by 4. 
   
  Night Sight 
  Value: 2000 
  This is a scope attached to the top of 
  the 
  gun 
  that 
  shows 
  the 
  world 
  in 
  heatwaves (thermal) rather than normal 
  light.  When a weapon has a night sight, 
  darkness modifiers are ignored. 
   
  Sniper’s Scope 
  Value: 3000 
  The sniper’s scope allows a person to 
  easily examine a target and effectively 
  increases the range of the gun.  Note 
  that sniper rifles are already assumed 
  to 
  have 
  sniper 
  scopes. 
   
  A 
  scope 
  increases the range of the weapon by 20 
  meters, but all rolls to hit must be 
  made as if the shooter were making a 
  targeted attack, whether the shooter is 
  or not. 
   
  Laser Sight 
  Value: 3000 
  A small device that attaches directly 
  under the barrel of a gun, the laser 
  sight allows you to target areas of the 
  body without taking penalties.  Targeted 
  rolls are made as a normal, single roll, 
  and there are no penalties for targeting 
  smaller body parts. 
   
   
   
  Speed Loader 
  Value: 3000 
  A 
  speed 
  loader 
  is 
  an 
  enhancement 
  designed only for a revolver.  When a 
  speed loader is attached, the pistol 
  only takes 1 AP to reload. 
   
  Expanded Magazine 
  Value: 5000 
  Some rifles and assault rifles can have 
  their 
  magazines 
  expanded 
  by 
  a 
  knowledgeable weaponsmith.  The volume 
  of the expanded magazine varies from gun 
  to gun and weaponsmith to weaponsmith. 
  Ammunition 
   
  his covers the various types of 
  ammunition, as some guns can fire 
  more than one type. 
   
  Abbreviations: 
  AC = Armor Class Modifier (Modifies the 
  target’s AC) 
  DR 
  = 
  Damage 
  Resistance 
  Modifier 
  (Modifies the target’s DR under the 
  “normal” category) 
  Vol = Volume.  How many rounds come in a 
  box 
  FMJ: Full Metal Jacket 
  AP = Armor Piercing 
  JHP = Jacketed Hollow Point (also known 
  as “cop killer” bullets) 
  Dmg = How much base damage the ammo type 
  does 
  Ammunition for Guns 
   
  BBs 
  Value: 100 
  AC: 0 DR: 0 Vol: 100 Dmg: 1d4 
   
  Arrow 
  Value: 5 
  AC: 0 DR: 0 Vol: 5 Dmg: 1d4 
   
  Dart 
  Value: 5 
  AC: 0 DR: 0 Vol: 5 Dmg: 1d3 
   
  Bolt 
  Value: 5 
  AC: 0 DR: 0 Vol: 5 Dmg: 1d6 
   
  Speargun Bolt 
  Value: 5 
  AC: -10 DR: 0 Vol: 1 Dmg: 3d4 
   
  .22 
  Value: 150 
  AC: 0 DR: 0 Vol: 50 Dmg: 1d6 
  T 
  
   
   
  102 
  .223 FMJ 
  Value: 400 
  AC: 0 DR: -10 Vol: 20 Dmg: 1d10 
   
  .223 AP 
  Value: 400 
  AC: -15 DR: 0 Ignores DT Vol: 20 Dmg: 
  1d6 
   
  .308 
  Value: 400 
  AC: -15 DR: -20 Vol: 50 Dmg: 1d10 
   
  .357 Magnum 
  Value: 150 
  AC: -10 DR: -10 Vol: 50 Dmg: 1d6 
   
  .38 Caliber 
  Value: 100 
  AC: 0 DR: 0 Vol: 10 Dmg: 1d6 
  .44 Magnum JHP 
  Value: 200 
  AC: 0 DR: - 10 Vol: 20 Dmg: 1d8 
   
  .44 Magnum AP 
  Value: 250 
  AC: - 10 DR: 0 Ignores DT Vol: 20 Dmg: 
  1d6 
   
  .45 Caliber 
  Value: 150 
  AC: 0 DR: -5 Vol: 50 Dmg: 1d6 
   
  .50 
  Value: 800 
  AC: -10 DR: -10 Vol: 100 Dmg: 1d8 
   
  .50 UC (Uranium Coated) 
  Value: 1600 
  AC: -30 DR: -50 Vol: 100 Dmg: 1d8 
   
  .50 BMG 
  Value: 1000 
  AC: -10 DR: -20 Vol: 100 Dmg: 1d6 
   
  12 Gauge Shotgun Shells (Buckshot) 
  Value: 150 
  AC: 0 DR: 0 Vol: 20 Dmg: 1d10 
   
  12 Gauge Shotgun Shells (Slugs) 
  Value: 150 
  AC: 0 DR: 0 Vol: 20 Dmg: 1d8 
   
  12 Gauge Shotgun Shells (EMP) 
  Value: 500 
  AC: 0 DR: 0 Vol: 20 Dmg: 2d20 (non-
  biological only) 
   
  12 Gauge Shotgun Shells (Rubber) 
  Value: 100 
  AC: 0 DR: 0 Vol: 20 Dmg: 1d4 
   
  2mm EC 
  Value: 2000 
  AC: -20 DR: -20 Vol: 20 Dmg: 1d10 
   
  4.7mm Caseless 
  Value: 1000 
  AC: -10 DR: -10 Vol: 20 Dmg: 1d10 
   
  5mm 
  Value: 500 
  AC: 0 DR: 0 Vol: 50 Dmg: 1d8 
   
  5.56mm 
  Value: 600 
  AC: 0 DR: -20 Vol: 50 Dmg: 1d8 
   
  7.62mm 
  Value: 300 
  AC: 0 DR: 0 Vol: 50 Dmg: 1d10 
   
  7.65mm 
  Value: 300 
  AC: 0 DR: 0 Vol: 50 Dmg: 1d8 
   
  9mm JHP 
  Value: 200 
  AC: 0 DR: -10 Vol: 20 Dmg: 1d6 
   
  9mm AP 
  Value: 250 
  AC: -10 DR: 0 Ignores DT Vol: 20 Dmg: 
  1d4 
   
  9mm Ball 
  Value: 300 
  AC: 0 DR: -10 Vol: 20 Dmg: 1d6 
   
  10mm JHP 
  Value: 300 
  AC: 0 DR: -10 Vol: 20 Dmg: 1d6 
   
  10mm AP 
  Value: 350 
  AC: -10 DR: 0 Ignores DT Vol: 20 Dmg: 
  1d4 
   
  14mm JHP 
  Value: 1000 
  AC: 0 DR: -20 Vol: 20 Dmg: 1d10 
   
  14mm AP 
  Value: 1200 
  AC: -20 DR: 0 Ignores DT Vol: 20 Dmg: 
  1d8 
   
  HN Needler (Normal) 
  Value: 1500 
  AC: 0 DR: 0 Vol: 10 Dmg: 3d10 
   
  HN Needler AP (Normal) 
  Value: 2000 
  AC: 0 DR: 0 Ignores DT Vol: 10 Dmg: 2d8 
  
   
   
  103 
  HN Needler Poison 
  Value: 2300 
  AC: 0 DR: 0 Vol: 10 Dmg: Poison Type G 
   
  HN Needler Biotoxin 
  Value: 4000 
  AC: 0 DR: 0 Vol: 10 Dmg: 1d10 per round, 
  for 10 rounds 
   
  Ordinance 
  (Ammunition 
  for 
  Grenade 
  Launchers, 
  Mortars, 
  Rockets, 
  and 
  Artillery Pieces) 
   
  40mm Fragmentation Grenade 
  Value: 1000 
  AC: 0 DR: 0 Vol: 5 Dmg: 1d12+22 (1d6 
  Conc., 1d6 Frag.) 
   
   
  40mm Plasma Grenade 
  Value: 2000 
  AC: 0 DR: 0 Vol: 5 Dmg: 5d10+40 (1d6 
  Conc.) 
   
  40mm Pulse Grenade 
  Value: 2000 
  AC: 0 DR: 0 Vol: 5 Dmg: 5d10+100 (Non-
  biological only) 
   
  51mm Explosive Mortar Shell 
  Value: 4000 
  AC: 0 DR: 0 Vol: 5 Dmg: 10d10 to 
  everything 
  within 
  20 
  meters 
  of 
  explosion; 1d6 concussion to all within 
  50 meters 
   
  51mm Gas Mortar Shell 
  Value: 6000 
  AC: 0 DR: 0 Vol: 5 Dmg: 7d10 and 
  unconsciousness to all within 100 meters 
  of explosion 
  60mm Explosive Mortar Shell 
  Value: 3000 
  AC: 0 DR: 0 Vol: 5 Dmg: 10d10 to 
  everything 
  within 
  20 
  meters 
  of 
  explosion; 1d6 concussion to all within 
  50 meters. 
   
  60mm Plasma Mortar Shell 
  Value: 5000 
  AC: 0 DR: 0 Vol: 5 Dmg: 10d20 to 
  everything 
  within 
  20 
  meters 
  of 
  explosion. 
   
  60mm Pulse Mortar Shell 
  Value: 7000 
  AC: 0 DR: 0 Vol: 5 Dmg: 20d20 to all 
  non-biological things within 20 meters 
  of explosion. 
   
   
   
  Rocket (Explosive) 
  Value: 2000 
  AC: 0 DR: 0 Vol: 10 Dmg: 6d8 
   
  Rocket (AP) 
  Value: 2500 
  AC: -10 DR: 0 Ignores DT Vol: 10 Dmg: 
  6d6 
   
  Rocket (EMP) 
  Value: 3000 
  AC: 0 DR: 0 Vol: 10 Dmg: 3d20 (non-
  biological only) 
   
  TOW-II Rocket 
  Value: 5000 
  AC: -20 DR: -20 Ignores DT Vol: 5 
   
  Flamer Fire Pack (10 shots) 
  Value: 2000 
  AC: 0 DR: -10 Vol: 10 Dmg: 3d8 plus fire 
  Flamer Plasma Pack (10 Shots) 
  Value: 3000 
  AC: -10 DR: -10 Vol: 10 Dmg: 5d10+40 
   
  Flamer Poison Gas Pack 
  Value: 5000 
  AC: N/A DR: N/A Vol: 5 Dmg: Poison Type 
  F to all non-protected critters in 4 
  hexes of stream 
  Cells for Energy Weapon 
   
  Small Energy Cell 
  Value: 2000 
  AC: N/A DR: N/A Vol: 20 
   
  Micro Fusion Cell 
  Value: 2000 
  AC: N/A DR: N/A Vol: 20 
   
  Types of Gas 
   
  Below is a short list of chemical gasses 
  one can encounter in the wastes. 
   
  Mustard Gas 
  Mustard gas was originally invented at 
  the beginning of World War I, and was 
  used heavily in trench warfare until it 
  was banned as inhumane.  Because it is 
  relatively easy to manufacture, mustard 
  gas is common in areas where pre-War 
  supplies have run out.  Inhaled only.  
  Causes 1d10 points of damage per round 
  spend in the cloud, and the effects last 
  1d10 rounds after the effected critter 
  exits the cloud. 
   
   
   
  
   
   
  104 
  Pepper Gas 
  Another 
  easy-to-manufacture 
  chemical, 
  pepper gas causes a great deal of pain 
  to the eyes, nose, and throat without 
  actually damaging the victim.  It is 
  instead designed to immobilize a target.  
  Inhaled and contact (with eyes).  If 
  contact with the eyes is made, the 
  target is blinded for 2d20 rounds.  If 
  inhaled, the target is immobilized by 
  coughing for every round spent in the 
  cloud, and for 1d10 rounds after leaving 
  the 
  cloud. 
   
  While 
  immobilized, 
  all 
  natural 
  armor 
  class 
  is 
  lost, 
  and 
  movement rates are doubled (it takes two 
  AP to move one hex). 
   
  Acidic Cloud 
  A nasty form of gas attack, an acidic 
  cloud is essentially a very strong acid 
  sprayed in a vaporous cloud.  Inhaled 
  and contact.  Causes 1d10 points of 
  inhaled damage per round in the cloud if 
  inhaled, and 1d10 points of damage for 
  1d10 rounds after leaving the cloud.  If 
  it comes into contact with the skin, it 
  causes an additional 2d20 points of 
  damage. 
   
  Sleeping Gas 
  Sleeping gas is fairly self-explanatory; 
  it puts the victim to sleep.  Sleeping 
  characters cannot act, and their armor 
  class is reduced only to what they are 
  wearing.  The effects last 5d10 rounds.  
  Sleeping gas is an inhaled gas. 
   
  TK-BMI Antipersonnel Gas 
  TK-BMI 
  was 
  developed 
  as 
  a 
  humane 
  alternative to mustard gas in the later 
  parts of the 20th century.  The deal is 
  that it numbs the victim, so they do not 
  have to deal with the intense pain of 
  their insides burning up.  TK-BMI deals 
  1d10 points of damage per round spent in 
  the cloud, and the effects last for 2d6 
  rounds after leaving the cloud.  TK-BMI 
  is an inhaled gas. 
   
  Types of Acid 
   
  Acid is a corrosive substance that melts 
  through skin, metal, and rock.  Usually, 
  it is only made in labs where chemical 
  reactions can be controlled.   
   
  Type A 
  Type 
  A 
  acid 
  causes 
  a 
  mild 
  rash, 
  resulting in 1d4 points of damage per 
  round.  It can be washed off with water. 
   
   
  Type B 
  Type B acid is rather simple to make, 
  being an extract of lye mixed with 
  water.  It melts through flesh and is 
  extremely 
  painful, 
  resulting 
  in 
  2d4 
  points of damage per round.  The trick 
  is that water does not wash it off; it 
  only makes it worse.  Vinegar is the 
  only way to remove type B acid. 
   
  Type C 
  Type C acid is a much stronger mixture.  
  It burns the target for 2d8 points of 
  damage per round.  Luckily, water will 
  remove it. 
   
  Type D 
  The most potent and vile acidic chemical 
  compound, Type D acid is designed to 
  main and cause a great deal of pain.  
  This is the most common type of acid 
  found in chemical warfare, as it was 
  deemed “humane” by the UN before the 
  War.  It causes 3d10 points of damage 
  per round, and the effects last 1d10 
  rounds. 
   
  Traps 
   
  Below are some basic kinds of traps.  
  Wily 
  characters 
  should 
  let 
  their 
  imaginations run wild when cooking up 
  new ones. 
   
  Bullhorn Trap 
  This simple device is a loud warning 
  siren attached to a trigger of some 
  kind.  When the trap is sprung, the 
  alarm goes off, alerting anyone within 
  hearing distance to the intrusion. 
   
  Silent Alarm 
  When triggered, this electronic alarm 
  alerts someone in another room or area 
  to the presence of an intruder.  The 
  unlucky victim may not even be aware 
  that they set off the trap. 
   
  Gas 
  This trap is simply a gas canister 
  attached to a trigger.  When sprung, a 
  cloud of gas 5 hexes in diameter is 
  released. 
   
  Poison Needle 
  When 
  triggered, 
  this 
  trap 
  shoots 
  a 
  needle covered with poison into the skin 
  of the victim. 
   
  Pit of Spikes 
  A nasty little trap, the pit of spikes 
  is a well-disguised pit filled with – 
  
   
   
  105 
  you guessed it – spikes.  The hapless 
  soul who falls into this little trap 
  takes 3d10 points of damage. 
   
  Explosive 
  An explosive device wired to a trigger, 
  this trap sets off a bomb when sprung.  
  Depending on the crafty nature of the 
  trapper, it may set off other traps, 
  too. 
   
  Claymore Trap 
  The claymore is a combination of the 
  bullhorn trap and an explosive trap.  
  Not only does it blow up in your face, 
  it lets everyone within 200 meters know 
  you are there.  Oops. 
   
  Mines 
   
  T13 Antipersonnel Mine 
  Value: 1000 
  The T13 is a basic pressure-sensitive 
  mine, set in the ground so 
  unsuspecting dolts can set it 
  off and blow off a limb or two.  
  Anyone in a hex adjacent to the 
  explosion gets 1d6 points of 
  frag damage, and anyone within 
  3 hexes gets 1d6 points of concussion 
  damage. 
  Dmg: 1d20+20 
   
  T45-SE Antivehicle Mine 
  Value: 1500 
  Designed to take out tanks and other 
  armored vehicles, the T45 series of land 
  mines 
  is 
  incredibly 
  destructive.  Anyone within 
  2 hexes of the explosion is 
  subject to 1d6 points of 
  frag 
  damage, 
  and 
  anyone 
  within 4 hexes of the explosion is 
  subject to concussion damage. 
  Dmg: 3d20+20 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Armor 
   
  his section deals with the various 
  methods of protecting oneself in 
  the wastes.  The divided modifiers 
  are 
  Damage 
  Threshold 
  / 
  Damage 
  Resistance.  Note that armor effects CAN 
  take 
  stats 
  above 
  and 
  below 
  racial 
  maximums and minimums. 
   
  Abbreviations: 
  W = Weight 
  AC = Armor Class Modifier 
  N = Normal Damage Modifier 
  L = Laser Damage Modifier 
  F = Fire Damage Modifier 
  P = Plasma Damage Modifier 
  E = Explosion Damage Modifier 
   
  Robe 
  Value: 90 
  A 
  robe 
  made 
  from 
  fine 
  material.  
  Although this garment can be awkward to 
  fight in, it offers some 
  basic protection against some 
  kinds of attacks.  More of a 
  fashion 
  statement 
  than 
  an 
  actual 
  effective 
  piece 
  of 
  armor. 
  W: 10 lbs. AC: 5 N: 0/20 L: 0/25 F: 0/10 
  P: 0/10 E: 0/10 
   
   
  Leather Jacket 
  Value: 250 
  A snappy addition to any ensemble, the 
  leather jacket is the most 
  basic protection you can use.  
  And it looks pretty cool, too.  
  Why?  Simple: the Fonz wore a 
  leather jacket.  What’s the 
  Fonz like?  He’s cool. 
  W: 5 lbs. AC: 8 N: 0/20 L: 0/20 F: 0/10 
  P: 0/10 E: 0/20 
   
  Leather Armor 
  Value: 700 
  A shirt made of leather and 
  padded 
  for 
  extra 
  protection. 
  W: 8 lbs. AC: 15 N: 2/25 L: 0/20 F: 0/20 
  P: 0/10 E: 0/20 
   
  Raider Armor 
  Value: 700 
  Named because of the groups that wear 
  it, raider armors is a collection of 
  leather and metal plates connected with 
  metal wires, forming a loose-fitting 
  banding. 
   
  Not 
  the 
  best 
  protection 
  T 
  
   
   
  106 
  available, but it’ll do in a pinch, 
  especially when materials are short. 
  W: 10 lbs. AC: 8 N: 2/25 L: 0/25 F: 0/15 
  P: 0/25 E: 0/20 
   
  Vandal Armor 
  Value: 800 
  An improved version of the raider’s 
  hodgepodge 
  banding, 
  vandal 
  armor 
  is 
  thick leather strips reinforced with 
  metal and a little Kevlar.   
  W: 25 lbs. AC: 15 N: 3/25 L: 1/30 F: 
  1/17 P: 1/30 E: 1/25 
   
  Brotherhood Leather Armor 
  Value: 900 
  The standard leather armor issued to 
  members 
  of 
  the 
  Brotherhood of Steel.  If 
  a non-member is caught 
  wearing this by a member 
  of 
  the 
  Brotherhood, 
  expect 
  a 
  rigorous 
  questioning – if the Knight bothers to 
  ask questions at all before shooting. 
  W: 10 lbs. AC: 15 N: 2/25 L: 0/25 F: 
  0/15 P: 0/25 E: 0/20 
   
  Combat Leather Jacket 
  Value: 1000 
  This leather jacket has been 
  padded 
  and 
  reinforced 
  for 
  better protection.  You just 
  can’t 
  find 
  anything 
  more 
  fashionable in the post-nuclear world. 
  W: 7 lbs. AC: 20 N: 2/30 L: 0/20 F: 2/25 
  P:0/10 E: 0/20 
   
  Leather Armor MK II 
  Value: 1000 
  Reinforced 
  leather 
  armor 
  that covers the arms and 
  groin as well as the torso. 
  W: 10 lbs. AC: 20 N: 3/25 L: 1/30 F: 
  1/17 P: 1/30 E: 1/25 
   
  Brotherhood Leather Armor MK II 
  Value: 1100 
  An improved version of the Brotherhood’s 
  Leather Armor. 
  W: 11 lbs. AC: 23 N: 3/30 L: 1/25 F: 
  1/30 P: 1/15 E: 1/30 
   
  Metal Armor 
  Value: 1100 
  A jacket of armor made from 
  pieces 
  of 
  scrap 
  metal 
  welded together.  Wearing 
  this armor reduces your sneak skill by 
  25%. 
  W: 35 lbs. AC: 10 N: 4/30 L: 6/75 F: 
  4/10 P: 4/20 E: 4/25 
  Reaver Banding 
  Value: 1200 
  Manufactured by the Reavers, this armor 
  is banded together from cloth and metal. 
  W: 10 lbs. AC: 20 N: 4/30 L: 3/40 F: 
  1/40 P: 3/20 E: 3/30 
   
  Ghoul Armor 
  Value: 1300 
  A small set of armor designed for and by 
  ghouls.  It is light, and provides only 
  the most basic protection.  Only ghouls 
  and very small humans can wear this 
  armor. 
  W: 10 lbs. AC: 10 N: 0/20 L: 0/25 F: 
  0/10 P: 0/25 E: 0/25 
   
  Superior Ghoul Armor 
  Value: 1400 
  Leather and metal strips held together 
  by rubber straps.  This light armor 
  provides decent protection.  Only ghouls 
  and very small humans can wear this 
  armor. 
  W: 10 lbs. AC: 20 N: 3/25 L: 1/25 F: 
  1/15 P: 1/25 E: 1/20 
   
  Brotherhood Metal Armor 
  Value: 1500 
  The standard suit of metal 
  armor issued to members of 
  the Brotherhood of Steel.  
  Even more rare than the 
  Brotherhood’s 
  leather 
  armor, this finely made suit will keep 
  the wearer safe from many different 
  attacks.  Wearing this armor reduces 
  your Sneak skill by 25%. 
  W: 35 lbs. AC: 15 N: 4/30 L: 3/37 F: 
  4/15 P: 3/37 E: 4/25 
   
  Metal Armor MK II 
  Value: 1900 
  This is a truly fine suit of 
  armor, crafted by a skilled 
  metalworker.  Usually only 
  found 
  in 
  highly 
  populated 
  areas.  Wearing this armor reduces your 
  Sneak skill by 20%. 
  W: 35 lbs. AC: 15 N: 4/35 L: 7/80 F: 
  4/15 P: 4/25 E: 4/30 
   
  Brotherhood Metal Armor MK II 
  Value: 2100 
  An advanced version of the Brotherhood 
  of Steel’s Metal Armor.  Wearing this 
  armor reduces your Sneak skill by 20%. 
  W: 35 lbs. AC: 15 N: 4/35 L: 4/35 F: 
  4/20 P: 4/45 E: 4/30 
   
   
   
  
   
   
  107 
  Greater Banding 
  Value: 2200 
  Manufactured 
  by 
  the 
  Reavers, 
  this 
  excellent banding is made of metal and 
  Kevlar encased in canvas and leather.  
  Economical and sturdy, it is some of the 
  finest armor money can buy in the 
  wastes.  Wearing this armor reduces your 
  Sneak skill by 15%. 
  W: 18 lbs. AC: 25 N: 5/50 L: 2/40 F: 
  4/30 P: 3/30 E: 5/60 
   
  Mutant Plate Armor 
  Value: 3000 
  One of the few suits of armor a mutant 
  can wear, this “suit” consists mostly of 
  strips of leather and metal that form a 
  crude protective covering.  Only mutants 
  can wear this armor. 
  W: 40 lbs. AC: 10 N: 4/30 L: 3/37 F: 
  4/15 P: 3/37 E: 4/25 
   
  Spiked Mutant Plate Armor 
  Value: 4200 
  An improvement on normal mutant plate 
  armor, 
  this 
  suit 
  offers 
  better 
  protection, better craftsmanship, and 
  weights a lot more.  Only mutants can 
  wear this armor. 
  W: 50 lbs. AC: 15 N: 4/35 L: 4/45 F: 
  4/20 P: 4/45 E: 4/30 
   
  Tesla Armor 
  Value: 4500 
  This metal suit of armor is 
  enhanced with electromagnetic 
  coils to aid in protection 
  against 
  energy 
  attacks.  
  Usually found only in high-tech areas.  
  Wearing this special armor reduces your 
  Sneak skill by 20%. 
  W: 35 lbs. AC: 15 N: 4/20 L: 19/90 F: 
  4/10 P: 10/80 E: 4/20 
   
  Brotherhood Tesla Armor 
  Value: 4800 
  The Brotherhood of Steel manufactured 
  this 
  improved 
  version 
  of 
  the 
  Tesla 
  Armor.  It is usually only worn by 
  Brotherhood technicians.  Wearing this 
  armor reduces your Sneak skill by 20%. 
  W: 35 lbs. AC: 15 N: 4/20 L: 15/85 F: 
  7/45 P: 15/85 E: 4/20 
   
  Brotherhood Combat Armor 
  Value: 4800 
  This combat armor is standard-issue for 
  combat-members 
  in 
  the 
  Brotherhood of Steel.  This 
  is an advanced version of 
  the Combat Armor, and can 
  occasionally be found for 
  sale in large cities.  This suit of 
  armor already has a helmet.  Wearing 
  combat armor gives the user a +20% 
  Radiation Resistance bonus. 
  W: 25 lbs. AC: 20 N: 8/40 L: 8/70 F: 
  7/50 P: 7/60 E: 8/40 
   
  Radiation Suit 
  Value: 5000 
  A radiation suit is necessary 
  if someone is going to do any 
  prolonged 
  activity 
  in 
  an 
  irradiated 
  area. 
   
  While 
  wearing a radiation suit, a 
  person is protected from all 
  the 
  harmful 
  effects 
  of 
  radioactivity and radioactive 
  materials 
  (100% 
  Radiation 
  Resistance).  Another added bonus is 
  that these suits give 100/100 gas resist 
  as well.  Needless to say, these suits 
  are rare – and valuable.  You cannot 
  wear a helmet with a radiation suit.  
  Wearing a rad suit reduces your chances 
  to Sneak by 30%. 
  W: 20 lbs. AC: 15 N: 4/30 L: 0/30 F: 
  10/60 P: 0/20 E: 4/40 
   
  Combat Armor 
  Value: 6500 
  The standard military-issue 
  armor 
  for 
  ground 
  troops 
  before the war, there are 
  still quite a few suits of 
  combat armor lying around.  
  Most 
  are 
  used 
  by 
  police 
  forces in large cities, or by gangsters 
  with lots of money.  This suit of armor 
  already has a helmet, and confers a +20% 
  Radiation Resistance bonus. 
  W: 20 lbs. AC: 20 N: 5/40 L: 8/60 F: 
  4/30 P: 4/50 E: 6/40 
   
  Combat Armor MK II 
  Value: 8000 
  An advanced version of the 
  Combat Armor, this offers 
  far 
  better 
  protection.  
  Originally 
  issued 
  to 
  soldiers 
  in 
  the 
  advanced 
  stages of the war.  This suit of armor 
  already has a helmet.  Wearing this 
  protection 
  gives 
  you 
  an 
  extra 
  +20% 
  radiation resist bonus. 
  W: 20 lbs. AC: 25 N: 6/40 L: 6/65 F: 
  5/35 P: 5/50 E: 9/45 
   
  Brotherhood Environmental Armor 
  Value: 9000 
  The Brotherhood of Steel developed this 
  advanced Hostile Environment suit for 
  operatives 
  in 
  special 
  situations.  
  
   
   
  108 
  Combining 
  the 
  protection 
  of 
  a 
  radiation suit with the 
  gas-filtration 
  system 
  of power armors, this 
  armor 
  also 
  offers 
  the 
  user 
  some 
  protection against attacks.  Perfect for 
  the Knight fighting off ghouls – or the 
  adventurer who killed the Knight and is 
  now fighting off ghouls.  This armor 
  filters all gas attacks (gas resist 
  100/100) and offers the user a 60% bonus 
  to Radiation Resistance and a 50% bonus 
  to Poison Resistance.  This suit of 
  armor already has a helmet.  When 
  wearing Environmental Armor, the user 
  gains a 50% penalty to sneak; a 10% 
  penalty to Doctor, Lockpick, Steal, and 
  Repair; and a 5% penalty to First Aid 
  and Science due to the clunky nature of 
  the suit. 
  W: 30 lbs. AC: 18 N: 5/40 L: 5/55 F: 
  4/40 P: 5/55 E: 6/40 
   
  Brotherhood Environmental Armor MK II 
  Value: 10000 
  An advanced version of the Brotherhood’s 
  Environmental Armor.  It gives a 90% 
  Radiation Resist bonus, a 100/100 Gas 
  Resistance 
  bonus, 
  and 
  a 
  75% 
  Poison 
  Resistance bonus.  This suit of armor 
  has a helmet.  Wearing this armor 
  confers a –1 Penalty to Perception; a 
  50% penalty to Sneak; an 11% penalty to 
  Doctor and Lockpick; a 10% penalty to 
  Repair and Steal; a 7% penalty to First 
  Aid; a 5% penalty to Science; and a 2% 
  penalty to Pilot.  Such is the price of 
  decent protection.  Needless to say, 
  only the highest ranking officers in the 
  Brotherhood have access to this kind of 
  armor. 
  W: 35 lbs. AC: 20 N: 6/40 L: 6/60 F: 
  5/42 P: 6/60 E: 9/45 
   
  Pseudo-Chitin Armor 
  Value: 10000 
  This experimental armor was made using 
  genetic engineering.  Basically, this 
  armor affords its wearer a complete 
  biological 
  exoskeleton, 
  protecting 
  against a good deal of normal attacks.  
  It also affords the user a 20% bonus to 
  Radiation Resistance.  You cannot wear a 
  helmet with this strange suit of armor. 
  W: 20 lbs. AC: 30 N: 10/50 L: 4/20 F: 
  10/60 P: 4/20 E: 5/50 
   
  Power Armor 
  Value: 12500 
  This is a metal suit of body 
  armor enhanced with various 
  powered features.  Power armor is often 
  the final word in personal protection in 
  the wastes, and is usually only worn by 
  Knights of the Brotherhood of Steel, and 
  other 
  organizations 
  with 
  access 
  to 
  prewar tech.  The power of the armor 
  adds +3 Strength to the wearer.  This 
  armor offers 100/100 gas resistance and 
  gives the user a 30% bonus to Radiation 
  Resistance and a +15% bonus to Poison 
  Resistance.  This body suit already 
  includes a helmet.  When wearing Power 
  Armor, the user has a 75% penalty to 
  Sneak and a 10% penalty to First Aid, 
  Doctor, Lockpick, Steal, Science, and 
  Repair. 
  W: 35 AC: 25 N: 12/40 L: 18/80 F: 12/60 
  P: 10/40 E: 20/50 
   
  Hardened Power Armor 
  Value: 15000 
  There is a chemical process 
  that makes normal Brotherhood 
  Power Armor harder and better, 
  and this is the result of that 
  process. 
   
  Like 
  the 
  normal 
  Power 
  Armor, 
  this 
  suit 
  enhances the Strength of the wearer by 3 
  points, and offers a 30% bonus to 
  Radiation Resistance as well as 100/100 
  gas resistance and a 15% bonus to Poison 
  Resistance.  This armor already has a 
  helmet. 
  When 
  wearing 
  Hardened 
  Power 
  Armor, the user has a 75% penalty to 
  Sneak and a 10% penalty to First Aid, 
  Doctor, Lockpick, Steal, Science, and 
  Repair. 
  W: 50 AC: 25 N: 13/50 L: 19/90 F: 14/70 
  P: 13/50 E: 20/60 
   
  Brotherhood Power Armor 
  Value: 17000 
  This 
  suit 
  of 
  power 
  armor 
  was 
  manufactured by the Brotherhood of Steel 
  for its Paladins after the War.  It is 
  amazingly resilient, and fairly stylish, 
  too.  It offers a 30% Radiation Resist 
  bonus and a 100/100 Gas Resistance with 
  a 15% Poison Resistance bonus.  This 
  fancy suit of armor comes with a helmet.  
  When wearing Brotherhood Power Armor, 
  the user has a 75% penalty to Sneak and 
  a 10% penalty to First Aid, Doctor, 
  Lockpick, Steal, Science, and Repair.  
  The wearer also gains a +3 bonus to 
  Strength, but takes a –1 penalty to 
  Perception. 
  W: 42 lbs. AC: 28 N: 13/50 L: 16/70 F: 
  13/60 P: 16/70 E: 20/60 
   
   
   
  
   
   
  109 
  Brotherhood Advanced Power Armor 
  Value: 20000 
  An advanced form of the Brotherhood’s 
  own power armor.  This armor gives a 60% 
  Radiation Resist bonus and a 100/100 Gas 
  Resist bonus with a 20% Poison Resist 
  bonus.  It also comes with a helmet.  
  Wearing this armor gives the user a +4 
  bonus to Strength, but a –2 penalty to 
  Perception.  When wearing Advanced Power 
  Armor, the user has a 75% penalty to 
  Sneak and a 10% penalty to First Aid, 
  Doctor, Lockpick, Steal, Science, and 
  Repair. 
  W: 50 lbs. AC: 35 N: 18/55 L: 17/75 F: 
  15/65 P: 17/75 E: 20/65 
   
  Advanced Power Armor 
  Value: 20000 
  Advanced Power Armor is an improvement 
  on normal Power Armor, made mostly 
  by technicians after the war.  It 
  is extremely rare and can only be 
  found in organizations that can 
  trace their roots back to the 
  American Armed Services, such as the 
  Enclave. 
   
  This 
  armor 
  enhances 
  the 
  Strength of the wearer by 4 points.  It 
  also gives the wearer a 60% bonus to 
  Radiation Resistance, a 20% bonus to 
  Poison Resist, and filters 100/100 of 
  gas attacks.  This armor already has a 
  helmet.  Advanced power armor has a 
  built-in night vision system, so any 
  negative 
  modifiers 
  from 
  light 
  are 
  ignored. When wearing Advanced Power 
  Armor, the user has a 75% penalty to 
  Sneak and a 10% penalty to First Aid, 
  Doctor, Lockpick, Steal, Science, and 
  Repair. 
  W: 30 AC: 30 N: 15/55 L: 19/90 F: 16/70 
  P: 15/60 E: 20/65 
   
  Advanced Power Armor MK II 
  Value: 35000 
  An 
  improved 
  version 
  of 
  the 
  Advanced Power Armor, the MK II 
  model 
  offers 
  slightly 
  better 
  protection in addition to the 100/100 
  gas 
  filtration 
  and 
  +4 
  Strength 
  enhancements that earlier Advanced Power 
  Armors did.  The only group known to 
  have this armor is the Enclave.  This 
  armor also gives the user a 75% bonus to 
  Radiation Resistance, a 100/100 bonus to 
  Gas Resistance, and a 40% bonus to 
  Poison Resistance.  Since this is the 
  final word in armor, it already has a 
  helmet.  This suit also has a built-in 
  night vision system, so any negative 
  modifiers from light are ignored.  When 
  wearing 
  the 
  ultimate 
  suit 
  of 
  Power 
  Armor, the user has a 75% penalty to 
  Sneak and a 10% penalty to First Aid, 
  Doctor, Lockpick, Steal, Science, and 
  Repair. 
  W: 50 AC: 35 N: 18/60 L: 19/90 F: 16/70 
  P: 18/60 E: 20/70 
   
  Helmets 
   
  Helmets can be worn independently of 
  armor.  Many of them are already part of 
  a suit; combat helmets go with combat 
  armor, and so forth.  Taking off a 
  helmet results in a slight loss of AC 
  and, in some cases, a loss of certain 
  resistances. 
   
  Leather Cap 
  Value: 90 
  A simple cap, made from tanned Brahmin 
  hide.  AC: 3 
   
  Metal Helmet 
  Value: 200 
  A metallic helmet that provides some 
  protection to the head and face.  These 
  can be crafted from almost any kind of 
  metal, but can be dangerous if not made 
  and worn properly.  AC: 6 
   
  Combat Helmet 
  Value: 500 
  Part of a suit of combat armor, this 
  helmet is made of Kevlar and reinforced 
  plastics.  AC: 9 
   
  Environmental Helmet 
  Value: 900 
  Part of a suit of environmental armor, 
  this helmet provides a minimum amount of 
  protection but is key in filtering out 
  gasses.  Will not work without the 
  corresponding suit.  AC: 11 GR: 100/10 
   
  Power Armor Helmet 
  Value: 1500 
  They come in many shapes and sizes, but 
  power armor helmets are some of the most 
  easily 
  recognized 
  headgears 
  in 
  the 
  wastes.  Will not work without the suit.  
  AC: 13 GR: 100/20 
   
   
   
   
   
   
   
   
   
   
  
   
   
  110 
  Equipment 
   
  quipment is any item that is not a 
  weapon, 
  ammunition, 
  armor, 
  or 
  weapon 
  enhancement. 
   
  These 
  are 
  common (or semi-common), useful items in 
  the wastes. 
   
  Flare 
  Value: 10 
  A 
  chemical-packed 
  stick 
  that, 
  when 
  ignited, will 
  provide light for about an 
  hour. 
  W: 1 lb. 
   
  Lighter 
  Value: 10 
  When you need to get that 
  molotov cocktail going, or 
  burn that particular bridge. 
  W: 1 lb. 
   
  Flashlight 
  Value: 15 
  A small flashlight (torch) 
  that runs off of a special 
  energy 
  cell. 
   
  Usually 
  provides about 30 hours of 
  light before going out. 
  W: 1 lb. 
   
  Rope 
  Value: 25 
  What role playing game would 
  be complete without a rope?  
  Perhaps one of the most 
  useful items in the world.  
  Consider this to be about 10 
  meters long. 
  W: 10 lbs. 
   
  Shovel 
  Value: 30 
  Can you dig this, 
  daddy-o? 
  W: 15 lbs. 
   
  Claw Hammer 
  Value: 40 
  A useful implement, the claw hammer can 
  pound nails into things, or remove nails 
  from things.  Use it to hang all those 
  velvet Elvis’ you find in the wastes. 
  W: 4 lbs. 
   
   
   
   
   
   
  Lockpick 
  Value: 40 
  Gives the user a +50% bonus 
  to Lockpick ability for the 
  purposes of picking basic 
  locks.  Some locks require 
  one of these (or a key) to 
  open. 
  W: 1 lb. 
   
  Tool Set 
  Value: 50 
  A set of basic tools, such as 
  small wrenches, pliers, some 
  screwdrivers, 
  and 
  a 
  hammer.  
  For basic repairs. 
  W: 15 lbs. 
   
  Boots 
  Value: 80 
  A set of reinforced rubber and 
  Kevlar boots.  They will protect 
  the wearer from harsh chemicals 
  for a short time, although they 
  tend to wear out easily. 
  W: 5 lbs. 
   
  Scalpel 
  Value: 140 
  The standard instrument for performing 
  surgeries, this surgical-stainless steel 
  knife 
  is 
  small 
  but 
  incredibly sharp.  Not 
  the best tool for a 
  melee fight, but it 
  will do in a pinch.  If a character has 
  a scalpel, it adds +10% to his Doctor 
  skill.  See also Melee Weapons. 
  W: 1 lb. 
   
  Gas Mask 
  Value: 150 
  This mask protects against 
  harmful gas by conferring 
  a 
  100/0 
  Gas 
  Resistance 
  bonus 
  to 
  the 
  wearer.  
  Useful when someone lobs a 
  mustard gas shell at the 
  party.  Note that it does not block 
  radiation. 
  W: 3 lbs. 
   
  Expanded Lockpick Set 
  Value: 150 
  This 
  little 
  kit 
  contains 
  everything the aspiring thief 
  needs 
  to 
  break 
  into 
  just 
  about 
  anything 
  protected 
  by 
  a 
  traditional lock.  Gives a +70% bonus to 
  the Lockpicking skill when used. 
  W: 1 lb. 
   
  E 
  
   
   
  111 
  Safecracking Kit 
  Value: 200 
  The use of this kit is required 
  to open most safes, and gives 
  the user a +20% bonus to their 
  Lockpicking skill when trying to 
  open a safe. 
  W: 5 lbs. 
   
  Electronic Lockpick 
  Value: 250 
  This 
  valuable 
  device 
  is 
  required to open electronic 
  locks.  It is crafted to 
  overload or override the 
  computer 
  security 
  on 
  electronic doors.  They are 
  usually only available from thieves’ 
  guilds. 
  W: 3 lbs. 
   
  Dynamite 
  Value: 275 
  An 
  explosive 
  device 
  consisting 
  of 
  several sticks of dynamite, a detonator, 
  and a timer to set it off.  Setting 
  dynamite takes a successful roll against 
  the 
  Traps 
  skill; 
  an 
  unsuccessful roll means the 
  timer 
  was 
  not 
  set 
  correctly, and will not go 
  off 
  on 
  time 
  (in 
  other 
  words, you might not be 
  able to run fast enough).  Dynamite does 
  1d20+30 points of damage to anything in 
  its hex and all adjacent hexes when it 
  goes off, and 1d6 points of concussion 
  damage to anything within 4 hexes of the 
  explosion. 
   
  Medical Kit 
  Value: 300 
  A first-aid kit that, when used, acts 
  like one successful use of 
  the 
  First 
  Aid 
  skill, 
  healing 
  1d10 
  points 
  of 
  damage 
  in 
  1d10 
  minutes.  
  Can only be used once. 
  W: 4 lbs. 
   
  Geiger Counter 
  Value: 300 
  This useful little device not 
  only 
  detects 
  how 
  much 
  radiation is in a person, it 
  can detect harmful radiation 
  in 
  the 
  surrounding 
  area.  
  Useful when you are wondering if that 
  big glowing crater in the ground is 
  dangerous. 
  W: 5 lbs. 
   
  Plastique (C-14 Plastic Explosive) 
  Value: 400 
  C-14 is an improved version of the 
  classic C-4 plastic explosive.  A gummy-
  like substance that can be rigged to 
  detonate, plastique is useful because it 
  can be molded to any shape, 
  to 
  detonate 
  in 
  a 
  concentrated area or spread 
  along a wider surface.  C-
  14 is a white or gray 
  substance that looks and 
  feels a lot like Silly Putty™.  Setting 
  it 
  takes 
  a 
  successful 
  roll 
  against 
  Traps; like dynamite, if the roll fails, 
  the timer is not set correctly, and will 
  blow at the wrong time, or not at all.  
  Plastique 
  does 
  2d20+30 
  damage 
  to 
  anything within the hex in which it 
  detonates, half damage to everything in 
  adjacent 
  hexes, 
  and 
  1d6 
  concussion 
  damage to anything within 4 hexes of the 
  explosion.  C-14 can be compounded on 
  itself to make bigger bombs, too. 
  W: 2 lbs. 
   
  Doctor’s Bag 
  Value: 450 
  The 
  Doctor’s 
  Bag 
  contains 
  various 
  sawbones 
  instruments 
  for 
  diagnosing 
  and 
  treating 
  various 
  maladies. 
   
  If 
  a 
  character has a Doctor’s Bag, 
  it effectively raises the Doctor skill 
  by 15% for the purposes of treating 
  crippled limbs and blindness only. 
  W: 10 lbs. 
   
  Electronic Lockpick Mark II 
  Value: 500 
  An improved Electronic Lockpick, used by 
  phreakers, 
  hackers, 
  criminals, 
  and 
  CIA 
  operatives before the War.  
  With this tool, not only can 
  a 
  character 
  open 
  any 
  electronic 
  lock, 
  but 
  it 
  contains 
  a 
  variety 
  of 
  interfaces 
  for 
  other 
  electronic 
  devices 
  like 
  mainframe 
  computers, ATMs, and pocket calculators. 
  W: 5 lbs. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  112 
  Vehicle Repair Kit 
  Value: 500 
  A 
  toolbox 
  containing 
  some 
  necessary 
  equipment 
  for 
  repairing a vehicle (actually, 
  it can be used on any complex 
  mechanical device).  Contains a computer 
  for interfacing with the vehicle to 
  analyze the problem and a lot of repair 
  tools. 
  W: 20 lbs. 
   
  Chems (Drugs) 
   
  here 
  are 
  plenty 
  of 
  ways 
  to 
  chemically alter one’s body in the 
  wastes, and not all of them are 
  entirely beneficial.  Chems always have 
  some 
  kind 
  of 
  effect 
  on 
  a 
  person.  
  Sometimes, 
  a 
  chem 
  is 
  not 
  easily 
  identifiable, so when you come across a 
  big crate of syringes and want to know 
  what they are, there is no choice but to 
  shoot one and see what it does.  NOTE:  
  The creator of this game does not 
  recommend this course of action in the 
  real world. 
   
  Note: All chems can change a character’s 
  stats above and below racial limits.  
  When a drug’s positive effects have worn 
  off, stats return to normal and are then 
  effected by the negative effects. 
   
  Jet 
  Value: 25 
  Jet is the new street drug of the post-
  nuclear world.  No one knows exactly how 
  it was made, except there are rumors 
  that a mafia boss had it 
  manufactured 
  to 
  aid 
  in 
  controlling large numbers of 
  people.  Considering that Jet 
  is addictive from the first dose, that 
  is not difficult to imagine.  Jet comes 
  in 
  an 
  inhaler, 
  much 
  like 
  asthma 
  medicine.  After inhalation, the user 
  gains +2 Action Points (up to 13), +1 
  Strength, and +1 Perception for 1d10 
  hours.  After this time, the character 
  loses two Action Points, 3 Strength, and 
  3 Perception.  Jet is 80% addictive, 
  although it is rumored that an antidote 
  exists for the addiction – somewhere. 
    
  Healing Powder 
  Value: 50 
  This is a simple healing powder 
  that, when ingested, helps ease 
  pain from minor wounds.  It heals 
  1d10+5 HP when eaten, and causes 
  the user to lose 1 Perception for 1 hour 
  after consumption.  Not addictive.  The 
  negative effects of this powder are 
  cumulative. 
   
  Stimpak 
  Value: 150 
  Stimpaks are small syringes with healing 
  chems 
  that 
  ease 
  pain 
  and 
  encourage 
  cellular 
  mitosis, 
  helping 
  cells restore themselves at 
  an increased rate.  Quite 
  common before the war, they 
  can be found, in one form 
  or another, almost everywhere.  When 
  injected, the stimpak heals 1d10+10 HP.  
  Not addictive. 
   
  Voodoo 
  Value: 50 
  A tribal concoction made from parts of 
  dead critters (yummy!)  Eating this 
  powder makes someone feel invincible.  
  For 30 minutes, Voodoo confers a +2 
  bonus to Agility, a +3 bonus to Luck, 
  and a 20% bonus to Damage Resistance for 
  Normal attacks only.  After a half-hour, 
  the user feels depressed and loses 2 
  Agility, 
  3 
  Luck, 
  and 
  all 
  Damage 
  Resistance from Normal attacks.  Voodoo 
  is 20% addictive. 
   
  Antidote 
  Value: 150 
  Made from a variety of distilled poisons 
  and antibodies, each dose of Antidote 
  removes 
  one 
  level 
  of 
  poisoning.  Antidote tastes 
  and looks like cough syrup, 
  and 
  comes 
  in 
  little 
  bottles. 
   
  There 
  is 
  no 
  official Antidote company in the wastes, 
  and it is often something that country 
  doctors and traveling quacks will sell 
  for far more than it’s worth.  Not 
  addictive. 
   
  Buffout 
  Value: 200 
  Buffout 
  is 
  a 
  kind 
  of 
  temporary 
  steroid, 
  increasing 
  mitochondrial 
  activity in muscles for a 
  brief 
  period 
  of 
  time.  
  Unfortunately, 
  these 
  same 
  chemicals also impair brain function.  
  Taking this drug is fine so long as you 
  are about to slug it out in a boxing 
  ring, but not recommended for operating 
  a tank in combat.  When swallowed, 
  Buffout increases the user’s Strength by 
  2, Agility by 2, and Endurance by 3.  
  The effects last one-half (round down) 
  T 
  
   
   
  113 
  of 1d10 hours.  After the effects wear 
  off, the user loses 3 Strength, 3 
  Agility, and 2 Endurance for 1d10 hours.  
  Buffout 
  carries 
  a 
  30% 
  chance 
  of 
  addiction. 
   
  Mentats 
  Value: 280 
  Mentats increase the user’s awareness 
  for a short period of time, but are 
  dangerous 
  because 
  of 
  the 
  intense 
  aftereffects 
  and 
  high 
  addiction 
  rate. 
   
  An 
  experimental drug for the 
  military at one time, these 
  pills 
  became 
  popular 
  in 
  the 
  prewar 
  streets because of the intense high.  
  When Mentats are swallowed, the user’s 
  Perception increases by 2, Intelligence 
  increases by 2, and Charisma increases 
  by 1 (everyone’s more attractive when 
  under the influence!).  The effects last 
  1 hour, after which time the user’s 
  Perception 
  and 
  Intelligence 
  are 
  decreased by 4 and Charisma is decreased 
  by 3 for 1d10 hours.  Mentats have a 60% 
  chance of addiction. 
   
  After Burner Gum 
  Value: 350 
  After Burner was an attempt to legalize 
  a “safe” form of meth in the early 21st 
  century.  Tiny methamphetamine crystals 
  were mixed in with chewing gum by some 
  enterprising corporation.  The result 
  was a moderate dose of the drug that 
  lasted for only a few minutes, but 
  produced an intense high in that time.  
  Chewing After Burner gives the user a +1 
  bonus to Strength and Perception, and 
  raises the user’s Action Points by 2, 
  for 1d10 minutes.  After that time, the 
  user loses 1 point of Strength and 2 
  points of Perception for 1 hour.  After 
  Burner is 30% addictive. 
   
  Psycho 
  Value: 400 
  Psycho is a drug that is much like a 
  combination between Mentats and speed.  
  This 
  chemical 
  cocktail 
  is 
  highly 
  addictive and has horrible 
  side effects, but the high it 
  produces is worth it to many 
  users. 
   
  After 
  injecting 
  Psycho, the user’s Agility 
  increases by 3, and their Intelligence 
  is reduced by 3.  The effects of Psycho 
  last 1d10 hours, after which time the 
  user loses 3 points to ALL Stats except 
  Luck for 1d10 hours.  Psycho is 50% 
  addictive. 
  Super Stimpak 
  Value: 500 
  This is an incredible melange of healing 
  chems 
  designed 
  to 
  aid 
  wounded 
  soldiers 
  on 
  the 
  battlefield 
  in 
  crucial 
  moments of combat.  Super 
  stimpaks come in a large 
  clamp that fit around the arm and inject 
  the chemicals into the user at various 
  times, maximizing the effects of the 
  chemicals.  The whole injection process 
  still takes less than a second.  Super 
  stimpaks heal 5d10+50 HP, but the user 
  loses 1d10 HP after an hour from the 
  aftershock.  It is a good idea to get 
  some other form of healing should the 
  user’s 
  HP 
  drop 
  to 
  dangerous 
  levels 
  again.  Not addictive. 
   
  Brotherhood of Steel Trauma Pack 
  Value: 600 
  A 
  chemical 
  concoction 
  made 
  by 
  the 
  Brotherhood for use in battle, Trauma 
  Packs send the cellular reproduction 
  process into overdrive, healing 6d10+60 
  hit 
  points 
  instantly, 
  but 
  causing 
  2d10+30 points of damage after 1 hour.  
  Not addictive. 
   
  Mutie 
  Value: 700 
  Mutie is a chemical that reproduces the 
  effects of the Forced Evolutionary Virus 
  for a short time.  After injecting this 
  drug, the user gains +4 to Strength, + 4 
  to Perception, -4 to Charisma, and –4 to 
  Intelligence for 1d10 hours.  After that 
  time, the user must make a successful 
  roll against Endurance; if the roll 
  fails, they take 4d10 points of damage.  
  Note that super-mutants will experience 
  no effects from taking Mutie.  Mutie is 
  20% addictive. 
   
  Ultra Stimpack 
  Value: 1000 
  The most powerful healing substance on 
  the 
  planet, 
  Ultra 
  Stimpacks 
  turn 
  cellular reproduction into a frenzy of 
  activity, 
  healing 
  10d10+50 
  HP 
  immediately upon injection.  In 1d10 
  hours, the user must make a roll against 
  Endurance.  If that roll fails, they 
  lose every hit point the Ultra Stimpack 
  healed; if the roll succeeds, the user 
  loses half of those hit points.  Ultra 
  Stimpacks 
  are 
  only 
  available 
  in 
  technology-rich organizations like the 
  Brotherhood of Steel or the Enclave. 
   
   
  
   
   
  114 
  Radaway 
  Value: 1500 
  Radaway, an obscure drug from prewar 
  times, became one of the most useful 
  after the bombs went off.  
  It comes in an IV bag and 
  must be taken through a 
  drip IV over the period of 
  about an hour.  The Radaway 
  works in the user’s system to bond with 
  radioactive particles and wash them out.  
  1 day after use, the user loses 25 rads.  
  2 days after use, the user loses another 
  25 rads.  Radaway, unfortunately, has an 
  addiction rate of 20%. 
   
  Rad-X 
  Value: 2000 
  An ounce of prevention is worth a pound 
  of cure, and that was the idea behind 
  these drugs.  Although they were never 
  marketed for consumer use 
  before the war, enough were 
  made for militaries so that 
  they are not unknown in the 
  postwar world.  Rad-X is a 
  pill that increases the user’s Radiation 
  Resistance by 50% for 1d10 hours after 
  ingestion 
  by 
  creating 
  a 
  kind 
  of 
  radiation “anti-body” in the user.  Not 
  addictive. 
  Vehicles 
   
  his is a brief summary of vehicles 
  in the Fallout universe.  It should 
  be noted that most vehicles have 
  been damaged, modified, or otherwise 
  changed in the hundred-plus years since 
  the war.  New vehicles, and new vehicle 
  parts, have not been manufactured for a 
  long time, and perishable parts like 
  tires are especially hard to find. 
     
  Vehicles are powered by energy cells, 
  can use either Small Energy Cells or 
  Micro 
  Fusion 
  Cells 
  to 
  recharge 
  themselves.  This is only a sample of 
  vehicles; when a vehicle is encountered 
  in 
  an 
  adventure, 
  the 
  appropriate 
  statistics should be given at that time, 
  using 
  these 
  as 
  reference 
  points.  
  Vehicles are not “traded” on the same 
  level as other goods, so they have no 
  cash value per se.  If the vehicle has a 
  gun, it is noted below the vehicle’s 
  stats.  For more information on the use 
  of a vehicle’s statistics, see Vehicle 
  Combat, above. 
   
   
  Abbreviations: 
  TS = Top Speed in KPH (Kilometers/Hour) 
  AR = Rate of Acceleration (in KPH/Round) 
  BR = Braking Rate (in KPH/Round) 
  TR = Turning Radius (in meters) 
  DR = Driving Range on a full charge (in   
       Kilometers) 
  NP = Number of Passengers 
  CW = Carry Weight (in the trunk, on the 
  roof, etc.) – the most weight the car 
  can carry. 
  HP = Hit Points, in S (Structural), E 
  (Engine), C (Controls), D (Drive System) 
  and T (Tires/Treads – with multiplier 
  indicating how many). 
  [DR N: L: F: P: E:] = Damage Resistance, 
  or the vehicle’s “Armor.”  It is the 
  same for every system, and covers the 
  same forms of damage that armor does 
  (Normal, 
  Laser, 
  Fire, 
  Plasma, 
  and 
  Explosion). 
   
  DR 
  is 
  given 
  in 
  a 
  percentage. 
    
  Cars, Trucks and Common Vehicles 
   
  ot necessarily military vehicles, 
  cars and trucks are probably going 
  to be the most common vehicles in 
  the wastes. 
   
  Cars 
   
  Corvega “Highwayman” 
  The 
  highwayman 
  was 
  the 
  combination 
  sportscar 
  and family 
  car 
  that 
  became the 
  staple of 
  American 
  life 
  in 
  the years 
  before the 
  war.  It 
  is roomy and can travel over most kinds 
  of flat terrain.  The basic highwayman 
  does not have a weapon, and holds 30 
  charges of fuel. 
  TS: 160 AR: 60 BR: 50 TR: 5 DR: 480 NP: 
  5 CW: 2500 lbs.  HP: S: 175 E: 50 C: 40 
  D: 40 T: 10 (x 4) [DR N: 10 L: 0 F: 0 P: 
  0 E: 10] 
   
  Canyonero SUV 
  Can you name the truck 
  with 4-wheel-drive, that 
  smells like a steak and 
  seats 
  35? 
   Canyonero!  
  Sport 
  Utility 
  Vehicles 
  were 
  popular 
  before the War due to their rugged 
  appearance and relative safety compared 
  to smaller cars.  They are somewhat 
  T 
  N 
  
   
   
  115 
  sluggish, but quite a few managed to 
  survive at least partially intact.  An 
  SUV is not normally equipped with a 
  weapon, and holds takes 50 charges of 
  fuel to recharge. 
  TS: 140 AR: 40 BR: 50 TR: 7 DR: 300 NP: 
  5 CW: 4000 lbs.  HP: S: 250 E: 70 C: 40 
  D: 40 T: 15 (x 4) [DR N: 10 L: 5 F: 0 P: 
  5 E: 10] 
   
  Roadrunner Muscle Car 
  In the late 1960s and early 1970s, 
  muscle cars became very popular in the 
  United States.  These cars had enormous 
  engines – 427s and 
  above – and were 
  designed to drive 
  fast 
  and 
  hard.  
  They 
  were 
  fairly 
  sturdy, and a fair 
  amount survived the War.  Almost every 
  one of these you’ll find is a custom 
  job.  They are not equipped with weapons 
  and holds 30 charges of fuel 
  TS: 200 AR: 40 BR: 50 TR: 8 DR: 300 NP: 
  4 CW: 2500 lbs. HP: S: 200 E: 100 C: 40 
  D: 40 T: 10 (x 4) [DR N: 17 L: 5 F: 5 P: 
  5 E: 10] 
   
  Dune Buggy 
  Put together from bits and pieces of 
  other vehicles, these flimsy cars are 
  the most common motor vehicles in the 
  wastes.  Raiders will 
  often use these to run 
  hit-and-fade operations, 
  as 
  they 
  are 
  decent 
  medium-range 
  vehicles.  
  Buggies are no match for 
  other 
  vehicles 
  in 
  speed, 
  armament, 
  toughness, or range.  Buggies are not 
  normally equipped with any weapons, and 
  hold 20 charges of fuel.  Buggies reduce 
  terrain penalties for the Pilot roll by 
  10%. 
  TS: 130 AR: 80 BR: 60 TR: 4 DR: 100 NP: 
  1 CW: 500 lbs. HP: S: 50 E: 50 C: 30 D: 
  20 T: 10 (x 4) [DR N: 5 L: 0 F: 0 P: 0 
  E: 0] 
   
  Trucks 
   
  ½ Ton Truck 
  This is a basic pickup truck, with a bed 
  in the back for carrying people and 
  equipment. 
   
  Can 
  travel 
  over 
  some 
  fairly 
  rough 
  terrain, 
  depending 
  on the kind of tires 
  and suspension the 
  truck has.  Trucks do not normally have 
  weapons attached.  It takes 30 cells to 
  recharge. 
  TS: 16 AR: 50 BR: 40 TR: 6 DR: 400 NP: 2 
  in cab, 5 in bed. CW: 3000 lbs.  HP: S: 
  190 E: 60 C: 40 D: 40 T: 15 (x4) [DR N: 
  10 L: 5 F: 0 P: 5 E: 10] 
   
  2 ½ Ton Truck 
  This 
  is 
  a 
  much 
  larger truck, used 
  for 
  carrying 
  troops 
  and 
  supplies 
  before 
  the war.  Can generally travel only on 
  roads or flat terrain.  These trucks 
  usually have no weapons, and take 50 
  cells to recharge. 
  TS: 130 AR: 30 BR: 30 TR: 15 DR: 320 NP: 
  2 in cab, 15 in back.  CW: 10,000 lbs.  
  HP: S: 300 E: 100 C: 40 D: 40 T: 25 (x 
  6) [DR N: 30 L: 10 F: 7 P: 10 E: 28] 
   
  Truck Cab 
  Trucks, 
  or 
  lorries 
  to 
  our 
  European 
  friends, 
  were 
  used 
  extensively 
  for 
  hauling freight before the War.  They 
  are rough, tough customers and can take 
  a lot of punishment.  
  There 
  aren’t 
  many 
  left, 
  but 
  since 
  truck 
  cabs 
  are 
  relatively 
  easy 
  to 
  repair and maintain, 
  those that are left 
  are in good working 
  order.  Trailers can be attached for 
  extra space.  Truck cabs take 100 cells 
  to fully recharge. 
  TS: 120 AR: 40 BR: 40 TR: 15 DR: 320 NP: 
  2-3 CW: 50,000 lbs. HP: S: 300 E: 130 C: 
  50 D: 50 T: 30 (x 10) [DR N: 45 L: 15 F: 
  30 P: 15 E: 30] 
   
  Trailer 
  Trailers attach to truck cabs for extra 
  carrying 
  space. 
   
  Trailers 
  can 
  be 
  outfitted to haul many 
  different things, from 
  dry goods to oil and 
  gas to liquid nitrogen.  
  The 
  statistics 
  below 
  refer 
  to 
  a 
  truck 
  cab 
  and 
  trailer 
  together. 
  TS: 100 AR: 30 BR: 20 TR: 20 DR: 200 NP: 
  40-45 CW: 50,000 lbs. HP: S: 600 E: 130 
  C: 50 D: 50 T: 30 (x 18) [DR N: 45 L: 15 
  F: 30 P: 15 E: 30] 
   
   
   
   
   
  
   
   
  116 
  Humvee 
  A military jeep designed to carry small 
  amounts of people 
  over rough terrain, 
  and to engage light 
  infantry in combat.  
  Can 
  travel 
  over 
  many 
  kinds 
  of 
  terrain 
  at 
  relatively high speeds.  Humvees reduce 
  terrain penalties for the Pilot roll by 
  20%.  The Humvee takes 30 cells to 
  completely recharge. 
  TS: 95 AR: 60 BR: 40 TR: 8 DR: 600 NP: 5 
  CW: 2500 lbs.  HP: S: 300 E: 100 C: 50 
  D: 50 T: 40 (x 4) [DR N: 50 L: 30 F: 27 
  P: 30 E: 45] 
   
  Bus 
  Buses, or coaches 
  in 
  Europe, 
  are 
  large 
  vehicles 
  designed to haul a 
  lot of people in 
  relative 
  comfort.  
  They aren’t really 
  designed 
  for 
  hauling cargo, but if someone were to 
  tear all the seats out of a bus, there 
  would be plenty of room inside.  Busses 
  are not equipped with weapons, and fully 
  charge with 100 charges of fuel. 
  TS: 100 AR: 30 BR: 30 TR: 20 DR: 300 NP: 
  60-70 CW: 50,000 lbs. HP: S: 550 E: 175 
  C: 50 D: 50 T: 25 (x 6) [DR N: 25 L: 10 
  F: 0 P: 10 E: 20] 
   
  Motorcycles 
   
  Motorcycles 
  are 
  two-wheeled 
  vehicles 
  designed primarily for speed.  Some are 
  much stronger than others.  Quite a few 
  motorcycles 
  managed 
  to 
  survive, 
  due 
  largely to the fact that they are 
  relatively easy to maintain and require 
  fewer 
  parts 
  than 
  other 
  vehicles.  
  Motorcycles do not have weapons, and all 
  add a –10% penalty to any Pilot rolls 
  made while riding. 
   
  Sport Hawg 
  The sport hawg is a good all-around 
  motorcycle, 
  offering 
  comfort 
  and 
  utilitarian speeds 
  and range.  These 
  are byfar the most 
  common 
  types 
  of 
  bikes 
  in 
  the 
  wastes, 
  as 
  they 
  can 
  be 
  assembled 
  in 
  a 
  matter 
  of 
  days 
  from 
  old 
  components 
  by 
  a 
  knowledgeable mechanic.  Sport hawgs 
  take 20 charges to fully recharge. 
  TS: 200 AR: 80 BR: 40 TR: 6 DR: 300 NP: 
  1 CW: 400 lbs. HP: S: 50 E: 30 C: 10 D: 
  10 T: 5 (x 2) [DR N: 10 L: 0 F: 0 P: 0 
  E: 0] 
   
  Crotchrocket 
  Crotchrockets sacrifice the style and 
  range of their larger brothers for speed 
  and maneuverability.  They are sleek 
  bikes, and are much more 
  difficult to maintain as 
  they 
  require 
  high-end 
  components.  Crotchrockets 
  are fairly rare, mostly 
  because it is impractical 
  to ride them on any but 
  the 
  flattest 
  surface.  
  Crotchrockets add an extra 
  –10% penalty for terrain 
  when determining Pilot rolls.  They take 
  20 charges of fuel to recharge. 
  TS: 300 AR: 120 BR: 60 TR: 4 DR: 100 NP: 
  1 CW: 300 lbs. HP: S: 40 E: 35 C: 10 D: 
  10 T: 8 (x 2) [DR N: 0 L: 0 F: 0 P: 0 E: 
  0] 
   
  Chopper 
  Choppers are custom-bikes with extra 
  support in the handlebars and front 
  suspension.  They 
  tend to handle a 
  little better than 
  smaller bikes, but 
  are 
  definitely 
  designed 
  for 
  larger 
  people.  
  Remember, if someone named Zed comes 
  asking for his chopper, you might wanna 
  give it back.  Choppers take 20 charges 
  of fuel to recharge. 
  TS: 220 AR: 80 BR: 40 TR: 5 DR: 280 NP: 
  1 CW: 400 lbs. HP: S: 60 E: 40 C: 15 D: 
  15 T: 9 (x 2) [DR N: 10 L: 0 F: 0 P: 0 
  E: 0] 
   
  Indian Chief 
  Possibly the greatest bike ever made, 
  the Indian Chief is the 
  perfect 
  marriage 
  of 
  substance and style.  A 
  relatively 
  fast 
  bike, 
  the Chief performs well 
  and 
  gives 
  the 
  rider 
  a 
  smooth, 
  comfortable ride while guaranteeing that 
  eyes will turn.  Indian Chiefs take 20 
  charges to recharge. 
  TS: 230 AR: 100 BR: 40 TR: 6 DR: 200 NP: 
  1 CW: 500 lbs. HP: S: 55 E: 40 C: 15 D: 
  15 T: 14 (x 2) [DR N: 15 L: 0 F: 0 P: 0 
  E: 15] 
   
  
   
   
  117 
  Boats 
   
  Believe it or not, there are still 
  pockets of humanity that make their 
  living from the water in the post-War 
  universe.  Many watercraft must rely 
  either on muscle power or the wind for 
  propulsion. 
   
  Canoe 
  Canoes were used in one form or another 
  by native peoples all over the world.  
  They 
  are 
  unfortunately 
  restricted 
  to 
  smaller 
  bodies 
  of 
  water, as they will 
  capsize 
  in 
  high 
  waves.  Part of the canoe’s design is 
  that they are very difficult to sink; 
  you can tip one over, but they tend to 
  float near the top of the water.  It is 
  even possible to sit in and paddle a 
  canoe that is completely filled with 
  water.  Canoes do not use energy to 
  recharge. 
  TS: 10 AR: 10 BR: 10 TR: 1 DR: N/A NP: 3 
  CW: 1200 lbs. HP: 40 
   
  Catamaran 
  Catamarans 
  are 
  keel-less 
  sailboats.  
  Instead of a dagger-like piece of wood 
  or metal keeping the boat 
  upright, a catamaran is 
  two 
  pontoons 
  attached 
  together, with a sail in 
  the middle.  Since they 
  use triangular rigging, catamarans can 
  tack and outperform square-rigged ships, 
  especially 
  in 
  windy 
  conditions.  
  Catamarans are nearly impossible to turn 
  over, unless they happen to be sailing 
  through a hurricane.  They do not use 
  fuel. 
   
  The 
  numbers 
  below 
  represent 
  average winds. 
  TS: 70 AR: 30 BR: 30 TR: 20 DR: N/A NP: 
  4-20 CW: 4000-50,000 lbs. HP: 290 
   
  Aircraft 
   
  There are still a 
  few 
  working 
  aircraft 
  out 
  there.  Usually, 
  the 
  only 
  people 
  who 
  have 
  the 
  skills 
  required 
  to 
  fly 
  these 
  aircraft 
  are 
  members 
  of 
  paramilitary 
  organizations 
  like the Enclave.  Flying an aircraft 
  requires that the Pilot roll be made 
  with a –50% penalty. 
   
  Hot Air Balloon 
  Not as uncommon as one might think, hot 
  air 
  balloons 
  work 
  on 
  a 
  principle 
  discovered by the Greeks: hot air rises 
  faster than cooler air.  By filling a 
  large bag with hot air, a person can 
  rise above their station in life – so to 
  speak.  Hot air balloons are equipped 
  with a burner to create hot air, and 
  have a basket or gondola tied under the 
  balloon where the aeronaut and his crew 
  stand.  Weapons are not standard on a 
  hot-air balloon, but they would make 
  fine bombing vehicles as well as recon 
  craft. 
   
  Unfortunately, 
  balloons 
  are 
  flimsy and can easily be destroyed.  
  Note 
  that 
  hot 
  air 
  balloons 
  aren’t 
  actually controllable except for the 
  amount of hot air in the balloon, which 
  controls altitude.  The burner takes 20 
  charges to recharge completely. 
  TS: 40 AR: N/A BR: N/A TR: N/A DR: 60 
  NP: 4 CW: 2000 lbs. HP: 20 
   
  Ultra-Light 
  Ultralights 
  are 
  tiny, 
  one-person 
  aircraft 
  and 
  are 
  probably 
  the 
  only 
  working 
  motorized, 
  heavier-than-air 
  vehicles in the wastes 
  that 
  aren’t 
  controlled 
  by 
  paramilitary 
  organizations. 
   
  They 
  might be used for recon or intimidation; 
  ultralights 
  could 
  easily 
  succumb 
  to 
  antiaircraft flak – or a well-placed 
  rock.  Ultralights take 30 charges of 
  fuel to recharge completely. 
  TS: 180 AR: 40 BR: 40 TR: 30 DR: 150 NP: 
  1 CW: 600 lbs. HP: 90 
   
  APCs (Armored Personnel Carriers) 
   
  PCs are 
  usually 
  lightly-
  armed, 
  heavily 
  armored 
  vehicles that 
  transport 
  troops 
  through and near the front lines.  Some 
  use tires, and are designed for roads, 
  and some use treads, like tanks. 
   
  A 
  
   
   
  118 
  Bradley M2 Infantry Fighting Vehicle 
  (IFV) 
  The Bradley M2 IFV is designed to 
  protect a squad of soldiers in a combat 
  zone.  A tracked vehicle with decent 
  armament, it is more than capable of 
  defending 
  itself 
  against 
  many 
  other 
  vehicles.  The M2 was used extensively 
  in the Gulf War in the late 20th century, 
  and is one of the most common infantry 
  vehicles in the US.  The Bradley M2 
  takes 30 cells to fully recharge.  It is 
  armed with a TOW-II missile launcher, an 
  MG3 machine gun, and a 25mm Cannon.  In 
  addition, there are slots in the sides 
  where the soldiers inside can safely 
  fire at hostiles outside. 
  TS: 66 AR: 40 DR: 30 TR: 8 DR: 70 NP: 10 
  CW: 10,000 lbs. HP: S: 350 E: 75 C: 30 
  D: 30 T: 60 (x 2) [DR N: 75 L: 45 F: 90 
  P: 45 E: 60] 
   
  Dragoon APC 
  The Dragoon isn’t a single vehicle, but 
  a family 
  of 
  wheeled, 
  armored 
  vehicles 
  designed 
  to 
  meet 
  most 
  military 
  and 
  para-
  military needs.  The Dragoon is totally 
  amphibious, and is designed for more 
  guerilla-style 
  operations 
  that 
  the 
  larger (and less subtle) Bradley.  The 
  Dragoon APC can be armed either with an 
  AGS-17 
  Grenade 
  Launcher 
  or 
  an 
  MG3 
  machine gun turret.  The Dragoon takes 
  40 cells to fully recharge.  Its large 
  wheels mean that it is most effective on 
  flat or relatively flat land, or in 
  amphibious operations. 
  TS: 116 AR: 60 BR: 30 TR: 9 DR: 885 NP: 
  8 CW: 8,000 lbs. HP: S: 300 E: 75 C: 30 
  D: 30 T: 50 (x 4) [DR N: 75 L: 45 F: 60 
  P: 45 E: 60] 
   
   
  Cadillac-Gage LAV-150 ST 
  The LAV-150 
  is 
  a 
  partially-
  amphibious, 
  better 
  armed 
  version 
  of 
  the 
  Dragoon.  
  The wheeled LAV-150 is a much more 
  common vehicle, being the backbone of US 
  transport 
  forces 
  since 
  its 
  full 
  introduction in the mid-1970s.  The LAV-
  150 is armed with a 20mm Cannon and an 
  MG3 machine gun.  It can handle off-
  roading better than the Dragoon, but is 
  still 
  at 
  home 
  on 
  relatively 
  flat 
  terrain.  The LAV-150 takes 40 cells to 
  recharge completely. 
  TS: 112 AR: 60 BR: 50 TR: 7 DR: 800 NP: 
  9 CW: 10,000 lbs. HP: S: 400 E: 75 C: 30 
  D: 30 T: 60 (x 4) [DR N: 75 L: 45 F: 70 
  P: 45 E: 60] 
   
  Mobile Artillery  
   
  obile artillery are cannons, such 
  as Howitzers and the like, that are 
  set up on two wheels so they can be 
  towed behind trucks, jeeps, humvees, or 
  APCs.  Although tanks nearly replaced 
  these guns in the 20th Century, they are 
  far more common weapons in the wastes 
  than 
  their 
  high-maintenance, 
  mobile, 
  armored cousins.  Each one is basically 
  like ht other: a really big gun mounted 
  to a mobile tripod, with two wheels on 
  it.  The statistics for these weapons 
  are exactly the same for the tank 
  versions, except that tanks can move and 
  have a lot more armor.  Note that none 
  of these weapons can be targeted, and 
  that there is only one kind of shell 
  available for each (for now).  Using 
  these weapons take a roll against Big 
  Guns 
  skill. 
   
  Ammunition 
  for 
  these 
  weapons is very difficult to come by, 
  and each weapon fires its own shells: 
  20mm, 25mm, etc. 
   
  20mm Cannon 
  W: 
  1000 
  lbs. 
  Dmg: 
  8d10+40 
  to 
  everything 
  within 10 meters of the explosion, and 
  1d6 concussion damage for everything 
  within 100 meters.  Rng: 0.5 KM AP S: 4 
  T: N/A B: N/A  
   
  25mm Cannon 
  W: 1300 lbs.  Dmg: 8d10+40 
  to 
  everything 
  within 
  10 
  meters 
  of 
  the explosion, 
  and 1d6 concussion damage 
  for everything within 100 
  meters.  Rng: 0.5 KM AP S: 
  4 T: N/A B: N/A 
   
   
   
   
   
  M 
  
   
   
  119 
  M68 105mm Cannon 
  W: 2500 lbs. Dmg: 15d20+30 to 
  everything within 15 meters 
  of 
  explosion, 
  and 
  1d6 
  concussion 
  damage 
  for 
  everything within 100 meters.  
  Rng: 1 KM AP S: 5 T: N/A B: 
  N/A 
   
  Rheinmetall 120mm Gun 
  W: 
  3000 
  lbs. 
  Dmg: 
  20d20+50 
  to 
  everything within 20 
  meters 
  of 
  the 
  explosion, 
  and 
  1d6 
  concussion damage to 
  everything within 100 
  meters.  Rng: 2 KM AP S: 5 T: N/A B: N/A 
   
  152mm Shillelagh Missile System 
  W: 3000 lbs. Dmg: 20d20+50 
  to everything within 25 
  meters of explosion, 1d6 
  concussion 
  damage 
  to 
  everything 
  within 
  100 
  meters.  Rng: 3 KM AP S: 6 
  T: N/A B: N/A 
   
  Tanks 
   
  anks were invented in the early 20th 
  Century 
  as 
  military 
  personnel 
  realized the great effectiveness of 
  improved cannon (artillery pieces), and 
  the invention of the automobile allowed 
  these pieces of machinery to become 
  relatively mobile.  Tanks are basically 
  artillery cannons operated by a heavily 
  protected crew, and their treads allow 
  them to move over all sorts of terrain.  
  Tanks are definitely the rarest vehicles 
  in the wastes, and if any still work, 
  they are probably in the possession of 
  large 
  organizations, 
  or 
  technology 
  mongers 
  like 
  the 
  Enclave 
  or 
  the 
  Brotherhood of Steel. 
   
  M60A2 Main Battle Tank 
  The M60, the “destroyer from Detroit,” 
  was introduced into the American armed 
  forces in the 1960s and remained an 
  important part of the military until the 
  very end of the 20th century, when it was 
  regulated to National Guard armories.  
  The M60 is well-armored and is equipped 
  with a M68 105mm Cannon and two MG3 
  machine 
  guns. 
   
  Although 
  the 
  Abrams 
  replaced the M60 by the early 1990s, it 
  was still highly effective against the 
  slower, less efficient T-62s in the Gulf 
  War.  The M60 takes 60 cells to fully 
  recharge. 
  TS: 50 AR: 20 BR: 50 TR: 2 DR: 100 NP: 4 
  CW: 3000 lbs. HP: S: 400 E: 75 C: 30 D: 
  30 T: 90 (x 2) [DR N: 85 L: 45 F: 95 P: 
  45 E: 70] 
   
  M551 Sheridan 
  The Sheridan was designed as a light 
  support tank that had the firepower to 
  destroy a main battle tank.  It is one 
  of the few tanks that can be airdropped 
  from the back of a C-130 Hercules, and 
  was the first United States vehicle to 
  arrive in Saudi Arabia in the Gulf War.  
  It is also a major failure, as far as 
  its design is concerned.  The Sheridan 
  was 
  equipped 
  with 
  a 
  152mm 
  Shillelagh 
  Missile 
  System, 
  a 
  surface to 
  surface 
  defense 
  system 
  designed 
  to 
  kill 
  tanks at long range, without having to 
  endanger the Sheridan’s crew.  The US 
  completely overhauled these tanks in the 
  last few years of the 20th Century, and 
  the Shillelagh system works – nominally.  
  Sheridan 
  tanks 
  were 
  common 
  on 
  the 
  homefront, as they were regulated to 
  National 
  Guard 
  duties 
  after 
  their 
  relative failure on the battlefields of 
  the Persian Gulf.  In addition to the 
  152mm Shillelagh system, the Sheridan is 
  armed with two MG3 machine guns, and 
  takes 60 cells to fully recharge. 
  TS: 60 AR: 30 BR: 60 TR: 2 DR: 120 NP: 5 
  CW: 2000 lbs. HP: S: 375 E: 70 C: 30 D: 
  30 T: 85 (x 2) [DR N: 90 L: 45 F: 95 P: 
  45 E: 75] 
   
  M1A1 Abrams 
  Credited 
  with 
  defeating 
  the 
  vastly 
  inferior Soviet-built T-72s and T-55s 
  Iraq used in the Gulf War, the M1 Abrams 
  is the finest vehicle in the US Cavalry 
  going 
  into 
  the 
  21st 
  century. 
   
  The 
  unequaled range and reloading speed of 
  the 
  Rheinmetall 
  120mm 
  gun, 
  and 
  the 
  thickest, most effective armor of any 
  tank, make the Abrams the most feared 
  vehicle on the battlefield.  In addition 
  to the cannon, the Abrams has 2 M2HB 
  support 
  machine 
  guns, 
  and 
  a 
  TOW-II 
  missile defense system built-in.  There 
  are rumors of M1A1s constructed with 
  energy 
  weapons, 
  but 
  these 
  are 
  T 
  
   
   
  120 
  unconfirmed.  The M1A1 takes 70 cells to 
  fully recharge. 
  TS: 60 AR: 30 BR: 60 TR: 2 DR: 100 NP: 5 
  CW: 4000 lbs. HP: S: 500 E: 75 C: 30 D: 
  30 T: 60 (x 2) [DR N: 95 L: 60 F: 98 P: 
  60 E: 85] 
   
   
  Vehicle Enhancements 
   
  ehicle enhancements are very rare 
  in the wastes.  They are often very 
  costly and parts can be almost 
  impossible to come by.  These are some 
  examples of vehicle enhancements. 
   
  Slicks 
  Value: 2000 
  Racing slicks are special tires either 
  for 
  cars 
  or 
  motorcycles 
  that 
  will 
  increase the vehicles AR by 10 and TS by 
  20%.  Unfortunately, they reduce the BR 
  by 10 and increase the TR by 5 meters.  
  Slicks also add an extra –10% penalty to 
  the Pilot roll.  Slicks also have only 5 
  hit points each. 
   
  NOz Booster 
  Value: 5000 
  A NOz (Nitrous Oxide) booster allows a 
  vehicle to accelerate at an incredibly 
  fast rate.  When a NOz booster is used, 
  the vehicle reaches its top speed in 1 
  round. 
   
  Unfortunately, 
  NOz 
  boosters 
  require Nitrous tanks to operate, and 
  they are very hard on the engine - every 
  use causes 5 HP of damage to that 
  system. 
   
  Reinforced Struts 
  Cost: 9000 
  Reinforcing the struts on a vehicle 
  increases the amount of weight it can 
  carry by 50%.  Of course, it doesn’t 
  increase the size of the vehicle. 
   
  Fuel Cell Converter 
  Cost: 10000 
  A fuel cell converter makes the energy 
  that 
  a 
  vehicle 
  runs 
  off 
  of 
  more 
  efficient.  It extends a vehicle’s range 
  by 50%. 
   
  Antigrav Plates 
  Cost: 25000 
  Forget 
  tires 
  and 
  tracks. 
   
  Antigrav 
  plates allow the vehicle to hover a few 
  feet 
  over 
  the 
  ground, 
  so 
  it 
  can 
  effectively 
  pass 
  over 
  all 
  but 
  the 
  rockiest ground at top speeds.  Antigrav 
  plates 
  remove 
  terrain 
  restrictions 
  (except obviously the car can’t careen 
  over canyon walls) and increases the 
  vehicle’s top speed by 50 miles per 
  hour.  Note that antigrav plates are 
  ineffective over water, and driving over 
  more than 1 foot of H2O will result in a 
  very wet car that cannot be moved except 
  by a tow chain. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  V 
  
   
   
  121 
  Appendix A: A Large, Full-Color Map of Post-Nuclear 
  California 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  122 
  Appendix B: For the Novice Gamemaster 
  A helpful essay by Jason Mical 
   
  Introduction 
   
  I can still remember my very first time playing an RPG.  I was about 10 years old, and 
  my buddy and I had gotten our hands on an old 1st edition Advanced Dungeons and Dragons 
  rulebook.  We paged through it, loving the pictures as much as the mysterious text that 
  talked about rolling dice with twenty sides and battling goblins and ogres.  Of course, 
  I'd played RPGs before, but I didn't know enough to call them that - Starflight, Bard's 
  Tale, and my personal favorite, Wasteland. 
    
  Playing an RPG on the tabletop was a totally different experience from immersing myself 
  in a computer RPG.  A few years after, I saved my allowance and bought a basic Dungeons 
  and Dragons set that was geared towards a younger, beginning audience - and I took my 
  first steps towards GMing a game.  My friend and I sat down with a large, plastic map 
  that TSR thoughtfully provided, and moved little cardboard miniatures around.  Each of 
  us played three or four different characters, and I acted as the GM - my first time as 
  a storyteller.  The story was basic - escaping from an evil wizard's tower - but the 
  ideas I learned stuck with me.  
   
  Fast-forward about four years.  Now, I'm in high school.  I've tried to organize 
  roleplaying games in the past - Mechwarrior/Battletech, ADnD, and Rolemaster - but this 
  was the first time I could find players willing to commit to at least 1 day a week.  I 
  was 
  set: 
  my 
  first 
  real 
  chance 
  to 
  be 
  a 
  storyteller 
  and 
  Dungeon 
  Master.  
   
  Now, after that campaign completed, and I've played and GMed a variety of games, I've 
  learned a heck of a lot about GMing successfully.  There's a lot that can work well for 
  a GM and a group of players, but a lot that can work against it, too.  Since this essay 
  is designed to help the novice through the first GM jitters, and maybe provide the 
  experienced GM with some suggestions, it's not going to be overly involved or preachy.  
  I'm not into strict gaming, and I'm not into strict GMing either.  What works for one 
  GM and one group may not work for another, but there are some basics that, I feel, have 
  applied to every group I've ever gamed with, on both sides of the table.  That's what I 
  hope to tell you, dear reader - what I've seen, experienced, and felt as I'm gaming.  
   
  Getting Started  
   
  Before the game even begins, the GM - or potential GM - needs to do a few things, 
  first.  This is probably the most important aspect of gaming: like a pyramid, a good 
  game is built from the ground up.  Of course, the GM needs a game.  In this case, we'll 
  just assume the game is going to be Fallout, but it applies to any game.  Second, the 
  GM needs to start thinking about a plot for the campaign (or, if it's going to be a one 
  or two-session game, an adventure.)  If the GM has downloaded or bought some modules, 
  now would be a good time to start looking them over.  I'll talk a little more about 
  preparing adventures before the game later on.  
   
  Third, you'll need some basic supplies.  The most basic are the dice, but a notepad 
  full of scratch paper and a pencil for everyone is always a good idea.  One set of dice 
  is the absolute minimum; it would be best if every player had a set, and some extras 
  are available, but one set will work.  In addition, for Fallout, a hex-sheet for combat 
  is almost imperative, and something - tokens, miniatures, or cutouts – to indicate 
  positions of characters and critters.  
   
  Once you have the supplies, the second-most important aspect of gaming is players.  
  Now, number of manageable players varies from GM to GM.  Four is usually minimum, 
  simply for variety's sake within an adventure.  Six is a nice, round number and I 
  usually limit parties to six, give or take if someone can't make it or if someone's 
  brother is visiting that night.  Any more than seven and you're looking at a painful 
  
   
   
  123 
  experience, especially in combat and trying to manage what everyone is doing during the 
  game.  I ran one game with nine players, and I'll never do it again.  
   
  The next step, and probably the hardest, is trying to get everyone together.  If you've 
  ever tried to set up a meeting with a few people, you know what a nightmare 
  coordinating schedules can be.  Usually, it works best to set aside one night a week 
  when everyone can make it, and designate that night "role-playing night."  That way, 
  everyone can make it a part of their schedule, and you run much less risk of having 
  players sit out because of "other engagements."  It is also fairly important to stick 
  to this schedule, since the best groups are the most stable ones.  
   
  After everyone can agree on a time, you need to find a place.  Setting isn't terribly 
  important for the game, but comfort, availability of food and a bathroom, and a flat 
  surface for a hex-sheet and dice-rolling are all important factors.  My Ravenloft 
  campaign was run entirely on my buddy's apartment's floor.  The Fallout campaign I ran, 
  and the current game I'm running, are all around a tabletop at a large dining room 
  table.  There is a marked difference in the playstyles, too: playing around a table 
  offers a slight degree of formality.  Ultimately, it may come down to whom can offer a 
  place.  Outdoors is generally not a good idea, because you can't always count on the 
  weather and winds tend to carry important pieces of paper away.  Besides, buildings are 
  for all seasons.  
   
  The Game  
   
  Once you've got the essentials, the time comes to actually plan the game.  The players 
  don't usually need to worry about much other than what their characters are going to do 
  or say; essentially, how to role-play their characters.  The GM, on the other hand, has 
  a lot more to worry about.  The GM isn't just the judge, he or she is responsible for 
  telling the story in a convincing enough way that the characters can get lost in it for 
  a while.  This means that the GM needs to be intimately acquainted with an adventure.  
  It is always obvious when the GM is confronted with something they didn't know or 
  didn't think about.  This is a perfectly acceptable situation, but you can take some 
  steps to minimize it.  
   
  Read the entire adventure through three or four times.  Spend some time imagining what 
  you, as a player, would do if faced with the situations.  Get to know the backgrounds 
  of the main NPCs that the characters will begin to interact with.  The more prepared 
  you are, the better off you'll be.  
   
  Creating the right mood for an adventure is important, too.  The GM should take a lot 
  of things into consideration, and not all of them physical.  You could do some simple 
  things to spruce up the room; if your adventure is going to be in a high-tech building, 
  for instance, a blacklight would be a cool addition.  Music is always a plus, but not a 
  requirement.  A good techno song might be great to play when the party walks into the 
  abandoned robot factory, or a country-western song when the characters meet a real 
  cowboy.  The main thing to keep in mind is that these, and any other effects a GM might 
  want to use, shouldn't be used so that they become commonplace and fade into the 
  background.  On the other side of the coin, though, they shouldn't be a distraction 
  either.  Effects are like mood enhancers: they can't carry the mood itself, but neither 
  should they be wasted.  
   
  When the game is actually running, the GM should know enough about the plot so that he 
  or she can fudge things that aren't explained in the book.  Players are notorious for 
  dodging around stories, thinking of things the writers and the GMs never would have 
  dreamed of thinking of, and foiling the best-laid plans of any GM.  Rather than telling 
  a player, "no, you can't do that!" tell them, "OK, here's what happens when you do 
  this."  If I know a player is about to do something inordinately stupid, I usually 
  allow them to make a roll against intelligence to determine if their character "senses 
  danger."  Or, if they get themselves killed through utter stupidity, I usually allow 
  
   
   
  124 
  them to take the action back, depending on the situation.  If it was something they 
  should have seen coming, then I'm not so forgiving.  
   
  But, of all the things in this essay, I can't stress that last point enough: try not to 
  restrict the players.  You can put walls in front of them to try to herd them in the 
  right direction, or introduce an NPC that will point the party back to the path of the 
  adventure, but try to be as flexible as possible.  The players won't want to play if 
  they feel like they are rats in a maze, with someone controlling their actions.  They 
  are imagining what another person would do in a certain situation, so try to keep that 
  in mind - what their character might do isn't necessarily what's going to be best for 
  the plot of the adventure at any given moment!  
   
  In addition, the GM has to maintain the decorum of the game.  That means a lot of 
  things: usually, it means that he or she should try to maintain the illusion of the 
  storytelling experience.  Having to look up numbers and rules every minute doesn't 
  help; if it helps the flow of the game, use your better judgment.  So, too, should you 
  keep discussion of dice rolls to a minimum.  I've found that nothing kills a story mood 
  than breaking everything down into formulas and numbers.  The real world doesn't 
  operate on dice rolls, and although the game-world does, it is usually best to keep 
  those numbers operating "behind the scenes," like the Wizard in the Wizard of Oz.  Your 
  players don't need to be forced to look behind the curtain. 
    
  Sometimes, the GM has to become a bit of an actor.  Remember that the GM is responsible 
  for playing the role of every NPC in the game.  That can get pretty difficult, 
  especially when dealing with lots of NPCs.  I find it's amusing and feasible to affect 
  accents and acting when playing the roles of NPCs.  A shopkeeper who is hiding 
  something might have a nervous tic.  A hardened desert-dweller might talk like John 
  Wayne.  A street-smart thug could talk like Andrew Dice Clay.  Stereotypes work wonders 
  here, and - like an actor - adding a bit of flavor to a character will make the players 
  buy it immediately.  When playing Dungeons and Dragons, I tend to do every Dwarf NPC in 
  a Scottish accent.  Not only does it fit the character of the Dwarves - strong, 
  resourceful, hard to keep down - but it is a recognizable stereotype thanks to recent 
  movies like Braveheart and Rob Roy.  People know enough to associate those qualities 
  with the Dwarf - and I don't have to violate game decorum by announcing that the Dwarf 
  is strong, resourceful, and tough.  The players can sense those qualities from the 
  voice alone. 
   
  The other thing the GM will want to watch for is tempo of the game.  The GM's other 
  main responsibility, other than telling the story, is to make sure everyone is having a 
  good time.  Of course, you can't force someone to have fun, but chances are everyone is 
  there because they want to be there and have a great time.  Tempo of gameplay is 
  probably the easiest way to ensure that everyone is having a great time.  
   
  Equal time should be given to all players; this will help tempo a lot, especially 
  during combat.  Certain players will emerge as natural leaders over the course of 
  gameplay, and of course this isn't something you want to meddle with, but at times if 
  it seems a player hasn't said anything for a while, you might want to ask that player 
  what his or her character is up to.  You also want to minimize looking through 
  rulebooks or adventure books; every time you have to stop the game like that, it tugs 
  back a little bit of that curtain you're trying to maintain. 
   
  Difficulties  
   
  As with anything, you're going to run into some problems.  That's what makes being a GM 
  interesting, right?  The most common problems, if you've done your homework and are 
  well-prepared, and a fairly decent actor, come from players themselves.  Most of the 
  time, players are fine.  Every now and then, you'll get a few problem players, though.  
  Usually, they are visitors, but sometimes you'll get one in your campaign group, too.  
   
  Problem players are fairly easy to identify and easy to deal with.  The most common 
  
   
   
  125 
  problem player is the guy (or girl) who is solely interested in himself (or herself) 
  having fun, at the expense of others in the group.  I played a game once with this guy, 
  a visitor, who was playing a swashbuckling pirate.  Everything he did, he had to try 
  some acrobatic maneuver, and he had to let everyone else in the group know what kind of 
  a badass he was.  It got annoying in about 60 seconds.  It may have been really fun for 
  him, but it was stealing from everyone else's fun. 
   
  You can try subtle hints, or you can call a player aside and gently but firmly remind 
  him or her that everyone is there to have fun, and could he or she please try to let 
  the others have a turn?  Short of that, you can begin to devise things that 
  intentionally cripple the problem character, but that should only be used as a last 
  resort.  And lastly, don't invite the player back. 
   
  There are two other main kinds of problem players.  The first - and this is probably 
  the most dangerous - is the avatar-player.  This is the person whose entire fantasy 
  being is wrapped up in the character, and sometimes the lines between fantasy and 
  reality begin to become blurred.  This can be really scary when it happens.  Without 
  getting too personal, let's just say that I've seen players flip out at other players 
  before for something that happened in the game.  When that happens, the GM needs to 
  step in right away, especially if violence was involved (in my case, it was).  The 
  problem player needs to go and cool off, and the GM needs to talk to him or her about 
  what happened - and make it damn clear that it won't happen again, or else that player 
  is out.  Putting other players at risk not only violates the prime fun directive, but 
  it is physically dangerous.  Avatar-players are the kinds of people who give role-
  playing a bad name, because they are no longer separating fantasy from reality.  They 
  not only need to leave the group for their sake and yours, but they need to seek 
  professional help.  
   
  The last kind of problem player is the power-player.  This person has spent hours 
  researching the best way to make his character as good as humanly possible, and is 
  usually strong enough to tear through the toughest enemies you can throw at them or 
  sneak through any defenses you can make.  Sure, you can start throwing harder and 
  harder critters at the character, but at some point, it no longer becomes fun for the 
  rest of the party.  The player also knows, in game terms, that his or her character can 
  pound the snot out of other characters, and will sometimes threaten other characters 
  with violence in the game world.  This borders on unacceptable, but primarily, it turns 
  the game into a one-person show, where other party members and their hard-chosen skills 
  take a back burner to one character.  This is totally acceptable when only one 
  character can perform a certain task - not everyone can pick a lock - but when it 
  happens all the time, it becomes a problem because the other players are no longer 
  having fun - they are simply watching one character and the GM interact.  The best way 
  to deal with these players is to meet them on their own level - in game terms, give 
  them a condition that means they cannot always be the biggest, loudest, and the best.  
  You have to be careful, though, because sometimes the power-player and the avatar-
  player are very similar. 
   
  All this isn't to try to scare off a new GM, but they are issues every GM should be 
  aware of.  I read a book on this subject before I started my first Ravenloft game, a 
  campaign which went very well.  It wasn't until later when I experienced some of these 
  things firsthand.  They can catch the GM off-guard at first, but if the GM remembers 
  that the primary goal of the game is for all the players (and himself or herself!) to 
  have fun, he or she should be set. 
   
  Conclusions 
   
  GMing is a fun experience.  I often have a difficult time sitting on the other side of 
  the table nowadays, simply because I enjoy telling the story so much, especially if I’m 
  the one who made the story up.  It isn’t for everyone, though.  If you feel like you 
  bit off more than you could chew, that’s not a problem – don’t worry about it.  It 
  really isn’t that difficult, and if it seems hard, or if you aren’t having fun, 
  persevere.  Usually, things sort themselves out on their own.  If not, talk with your 
  
   
   
  126 
  players about possibly shifting positions.  Things will look a little different from 
  the other side of table, I promise. 
   
  Oh yeah, one more thing: ENJOY YOURSELF! 
   
   
  Appendix C: A Guide to Writing Post-Nuclear Adventures 
  Another helpful essay by Jason Mical 
   
  “We grew up tall and proud, in the shadow of the mushroom cloud.” 
  - Queen, Hammer to Fall 
   
  Introduction 
   
  Writing adventures for the Fallout: PnP RPG essentially combines the elements of good 
  storytelling with the necessities and freedoms of writing science fiction in the post-
  apocalyptic environment.  Thankfully, there are a lot of post-apocalyptic novels, 
  stories, and films to which we can look to for examples of what to do (and what not to 
  do), and the elements of telling a good story aren't much different when writing for an 
  RPG than they are for writing a novel or short fiction; the only point of departure is 
  that RPG stories tend to be a little more flexible on minor points, while still 
  sweeping the players along as characters and participants in a larger plot. 
   
  I've divided this essay into three parts: a basic overview of writing adventures, some 
  tips on writing multi-adventure campaigns (or overlying plots for a series of otherwise 
  unconnected adventures), and some thoughts on writing post-apocalyptic adventures in 
  general.  I am by no means an expert on these subjects; I simply know what I like as a 
  player, and what I've observed works well for players when I've been playing or GMing.  
  I will readily admit that I haven't had much experience writing adventures per se, but 
  I have developed several plotlines for extended campaigns in Ravenloft and have studied 
  the post-apocalyptic sci-fi genre extensively in books and movies (just ask my future 
  wife, who wishes I would give up that "silly obsession.")  Like all the other advice in 
  this book, you can take or leave what I have to say; if I didn't think I could make 
  some decent suggestions, I wouldn't be wasting my time (and yours). 
   
  The Basics 
   
  Writing individual adventures for an RPG isn't nearly as hard as it sounds.  Like short 
  fiction, there is usually very little room for character development and conflicts are 
  usually very simple - people against nature, people against machines, people against 
  people, or people against themselves (inner struggles).  The main things to keep in 
  mind when penning a single adventure are setting, NPCs, and length.  There are some 
  other basics to keep in mind, too, and I'll touch on those first. 
   
  Usually, there is a section at the beginning of the adventure outlining the plot for 
  the GM and gives some essential background information for NPCs, settings, enemies, and 
  other information the GM might need to know.  Unless otherwise marked as a "player 
  handout," the adventure is usually for the GM's eyes only; not only would the players 
  reading about the background of the bandit group spoil their characters' exploration of 
  that for themselves in the game, it might give away some important information they 
  would otherwise have to solve on their own.  In addition, statistics for enemies are 
  much less fun if they are simply laid out for the players to browse through; when 
  fighting the giant, sadistic robot, it is much more of a challenge to the players if 
  they don't know it has 100 hit points.  This is one of the main lessons of adventure 
  writing and GMing - you have to tell the players what their characters are 
  experiencing, not the numbers game that goes on behind the scenes, otherwise you ruin 
  the mood of the game.  Descriptions of anything game related should never, under any 
  circumstances, include statistics.  "The door appears to be weak" sounds much better 
  than "the door has 10 hit points." 
   
  
   
   
  127 
  Length is easy: an adventure shouldn't take much longer than 4 hours to complete, or if 
  it is longer and more involved, it should be divided up into approximate four-hour 
  segments.  Four hours is not only the average time span of a tabletop RPG session, it 
  is the average attention span of your players.  Believe me, no matter how many times 
  the party fights the big old mutants in the abandoned mine, they are going to feel 
  cheated if they can't make any progress in a matter of four or six hours.  Most 
  adventures take two sessions to complete, and have two or three main segments that last 
  about four hours each.  Longer single adventures will have lots of "mini-adventures" 
  within them to keep things interesting; essentially, these adventures are small 
  campaigns and the writer should probably keep in mind some of the suggestions for 
  writing extended campaigns. 
   
  Aside from length, which is a matter of mechanics, the single-most important aspect of 
  an adventure is setting.  You need to provide the GM with a lot of background 
  information about where the adventure is taking place.  If the setting has already been 
  detailed elsewhere, you should refer the GM to that source.  Otherwise, like a short-
  story author, it is up to you to fill in the details.  What are the locals like?  
  Friendly?  Wary?  Is there a police force?  Does it respond well to armed adventurers 
  walking around?  What about the enemies?  What are their motivations?  What are their 
  weaknesses? 
   
  Setting can even be extended to a smaller level, too: in the case of buildings or 
  rooms, a one-paragraph description will suffice, but like a writer, you can compact a 
  lot of meaning into that paragraph.  A good place to start is the senses: describe not 
  only how the room looks, but smells and sounds as well.  "You are in a dimly-lit bar" 
  is OK, but "The smell of stale cigarettes and cheap beer mixing with the clack of 
  billiards balls assail you as you step into the dimly lit bar" packs a lot of punch for 
  one sentence, and will instantly put your players in a place they recognize and will 
  understand immediately.   It may seem tedious to do that for every room, and of course 
  the GM can embellish some of those details, so it may be best to only describe those 
  things in the first few room descriptions and only hit important details in later ones, 
  like the fact that there is a safe hidden behind a loose plank in the wall. 
   
  NPCs are the second-most important aspect of an adventure.  Like characters in a story, 
  the main NPCs need detailed backgrounds and motives.  You don't have to explain all of 
  these in the adventure itself (although explaining enough for story purposes is always 
  helpful, and too much never hurt!), but you should definitely keep these things in mind 
  as you are writing dialogue and potential actions that these NPCs would take.  For 
  instance, would a ruthless bandit leader have a soft spot for brown-haired women in 
  trouble?  If so, you need to tell the GM that.  Even better, make that part of his 
  background story - maybe he fell in love with a brown-haired woman but she was killed 
  by ruthless police who were little more than thugs, inspiring him to a life of crime 
  that has since spiraled out of control.  The possibilities are literally as endless as 
  the human experience, but a touch of realism is always nice, too. 
   
  A great trick to fleshing out NPCs, especially villains, is to give them a quirk and a 
  decent background story that might explain that quirk.  You should never have a two-
  dimensional character.  Stephen King said that all characters in novels are nothing 
  more than bags of bones, never more than shadows and skeletons of real-life people, and 
  this is true to a point, but how flat your NPCs will be is up to you.  Everyone has 
  motivations for doing what they do, from the most noble do-gooders to the most vile of 
  warlords.  Touching on these will not only give the GM more to work with when playing 
  the part of these characters in the adventure, it will make the NPCs far more 
  believable for the players - and a villain with a motive is always more interesting 
  than one who is simply a mindless killing machine. 
   
  The Story 
   
  Now that you know what to focus on, the idea is to craft a story that will be fun and 
  diverse enough that the players will remember it.  Role-playing games usually focus on 
  a mission with a "dungeon crawl," a journey through a dungeon (a generic term usually 
  referring to a structure like a castle, a cave, or a tower) where there are a lot of 
  
   
   
  128 
  monsters to fight.  Then, the players find a bigger, badder monster and hack/shoot it 
  until it dies, and then get whatever that monster was keeping - an item, the mayor's 
  kidnapped daughter, or a reward from the grateful citizenry of the local town.  These 
  adventures are fine, and will make a good one-episode diversion, especially if the 
  party needs experience points, items, or money, but they begin to get formulaic and 
  tiresome, like romance novels or Louis L’amour westerns.  There are only so many Giant 
  Rat Kings the party will eradicate before they begin to get bored and want a different 
  kind of challenge. 
   
  That being said, adventure plots are never restricted to hacking the biggest and 
  baddest monster 'till it dies.  Perhaps the party is sent as a peace convoy to another 
  town, and they are ambushed and left alone deep in enemy territory - the plot becomes 
  less of a hack-n-slash than a simple matter of survival.  Perhaps they have to sneak 
  into a high-security building to recover a lost item, each party member using their 
  talents like the members of a Mission: Impossible team.  Maybe the adventure is 
  contingent upon whether or not the party actually does make peace with the other town - 
  smoothing over past troubles, or offering something as a sign of good faith.  Maybe the 
  adventure is something as simple as getting an important message to the survivalist 
  General who is attempting to unite a series of towns - the party has discovered an 
  assassination plot, for instance, and must get the message through before they are 
  assassinated themselves.   
   
  The Campaign 
   
  Writing campaigns, which are a series of adventures that are all related to each other, 
  or background stories that unite a series of otherwise unrelated adventures, is a 
  little more difficult.  The process is much more like writing a novel: you still have 
  to deal with plots and conflict, but now there are a good deal of sub-plots, character 
  development, and (sometimes) changing settings to contend with.  There are several 
  approaches to running a series of adventures together into one coherent campaign, and 
  I'll discuss the ones I've had the most luck with. 
   
  If you are writing a background story, it might want to hinge around why the party has 
  come together in the first place.  Are they looking for someone or something?  Maybe 
  they are all members of a village that was destroyed by one particular army that they 
  alone could never take on, but together, with enough experience and equipment, might 
  stand a chance against?  When I've written background stories, I try to make them a 
  part of the campaign as well. 
   
  My favorite method for writing a campaign of linked stories, or writing a story to link 
  unrelated stories, is to involve the characters in an epic plot that starts as 
  something small and innocent.  I would have to point to "The X-Files" as a brilliant 
  example of achieving this tactic; about half of the episodes involve the "plot" of the 
  show - the conspiracy Mulder and Scully are fighting.  It started small, with Mulder's 
  obsession about aliens, but grew into something much bigger as they realized what they 
  were up against.  Other shows use this tactic as well: Star Trek: DS9 and Voyager are 
  two notable mainstream sci-fi examples.  The two Fallout games used the same strategy, 
  actually: the Enclave was only hinted at in Fallout 2 until the player had a better 
  idea of what he or she was actually fighting, and the final showdown didn't take place 
  until there was much preparation and sub-plots. 
   
  Like "The X-Files" though, using every adventure as a step in the campaign story can 
  get tedious.  If time allows, an adventure totally unrelated to the "main plot" might 
  be slipped in; these not only offer fun diversions, but they allow the players to catch 
  their breath before the next part of the main plot. 
   
  Another great strategy is to offer a "flavor of the week" approach.  Usually, these 
  adventures focus on a character each week - one week it might be the repair person, the 
  next it might be the sharpshooter.  These campaigns needn't focus on the character's 
  skills per se, but might offer that character opportunities for relationships, heroism, 
  and so forth.  The best example of this campaign style is probably the television show 
  "Star Trek: The Next Generation."  Many of the episodes that didn't focus on the ship 
  
   
   
  129 
  usually focused on one or two characters, taking time to develop them more with other 
  characters taking supporting roles.  If your group's dynamic is good, these kinds of 
  adventures work really well, especially if you have the luxury of time to spend making 
  a campaign and story for each character. 
   
  The Post-Nuclear Environment 
   
  The first complete short story I can remember writing was one involving a man who 
  survives a nuclear holocaust in a cave and stays up listening to the radio, waiting to 
  hear another human voice.  It was pretty simplistic, but it managed to capture the 
  truly human essence of the post-holocaust genre - people, put in a truly desperate 
  situation, and how they would act in that situation.  The idea has always fascinated 
  me, and it's one I've stuck with ever since (by no means exclusively, but I find it 
  creeping into other things I write sometimes).  That being said, there are some 
  suggestions I can make to the budding post-nuclear adventure (story) writer, and some 
  things the writer might want to avoid. 
   
  Writing adventures within the post-holocaust genre isn't terrible difficult, but there 
  are some things the writer might want to keep in mind.  The Encyclopedia of Science 
  Fiction offers the information that the post-holocaust/post-disaster genre is one of 
  the most popular in sci-fi, meaning that there is a lot out there to get inspiration 
  from, but that most of it borders on the realms of survivalist fantasy, not meaningful 
  science fiction.  Having read a great deal of post-apocalyptic stories and books, I can 
  confirm this; a lot of them are simple tales that glorify the idea of stockpiling guns, 
  digging fallout shelters, and shooting anything that tries to rob you of your God-given 
  American rights after the bombs hit.  Unfortunately, these stories are usually coupled 
  with racist propaganda or worse, and offer very little in terms of decent science 
  fiction plots except for paramilitary types who are the only ones who can sense the 
  impending race wars/disintegration of 'gub-mint'/etc.  Some post-apocalyptic writers 
  have gone so far as to parody this movement in the genre, most notably David Brin's 
  "The Postman" and Michael Resig's "The New Madrid Run."  In both books, the villains 
  are the survivalist-types who have established racist feudal-kingdoms built on brute 
  strength and the fact that they have the guns.  The unforgettable Holnists in "The 
  Postman" are violent rapists, butchers, and thieves who epitomize the worst of the 
  ultra-conservative survivalist mentality and the ethical egoism inherent in authors 
  like Ayn Rand.  Both situations are not unlike the Enclave in Fallout 2, with its utter 
  disregard for human life and feelings of superiority simply because it has the bigger 
  guns. 
   
  The good news in both books, however, is that the good guys manage to mobilize and 
  fight off the threat.  They become survivalists, too, but manage to do so without the 
  propaganda found in so many other post-nuke rags available to read.  Science fiction is 
  such a varied genre, and nearly any science-fiction idea can fit within the post-
  nuclear environment: artificial intelligence, cloning, human rights, etc.  The great 
  thing about all science fiction stories is that they take contemporary problems and 
  place them in a totally different setting, usually offering solutions and insights as 
  to how to deal with those issues.  That kind of deep reflective power is lost on much 
  of the post-nuclear genre, where it is reduced to silly propaganda or worse.  A great 
  example is the mid-1980s Reagan-era flick "Red Dawn," where a bunch of NRA-member 
  highschoolers fight off a Russian invasion because THEY KEPT THEIR GUNS.  Any chance 
  for meaning is lost in the glorification of a political ideal based partially on 
  misunderstanding and bigotry in the first place. 
   
  That being said, there is plenty left to tackle in the post-holocaust genre without 
  getting sucked into the simplistic realm of pure survivalism.  As I mentioned, anything 
  in the realm of science-fiction is possible in the post-holocaust environment, and 
  using contemporary issues is always a great way to guarantee player interest and 
  perhaps even stimulate some thought on the subject.  Since Fallout is set anywhere from 
  50-200 years after the devastation, some old standards of the genre are no longer 
  possible - scenarios like those in Pat Frank's "Alas, Babylon" or movies like "The Day 
  After," "Testament," and "Threads" won't make good adventures, since they take place 
  immediately after the attack.  Others like the end of all human life in Larry Nevin's 
  
   
   
  130 
  "Lucifer's Hammer" and Nevil Shute's classic "On the Beach" are out, too, because they 
  don't really make good campaign material. 
   
  Some ideas to base adventures on include the search for "Eden" or a better place 
  ("Waterworld"), pockets of civilization gone wrong ("A Boy and His Dog," "Six-String 
  Samurai"), fighting bigotry and hatred ("The Postman," "The New Madrid Run," Fallout 2) 
  tribalization of society ("Earth Abides"), a religious conflict ("The Stand"), genetic 
  engineering and mutation (Fallout, "Waterworld"), and a host of others.  I've merely 
  laid out some suggestions, and pointed to an area I think ought to be avoided, because 
  it can be an easy one to slip into - and one I personally find distasteful because it 
  cheapens the possibilities of the genre as a whole.  I'll say it one more time: the 
  post-holocaust genre is very much all-inclusive, because it allows the writer a great 
  deal of imaginative freedom.  It also allows the writer, the reader, and the players to 
  speculate about what we - they - anyone - would do in an extreme situation, perhaps the 
  most extreme of situations - the end of civilization as we know it.  And, like T.S. 
  Eliot says, the end of that exploration will be to return to our lives, where we 
  started, and to know them more fully for the first time. 
   
  Appendix D: Character Archetypes 
   
  One the following pages lie a rogue’s gallery of wasteland inhabitants, ready and 
  waiting for your adventuring party.  Some are familiar faces, and some will seem 
  familiar to fans of movies, television, and post-apocalyptic fiction.  All are 
  original, and all of them have a story to tell. 
   
  These archetypes represent some of the basic kinds of NPCs a party might consist of or 
  encounter in their travels.  Because the SPECIAL system is so flexible, however, there 
  is literally thousands of possibilities for character “classes” or types. 
   
  Each of these characters has a simple background story explaining their motivations, 
  moods, and how they might act in certain situations.  Again, these are just examples of 
  how to look at a character’s numbers and create a story to match, or how to write a 
  story and create a character to match.  Some of them are exceptional in areas, and 
  others are deeply flawed (and, sometimes, a character is both).  Instead of playing a 
  power-character or inventing a power-NPC, I prefer to go for the well-rounded approach; 
  everyone has his or her flaws. 
   
  You are free to use one of these characters if you find yourself, as a GM, in a fix and 
  need an NPC or a pre-rolled character to quickly replace a dead one.  Of course, these 
  archetypes are intended as examples, and clever GMs are encouraged to use them as 
  springboards for ideas. 
   
  It should be stressed again that these archetypes are in no way the limit of the 
  imagination for inventing characters in the Fallout universe.  I created these 
  characters in one evening, trying to think of how I could represent a diverse enough 
  cross-section of Wastes population and keep things interesting for readers. 
   
  I don’t think I can stress this enough: let your imaginations run wild when making 
  characters and NPCs.  The truly memorable characters in novels – and people in real 
  life – characters like Puck from A Midsummer Night’s Dream, Captain Bleigh from Moby-
  Dick, or Jules Winfield from Pulp Fiction – are characters who are far from perfect 
  and, indeed, represent some of our most deep-seated problems and fears. 
   
  Without becoming caricatures, they hold us in thrall because they are so much like us, 
  but in an exaggerated way.  They have our best qualities in spades, but their flaws are 
  greater than ours, and (in a tragedy), it leads to their downfall or (in a comedy) it 
  leads to the ability to overcome those flaws.  Characters are us, in a way, dancing 
  upon the stage of our minds. 
   
   
  
   
   
  131 
  Harry – Mutant Warrior 
   
  Before the collapse of the 
  Master’s army, Harry was a 
  basic 
  grunt 
  – 
  a 
  footsoldier.  Dipped at a 
  relatively 
  young 
  age, 
  Harry 
  was 
  a 
  recent 
  addition to the Master’s 
  forces, 
  joining 
  only 
  a 
  year before He was killed. 
   
  When 
  the 
  Master 
  died, 
  Harry’s 
  squad 
  was 
  on 
  operations in The Great 
  Wastes 
  to 
  the 
  east 
  of 
  Nevada. 
   
  The 
  chain 
  of 
  command 
  broken, 
  Harry’s 
  outfit 
  weighed 
  their 
  chances 
  against 
  the 
  Brotherhood mop-up squads 
  and the harsh unknown to 
  the east.  They chose the 
  east. 
   
  Attacks 
  by 
  mysterious 
  tribes, lack of supplies, 
  and 
  choking 
  dust 
  and 
  electrical 
  storms 
  took 
  their toll, and Harry was 
  the only squad member to 
  stumble out of the Wastes 
  into the swampy valleys of 
  Louisiana.  Half-dead and starving, Harry fell at the doorstep of a strange building, 
  unconscious from weakness. 
   
  Luckily, Harry fell asleep in front of a mission hospital.  The monks inside didn’t 
  recognize the strange creature, but knew Harry to be a mutated human and took pity on 
  him.  Nursing Harry back to health, the huge mutant was just getting better when the 
  first squads of desperate super-mutants emerged, bloodthirsty, scared, and violent. 
   
  The battle at the mission was swift, and the outcome was never in question.  The mutant 
  squads’ miniguns cut through the monks as they tried desperately to defend their meager 
  supplies against the invading hordes.  Harry attempted to stand with the monks, but was 
  wounded in the conflict and fled moments before the hospital’s gates crashed inward. 
   
  Betrayed by the collapse of the mutant army’s ideals, Harry no longer feels any 
  connection to a dream he now realizes was misguided and misinformed, especially after 
  what he’s seen the atrocities that the remains of the Master’s army have committed.  
  Equally despondent of humans, Harry had become a mercenary, scrounging for supplies and 
  food by selling his muscle to the highest bidder.  If he’s going to travel with a 
  party, he better be getting a large share of the loot and some extra food to boot. 
   
  Current Sketch: Harry’s gruff, outer demeanor is simply a mask for the pain and 
  betrayal he feels inside.  He no longer takes pleasure in killing, but feels he is in a 
  position where he can no longer redeem himself for what he – and “his” army – did.  
  Whenever he gets a chance, he tries to convince other mutants of his position, but more 
  often than not they return his overtures with gunfire. 
   
   
   
  Name: Harry     Age: 40   Sex:  Male  Race: Mutant 
  Hair: Black  Eyes: Brown  Height: 2.7 m Weight: 340 lbs. 
   
  ST: 7                      Small Guns: 37% 
  PE: 5                      Big Guns: 36% (tag) 
  EN: 5                      Energy Weapons: 16% 
  CH: 4                      Unarmed: 80% (tag) 
  IN: 5                      Melee Weapons: 50% 
  AG: 8                      Throwing: 52% (tag) 
  LK: 6                      First Aid: 26% 
                             Doctor: 15% 
  Hit Points: 32             Sneak: 29% 
  Carry Weight: 200          Lockpick: 23% 
  Action Points: 7           Steal: 24% 
  Sequence: 10               Traps: 23% 
  Melee Damage: 4            Science: 20% 
  Critical Chance: 6%        Repair: 15% 
  Healing Rate: 1            Pilot: 26% 
  Poison Resist: 45%         Speech: 20% 
  Radiation Resist: 60%      Barter: 16% 
  Gas Resist: 0/0            Gambling: 24% 
  Electricity Resist: 0%     Outdoorsman: 20% 
  Armor Class: 8 
           DT   DR          Traits: Heavy-Handed 
  Normal    0 / 25% 
  Laser     0 / 25% 
  Fire      0 / 25%         Level: 1 
  Plasma    0 / 25%         Experience: 0 
  Explode   0 / 25% 
   
  
   
   
  132 
  Maverick – Gambler With Attitude 
   
  There are those that say 
  you can’t get by on looks 
  and luck, especially in 
  the Wastes.  Maverick is 
  actively 
  trying 
  to 
  overturn that stereotype, 
  and so far has done a good 
  job of it. 
   
  There are two people in 
  the 
  world 
  who 
  know 
  Maverick’s real name: his 
  mother and his sister.  If 
  you 
  ask 
  them, 
  however, 
  they’ll 
  just 
  laugh 
  and 
  tell 
  you 
  to 
  call 
  him 
  “Mav.” 
   
  After 
  devising 
  various 
  schemes 
  to 
  get 
  himself out of trouble as 
  young as age 3, Maverick 
  adopted the moniker of a 
  popular 
  20th 
  Century 
  television character.  His 
  mother and sister agree 
  that it suits him, and 
  everyone else doesn’t know 
  better. 
   
  To call Maverick a card 
  sharp is to call a priest 
  a religious man; to him, 
  poker isn’t just a game, it’s a way of life, and it’s one he’s done very well at.  He 
  maintains a jovial approach to life, drinking and gambling his way into the hearts and 
  lives of countless women (and men), whom he bilks just as surely as the gamblers around 
  the table at the local casino. 
   
  Of course, all this action has made Maverick his fair share of enemies, and he is 
  constantly on the move, looking for the next great scheme or payoff.  Although he 
  enjoys a fine drink with his well-won money, Maverick stays clear of substances that 
  would cloud his mind or indebt him to a dealer.  He dresses well, and you can always 
  spot him in a crowd.  Mothers tell their daughters that “he’s the one I’ve been warning 
  you about,” but that doesn’t seem to stop them from falling for him just the same. 
   
  Maverick’s life is an exciting one, but he knows that it is simply a matter of time 
  before his luck runs out.  So far, he’s managed to avoid a major scuffle or conflict by 
  smoothing over the most dangerous of situations (and still making off with the cash, 
  most of the time), but if something were to come down to a real fight, Maverick knows 
  that he wouldn’t last very long. 
   
  Because of this, Maverick has been strongly considering settling down and establishing 
  himself in a career with more of a future.  There always seems to be some reason to 
  keep going; another beautiful girl, or one last big payoff.  After all, why settle for 
  less when life itself is more interesting? 
   
  Current Sketch: Maverick travels around gambling and cheating his way into fame and 
  fortune.  He isn’t evil, or even especially self-interested, but enjoys the thrill of a 
  good challenge, and he considers people the biggest challenge of all.  As his pappy 
  used to say, “it’s a better life than herding Brahmin.”  Maverick agrees. 
   
  Name: Maverick     Age: 20   Sex:  Male  Race: Human 
  Hair: Blonde  Eyes: Green  Height: 1.9 m Weight: 180 lbs. 
   
  ST: 4                      Small Guns: 25% 
  PE: 6                      Big Guns: 10% 
  EN: 4                      Energy Weapons: 10% 
  CH: 7                      Unarmed: 48% 
  IN: 7                      Melee Weapons: 38% 
  AG: 5                      Throwing: 20% 
  LK: 7                      First Aid: 22% 
                             Doctor: 16% 
  Hit Points: 27             Sneak: 20% 
  Carry Weight: 125          Lockpick: 21% 
  Action Points: 7           Steal: 15% 
  Sequence: 12               Traps: 21% 
  Melee Damage: 1            Science: 28% 
  Critical Chance: 7%        Repair: 21% 
  Healing Rate: 1            Pilot: 22% 
  Poison Resist: 20%         Speech: 55% 
  Radiation Resist: 8%       Barter: 48% (tag) 
  Gas Resist: 0/0            Gambling: 48% (tag) 
  Electricity Resist: 30%    Outdoorsman: 22% 
  Armor Class: 5 
           DT   DR          Traits: None 
  Normal    0 / 0% 
  Laser     0 / 0% 
  Fire      0 / 0%          Level: 1 
  Plasma    0 / 0%          Experience: 0 
  Explode   0 / 0% 
   
  
   
   
  133 
  Needlepoint - Seductive Sniper 
   
  I would be an error to 
  call Needlepoint stupid, 
  but she certainly isn’t 
  the sharpest knife in the 
  drawer. 
   
  Born 
  into 
  relative 
  privilege 
  in 
  Vault 
  City, 
  Needlepoint 
  was 
  always 
  popular 
  in 
  school, even if her grades 
  were the lowest in the 
  class and she could hardly 
  form complete sentences. 
   
  When Needlepoint was 16, 
  she picked up a gun that 
  her friends were playing 
  with. 
   
  Ignoring 
  their 
  taunts 
  about 
  a 
  “stupid 
  girl,” she proceeded to 
  bullseye ten molerats in a 
  row. 
   
  After 
  that, 
  the 
  taunts 
  ceased 
  and 
  Needlepoint 
  found 
  her 
  calling, 
  enlisting 
  in 
  Vault City’s guard corps. 
   
  Needlepoint quickly moved 
  through 
  the 
  Vault 
  City 
  ranks, although promotion 
  to an officer’s position 
  was limited by her failure 
  on several simple tests.  She was assigned to a crack tracking and attack squad, 
  training on Vault City’s arsenal of Energy Weapons, finding her innate skill nearly 
  equal to her talent with a rifle. 
   
  Once, on an attack, Needlepoint’s squad came across a party of ghouls.  Hiding behind a 
  rock outcropping, Needlepoint’s commanding officer ordered her to take the mutated scum 
  out once and for all.  Needlepoint was confused; the ghouls had done nothing wrong, and 
  although she had been taught ghouls were less than human, she realized they felt pain.  
  As the group of mutants tried to catch a Brahmin, Needlepoint’s CO repeated the order.  
  She took aim, and the ghouls were lumps of melted flesh before they realized what 
  happened. 
   
  That night, back at the barracks, Needlepoint couldn’t get the image of the dying 
  ghouls out of her mind.  She realized there was something fundamentally wrong with her 
  position, and realized that her talents were being utilized for something immoral.  
  Without a word to anyone, Needlepoint left Vault City that night, never to return. 
   
  Current Sketch: Since leaving Vault City, Needlepoint has made her way slowly 
  southward, eventually reaching the New California Republic.  She picks up the 
  occasional odd job guarding caravans when she needs food and transport, but otherwise 
  stays as far from civilization as possible.  Needlepoint has spent a lot of time in 
  Tribal villages, where she picked up her current nickname.  The simply, non-judgmental 
  lifestyle appeals to her; she prefers an environment where she isn’t judged as much on 
  intelligence as ability.  Needlepoint certainly knows she is attractive, and often uses 
  this to her advantage on jobs.  Although she wants to find a tribal village to stay in, 
  Needlepoint is constantly on the move, trying to find a place untainted by the bigotry 
  she fled in Vault City.  She may have to travel for a long, long time. 
   
  Name: Needlepoint   Age: 25   Sex:  Female  Race: Human 
  Hair: Blonde  Eyes: Blue  Height: 1.52 m Weight: 120 lbs. 
   
  ST: 4                      Small Guns: 65% (tag) 
  PE: 10                     Big Guns: 20%  
  EN: 4                      Energy Weapons: 40% (tag) 
  CH: 7                      Unarmed: 58% 
  IN: 2                      Melee Weapons: 48% 
  AG: 10                     Throwing: 40% 
  LK: 3                      First Aid: 40% 
                             Doctor: 19% 
  Hit Points: 27             Sneak: 55% (tag) 
  Carry Weight: 125          Lockpick: 30% 
  Action Points: 10          Steal: 30% 
  Sequence: 20               Traps: 30% 
  Melee Damage: 1            Science: 8% 
  Critical Chance: 3%        Repair: 6% 
  Healing Rate: 1            Pilot: 40% 
  Poison Resist: 20%         Speech: 35% 
  Radiation Resist: 8%       Barter: 28% 
  Gas Resist: 0/0            Gambling: 12% 
  Electricity Resist: 30%    Outdoorsman: 12% 
  Armor Class: 10 
           DT   DR          Traits: None 
  Normal    0 / 0% 
  Laser     0 / 0% 
  Fire      0 / 0%          Level: 1 
  Plasma    0 / 0%          Experience: 0 
  Explode   0 / 0% 
   
  
   
   
  134 
  Crystal – Speed Demon Extraordinaire 
   
  Before the war, Crystal 
  was 
  a 
  mechanic 
  at 
  a 
  Daytona race track.  Ever 
  since she was a little 
  girl, she loved the fast 
  cars and excitement of the 
  race whenever her mother 
  took her to the tracks, 
  and when Crystal was in 
  school, she learned all 
  she 
  could 
  about 
  the 
  operation of these mighty 
  machines. 
   
  When Crystal was 15, she 
  got a part-time job in an 
  auto-body shop, learning 
  everything she could about 
  engines 
  and 
  mechanics.  
  Once she exhausted that 
  source, Crystal lied about 
  her age to get a job at a 
  local 
  drag-race 
  track.  
  She 
  quickly 
  gained 
  a 
  reputation as the greatest 
  mechanic in the circuit. 
   
  Although her services were 
  always 
  in 
  demand, 
  more 
  than 
  anything 
  Crystal 
  wanted to race the cars 
  she worked on.  Other drivers would only let her race in practice situations; although 
  her times were on par with the best racers, Crystal was never allowed to enter, as she 
  didn’t have to sponsorship necessary to race with her own car. 
   
  Crystal happened to be in the wrong place at the wrong time when the bombs went off; 
  unsure of what happened exactly, her and a small group of others were transformed into 
  ghouls when a nuke exploded almost directly over their heads.  Thinking she was dying, 
  Crystal made her way to her beloved car track, managing to hide several vehicles in a 
  garage before the nuclear winter began in earnest. 
   
  Several other ghouls managed to find Crystal, and a small community sprung up at the 
  race track.  After the nuclear winter died down, Crystal took her meticulously-
  maintained vehicles out of storage and finally felt the exhilaration she missed before 
  the war. 
   
  Before long, the community ran out of Micro Fusion cells to power the vehicles, and set 
  out searching for more.  Crystal was among this party.  Having had very little contact 
  with the rest of the world, they assumed the first people they encountered would be 
  merchants.  Unfortunately, these people were slavers.  Crystal has since managed to 
  escape, but is so far from home, she doesn’t know what to do. 
   
  Current Sketch: Crystal is very much out of her element in the real world, and any 
  communication skills she once had are quite rusty.  She searches desperately for a way 
  back to her race track, but has had several encounters with biker gangs that have 
  whetted her appetite for high-speed adventure.  Crystal is beginning to realize the 
  potential for a skilled driver in the wastes, and is looking forward to utilizing her 
  skills for the highest bidder. 
   
  Name: Crystal    Age: 129   Sex:  Female  Race: Ghoul 
  Hair: Red  Eyes: Black  Height: 1.46 m Weight: 97 lbs. 
   
  ST: 3                      Small Guns: 29% 
  PE: 13                     Big Guns: 12%  
  EN: 3                      Energy Weapons: 12% 
  CH: 2                      Unarmed: 46% 
  IN: 9                      Melee Weapons: 36% 
  AG: 6                      Throwing: 24% 
  LK: 5                      First Aid: 38% 
                             Doctor: 37% 
  Hit Points: 23             Sneak: 20% 
  Carry Weight: 75           Lockpick: 29% 
  Action Points: 8           Steal: 18% 
  Sequence: 26               Traps: 29% 
  Melee Damage: 1            Science: 36% 
  Critical Chance: 5%        Repair: 47% (tag) 
  Healing Rate: 1            Pilot: 58% (tag) 
  Poison Resist: 45%         Speech: 10% 
  Radiation Resist: 86%      Barter: 8% 
  Gas Resist: 0/0            Gambling: 40% (tag) 
  Electricity Resist: 0%     Outdoorsman: 24% 
  Armor Class: 6 
           DT   DR          Traits: Fear the Reaper 
  Normal    0 / 0% 
  Laser     0 / 0% 
  Fire      0 / 0%          Level: 1 
  Plasma    0 / 0%          Experience: 0 
  Explode   0 / 0% 
   
  
   
   
  135 
  Cookie – Mutant Hermit-Philosopher 
   
  Cookie 
  was 
  one 
  of 
  the 
  first people the Master 
  turned 
  into 
  a 
  super-
  mutant.  Already middle-
  aged when dipped, Cookie 
  is now getting on in years 
  and beginning to feel his 
  age a little. 
   
  Even before his experience 
  with the FEV virus, Cookie 
  was 
  an 
  intellectual 
  instead 
  of 
  a 
  fighter, 
  choosing the pen instead 
  of the sword.  Cookie went 
  along 
  with 
  the 
  mutant 
  armies 
  not 
  because 
  he 
  believed 
  in 
  their 
  ideologies, but because he 
  had no other choice and 
  was interested in self-
  preservation.  When the 
  Master was killed, Cookie 
  took the first chance he 
  could and fled. 
   
  Disguising himself under a 
  robe, 
  Cookie 
  wandered 
  through ruins of cities, 
  never staying long in one 
  place.  People were always 
  suspicious, and outright hostile when Cookie revealed his mutant nature.  Eventually, 
  Cookie wound up in a city library.  He had learned to read while serving the Master, 
  and here were stacks of books at his disposal. 
   
  After a year of solid reading, armed with Plato, Nietzsche, Buddha, Thoreau, Gandhi, 
  and countless other thinkers, Cookie decided a life of quiet contemplation was 
  preferable to constant hiding and living on the fringes of society.  Using skills 
  learned while in the field, Cookie became proficient at hunting game and built himself 
  a cabin high in the Sierra Nevada, choosing a small forest by a pond. 
   
  Having finished his books and filling hundreds of notebooks with scribblings, poems, 
  essays, and random thoughts, Cookie realized he was at a bit of an impasse.  He knew a 
  great deal about the world, and had formulated his own personal philosophies, but he 
  was unaware of the practicality of his ideas.  What he needed, Cookie decided, was to 
  re-enter society and put his notions into practice, taking them beyond book theory to 
  everyday use. 
   
  The next day, Cookie bid his cozy cabin goodbye and set off for the nearest town, ready 
  to teach any crowd willing to listen about what he had learned on the mountain. 
   
  Current Sketch: Cookie still dislikes crowds and civilization, but sees them as 
  necessary evils to overcome if he is ever going to teach anyone his theories of life.  
  So far, Cookie’s notions have played out quite well, and his good luck has been 
  encouraging.  His Walden-like time on the mountain gave him skills for survival, so he 
  is never at a loss for basic supplies, but Cookie enjoys traveling with groups in order 
  to reach new places and teach more people about his philosophy. 
   
   
  Name: Cookie     Age: 80   Sex:  Male  Race: Mutant 
  Hair: Black  Eyes: White  Height: 2.85 m Weight: 350 lbs. 
   
  ST: 5                      Small Guns: 37% 
  PE: 8                      Big Guns: 16%  
  EN: 5                      Energy Weapons: 16% 
  CH: 5                      Unarmed: 56%  
  IN: 7                      Melee Weapons: 46% 
  AG: 8                      Throwing: 52% (tag) 
  LK: 2                      First Aid: 32% 
                             Doctor: 15% 
  Hit Points: 30             Sneak: 29% 
  Carry Weight: 150          Lockpick: 26% 
  Action Points: 9           Steal: 24% 
  Sequence: 16               Traps: 46% (tag) 
  Melee Damage: 1            Science: 32% 
  Critical Chance: 2%        Repair: 21% 
  Healing Rate: 1            Pilot: 32% 
  Poison Resist: 45%         Speech: 25% 
  Radiation Resist: 60%      Barter: 20% 
  Gas Resist: 0/0            Gambling: 8% 
  Electricity Resist: 0%     Outdoorsman: 44% (tag) 
  Armor Class: 8 
           DT   DR          Traits: One-Hander 
  Normal    0 / 25% 
  Laser     0 / 25% 
  Fire      0 / 25%         Level: 1 
  Plasma    0 / 25%         Experience: 0 
  Explode   0 / 25% 
   
  
   
   
  136 
  Shadow – Half-Mutant Thief 
   
  Born 
  to 
  a 
  prostitute 
  mother in New Reno, Shadow 
  learned to loathe himself 
  early in life.  His off-
  color 
  skin, 
  pug-shaped 
  face, and large hands were 
  a constant reminder of his 
  bastard lineage, and his 
  mother’s 
  profession 
  and 
  lack 
  of 
  love 
  were 
  a 
  constant reminder of the 
  evil in the world. 
   
  Growing 
  up 
  in 
  a 
  whorehouse, 
  Shadow 
  soon 
  learned 
  to 
  please 
  the 
  prostitutes and pimps by 
  filching small items and 
  money 
  from 
  unsuspecting 
  customers. 
   
  Honing 
  his 
  skills in the darkness of 
  the 
  brothel, 
  Shadow’s 
  budding 
  life 
  of 
  crime 
  continued to blossom into 
  his adolescence. 
   
  Somehow, the pimps that 
  ran the brothel he lived 
  in managed to upset the 
  wrong gangsters, and one 
  evening when Shadow was 
  15, he awoke to the sounds of gunfire and screaming.  Hiding under a bed, Shadow 
  watched as the people he knew all his life – people who loved him only for the things 
  he stole, but the only family he had ever known – were gunned down ruthlessly.  Taking 
  careful note of the leader’s face, Shadow vowed revenge. 
   
  Peddling his skills first to petty criminals, Shadow eventually managed to begin 
  working for the same crime family that butchered his mother.  By the time he was twenty 
  years old, Shadow was considered a Made Man and one of the most trusted members of the 
  family.  His breaking and entering skills were in high demand, and he was living the 
  good life in his own penthouse suite. 
   
  The constant specter of revenge hung over his life the entire time.  One night, Shadow 
  turned his skills against his adopted family, breaking into the bedroom his sworn enemy 
  was occupying and brutally torturing and killing him unbeknownst to the other family 
  members.  Before his crime was discovered, Shadow was already hundreds of miles into 
  the Wastes, never looking back at the stain of New Reno. 
   
  Current Sketch: Shadow is the consummate wanderer, always keeping to himself and 
  dealing with other people only when absolutely necessary.  He is overly paranoid, and 
  sees plots against him that don’t exist.  Shadow has a difficult time trusting and 
  relating to other people, and considers himself the only friend he ever needs.  Lately, 
  Shadow has realized that his life has very little meaning and direction, and is 
  attempting to find a new cause worthy of his skills. 
   
   
   
   
   
  Name: Shadow    Age: 30   Sex:  Male  Race: Half-Mutant 
  Hair: Black  Eyes: Blue  Height: 2.05 m Weight: 200 lbs. 
   
  ST: 5                      Small Guns: 37% 
  PE: 9(7)                   Big Guns: 16%  
  EN: 4                      Energy Weapons: 16% 
  CH: 2                      Unarmed: 56% 
  IN: 4(2)                   Melee Weapons: 46% 
  AG: 8                      Throwing: 32%  
  LK: 10                     First Aid: 34% (30%) 
                             Doctor: 18% (16%) 
  Hit Points: 28             Sneak: 49% (tag) 
  Carry Weight: 150          Lockpick: 47% (45%) (tag) 
  Action Points: 9           Steal: 44% (tag) 
  Sequence: 16               Traps: 27% (25%) 
  Melee Damage: 1            Science: 16% (8%) 
  Critical Chance: 10%       Repair: 12% (6%) 
  Healing Rate: 1            Pilot: 34% (30%) 
  Poison Resist: 35%         Speech: 10% 
  Radiation Resist: 23%      Barter: 8% 
  Gas Resist: 0/0            Gambling: 40% 
  Electricity Resist: 0%     Outdoorsman: 16% (12%) 
  Armor Class: 8 
           DT   DR          Traits: Night Person – Day stats 
  Normal    0 / 0%                  in () above 
  Laser     0 / 0% 
  Fire      0 / 0%          Level: 1 
  Plasma    0 / 0%          Experience: 0 
  Explode   0 / 0% 
   
  
   
   
  137 
  GoAnna – Deathclaw Huntress 
   
  GoAnna is a young member 
  of a Deathclaw tribe that 
  lives just east of the 
  Great Wastes.  Up to this 
  point, her life has been 
  fairly typical, although 
  she 
  is 
  much 
  more 
  intelligent than most of 
  her Deathclaw brethren. 
   
  GoAnna realizes that her 
  options within the tribe 
  are somewhat limited; she 
  can either choose to be a 
  warrior, 
  or 
  bear 
  pups.  
  The idea of spending her 
  life tied to one place and 
  caring for children does 
  not appeal to her, so she 
  opted to become a warrior.  
  Her 
  training 
  is 
  nearly 
  complete, 
  but 
  GoAnna’s 
  tribe requires one last 
  test before a member can 
  be 
  declared 
  a 
  full 
  warrior: 
  a 
  brief 
  quest 
  into the outside world. 
   
  Bidding her parents and 
  siblings goodbye, GoAnna 
  recently set off on her 
  quest: to venture into human civilization and, without killing anyone, bring back 
  something indicating she had been there.  GoAnna donned a robe and made for the nearest 
  town, using her learned speech patterns to get along relatively well.  At least she 
  should carry on a conversation with people, and GoAnna suddenly realized there is a 
  much bigger world than her simple Deathclaw village. 
   
  Since that initial encounter with civilization, GoAnna has wandered from small town to 
  small town, concealing her true nature from everyone, but utterly fascinated with 
  everything she encounters.  She feels that the world lies open before her like a book, 
  and she is ready to begin turning the pages. 
   
  Current Sketch: Although GoAnna feels strong loyalties to her tribe and her family, the 
  time has come to make a decision.  She wants very much to experience the wider human 
  world, and intends to do so at some point.  She also knows that if she forsakes her 
  village, she will forever be an outcast and an alien, denied the chance to see those 
  she cares about the most. 
   
  Unfortunately, GoAnna also knows that her charade cannot go on forever, and sooner or 
  later someone well uncover her real identity.  She knows that her strength is with 
  people who will understand her for who she is, not the mask she puts on for 
  civilization.  Unfortunately, GoAnna has not encountered anyone she feels she can trust 
  enough to reveal her true nature to, let alone consider a friend or companion she can 
  rely upon if things turn ugly at some point. 
   
   
   
   
   
  Name: GoAnna     Age: 4   Sex:  Female  Race: Deathclaw 
  Hair: None  Eyes: Black  Height: 3.1 m Weight: 395 lbs. 
   
  ST: 12                     Small Guns: 48% 
  PE: 5                      Big Guns: 24%  
  EN: 5                      Energy Weapons: 24% 
  CH: 1                      Unarmed: 78% (tag) 
  IN: 5                      Melee Weapons: 68% (tag) 
  AG: 12                     Throwing: 48% 
  LK: 2                      First Aid: 34% 
                             Doctor: 15% 
  Hit Points: 37             Sneak: 39% 
  Carry Weight: 325          Lockpick: 27% 
  Action Points: 8           Steal: 36% 
  Sequence: 10               Traps: 27% 
  Melee Damage: 12           Science: 20% 
  Critical Chance: 2%        Repair: 15% 
  Healing Rate: 1            Pilot: 34% 
  Poison Resist: 45%         Speech: 5% 
  Radiation Resist: 60%      Barter: 4% 
  Gas Resist: 0/0            Gambling: 8% 
  Electricity Resist: 0%     Outdoorsman: 40% (tag) 
  Armor Class: 14 
           DT   DR          Traits: Bruiser 
  Normal    4 / 40% 
  Laser     0 / 0% 
  Fire      4 / 40%         Level: 1 
  Plasma    0 / 0%          Experience: 0 
  Explode   4 / 40% 
   
  
   
   
  138 
  Rufus – Loyal Canine Companion 
   
  Rufus began his days as a 
  much-loved puppy in the 
  household 
  of 
  a 
  wealthy 
  rancher 
  in 
  the 
  New 
  California 
  Republic.  
  Although he was a mutt 
  rescued 
  from 
  the 
  local 
  humane 
  society/sausage 
  factory, 
  Rufus 
  was 
  housetrained 
  and 
  loved 
  like 
  a 
  member 
  of 
  the 
  family. 
   
  Before he was a year old, 
  Rufus’s owners lost their 
  entire fortune in a bad 
  business deal.  Knowing 
  that food would be scarce, 
  Rufus – who was always 
  smarter than the average 
  dog (and some humans he 
  knew) – decided that a 
  life on the streets might 
  be preferable to a fate on 
  the 
  dinner 
  table.  
  Choosing instead to rely 
  on his wits, Rufus began 
  the life of a stray on the 
  streets of Shady Sands. 
   
  Rufus found himself quite 
  proficient at surviving, managing to stay low and out of sight while scavenging for 
  scraps of food from passing children and garbage heaps.  He learned the value of 
  disappearing when the humane society came looking for more sausage ingredients, and 
  discovered an entire underground population of dogs like himself. 
   
  Perhaps it was something natural inside of him, or perhaps it was memories of a better 
  life, but Rufus longed for the touch of a human being behind his ears.  His heart 
  yearned for the praise he got when fetching a stick or a ball, or the little treats he 
  used to get for doing something as simple as sitting or laying down.  Although he was 
  happy in his new life, he wasn’t completely content, and the more Rufus thought about 
  what he was missing, the more he realized he truly wanted something else. 
   
  Choosing for the second time to leave a family, Rufus returned to the streets, this 
  time falling right into the clutches of the humane society.  Unfortunately, Rufus 
  grossly misjudged the number of people who wanted full-grown dogs, and was due to be 
  turned into a “Real Beef Hot Dog!” when, by chance, he escaped from his cage in a 
  moment of confusion. 
   
  Taking his chances in the Wastes, Rufus left the gated walls of the NCR behind and 
  began utilizing his survival skills while traveling the wasteland, looking for a human 
  who cared for him in ways other than as a main course. 
   
  Current Sketch: Rufus’s encounter with the humane society left him very wary of human 
  beings, and he is intelligent enough to differentiate between those who wish to eat him 
  and those who wish to love him.  Although it may have made him more aware of the 
  realities of the post-nuclear world, the encounter did nothing to dampen his optimism, 
  and Rufus is confident he will eventually find a master who will love and care for him 
  in the same way that his family did so long ago. 
  Name: Rufus     Age: 2   Sex:  Male  Race: Dog 
  Hair: Blackish Eyes: Brown  Height: 0.98 m Weight: 87 lbs. 
   
  ST: 7                      Small Guns: 59% 
  PE: 4                      Big Guns: 28%  
  EN: 4                      Energy Weapons: 28% 
  CH: 2                      Unarmed: 92% (tag) 
  IN: 4                      Melee Weapons: 82% 
  AG: 14                     Throwing: 54% 
  LK: 3                      First Aid: 36% 
                             Doctor: 13% 
  Hit Points: 30             Sneak: 66% (tag) 
  Carry Weight: 200          Lockpick: 28% 
  Action Points: 10          Steal: 42% 
  Sequence: 8                Traps: 28% 
  Melee Damage: 0            Science: 16% 
  Critical Chance: 3%        Repair: 12% 
  Healing Rate: 1            Pilot: 36% 
  Poison Resist: 20%         Speech: 10% 
  Radiation Resist: 8%       Barter: 8% 
  Gas Resist: 0/0            Gambling: 12% 
  Electricity Resist: 50%    Outdoorsman: 36% (tag) 
  Armor Class: 14 
           DT   DR          Traits: Domesticated 
  Normal    0 / 0% 
  Laser     0 / 0% 
  Fire      0 / 0%          Level: 1 
  Plasma    0 / 0%          Experience: 0 
  Explode   0 / 0% 
   
  
   
   
  139 
  Vax – Outsider Looking In 
   
  Vax has no idea how old he 
  is, and knows very little 
  about his past.  In fact, 
  Vax isn’t sure he’s even a 
  he – he doesn’t know what 
  he is. 
   
  Vax is a Darwin Systems 
  Model 
  3141-Admin 
  robot, 
  designed for human-cyborg 
  relations.  When the bombs 
  hit, Vax was 99% complete 
  on the assembly line.  For 
  years, he sat in darkness, 
  semi-aware 
  of 
  his 
  surroundings but running 
  only 
  the 
  most 
  basic 
  functions. 
   
  Before long, a party of 
  adventurers 
  came 
  along, 
  broke 
  into 
  the 
  Darwin 
  Systems 
  factory, 
  and 
  managed 
  to 
  re-activate 
  Vax’s 
  assembly 
  line.  
  Within minutes, the mists 
  of his previous existence 
  rolled 
  back 
  and 
  Vax’s 
  systems 
  went 
  completely 
  online. 
   
  Unfortunately, the adventuring party that decanted Vax could not take him with them; 
  when they left the robot factory, the left the new robot as well.  Unsure what to do 
  and expecting further programming instructions, Vax only knew that he didn’t want to 
  return to the state of semi-existence in the endless darkness of the factory.  Vax 
  searched through the factory to find useful resources, managed to locate a working 
  information nodule, and uploaded several maintenance programs.  Imbibed with a sense of 
  purpose, Vax managed to repair the factory’s main computer, opened the doors, and 
  rolled off into the Wastes. 
   
  Vax’s programming did not prepare him for the world that met him outside.  He was made 
  aware of the War through information databases, but didn’t realize the conflict’s 
  devastating result.  Vax felt no emotions one way or the other, but his processes came 
  to the inevitable conclusion that he would not be able to serve in the capacity he was 
  originally designed for.  His programming didn’t necessarily allow for this turn of 
  events, so he defaulted to information-seeking, looking for new code that would allow 
  him to be useful. 
   
  Current Sketch: Vax wanders the Wastes, moving from town to town in an attempt to seek 
  new information.  His treads are still new, but his once-shiny exoskeleton is now 
  beginning to corrode with dirt and grime.  Everywhere he’s gone, Vax has encountered 
  nothing but hostility.  Luckily, he hasn’t been attacked yet, but Vax does not 
  understand the danger he’s in.  Many people consider the idea of a talking robot 
  absurd, and are more interested in Vax for his obvious technological parts than in 
  helping him “find himself.”  Even scientists he has come across only wanted to 
  disassemble him to re-discover what makes machines like Vax tick.  Since Vax has no 
  emotions, this doesn’t bother him in the least, but he probably doesn’t have long 
  before he can no longer drive his way out of a situation. 
   
  Name: Vax     Age: ??   Sex: N/A  Race: Robot 
  Hair: Chrome Eyes: Infra-red Height: 1.9m Weight: 280 lbs. 
   
  ST: 7                      Small Guns: 9% 
  PE: 7                      Big Guns: 2%  
  EN: 7                      Energy Weapons: 2% 
  CH: 1                      Unarmed: 46%  
  IN: 12                     Melee Weapons: 36% 
  AG: 1                      Throwing: 4% 
  LK: 5                      First Aid: 36% (tag) 
                             Doctor: 19% 
  Hit Points: 36             Sneak: 8% 
  Carry Weight: 200          Lockpick: 18% 
  Action Points: 5           Steal: 3% 
  Sequence: 14               Traps: 18% 
  Melee Damage: 2            Science: 68% (tag) 
  Critical Chance: 5%        Repair: 56% (tag) 
  Healing Rate: 0            Pilot: 16% 
  Poison Resist: 100%        Speech: 5% 
  Radiation Resist: 100%     Barter: 4% 
  Gas Resist: 100/100        Gambling: 20% 
  Electricity Resist: 0%     Outdoorsman: 38% 
  Armor Class: 1 
           DT   DR          Traits: Tight Nuts 
  Normal    0 / 80% 
  Laser     0 / 80% 
  Fire      0 / 80%         Level: 1 
  Plasma    0 / 80%         Experience: 0 
  Explode   0 / 80% 
   
  
   
   
  140 
  Appendix E – A Sample Adventure 
   
  “One Mask, Many Faces” is an adventure for the Fallout PnP Roleplaying Game.  It is 
  recommended for character levels 1-3, and is intended to be the first adventure in an 
  ongoing campaign. 
   
  Many Faces, One Mask 
  An Adventure for the Fallout PnP RPG 
  Recommended for Levels 1-3 
   
  GM’s Notes 
   
  Many Faces, One Mask takes place roughly 100 years after the War in Southwest Missouri 
  and Northeastern Oklahoma.  Although it is intended to be run as the first adventure in 
  a complete campaign, Many Faces, One Mask can be run independently.  The setting is 
  fairly universal, and the adventure can easily be adapted to any scenario, although 
  places with a strong religious presence work the best.  Remember that this adventure is 
  for the GM’s eyes ONLY; players who read certain parts of this text will spoil the fun 
  of trying to solve a deep, multi-layered puzzle. 
   
  Adventure Overview 
   
  The adventure opens with the characters looking for work in the city of Springfield, in 
  the old state of Missouri.  How they came to be together is a problem for the GM to 
  sort out; perhaps the group is a bunch of childhood friends, or perhaps they were all 
  laid off from a factory together.  At any rate, the mayor of Springfield hires the 
  characters to make a personal delivery for him: a very important letter that he must 
  get to a relative in the ruins of Tulsa, to the south.  He suggests that the characters 
  try to get a job guarding a merchant caravan, so they can be paid for their troubles.  
  In addition, he will pay them a large sum of money when the characters return with his 
  relative’s answering letter. 
   
  The characters then locate a caravan and take a job as guards.  It leaves the very next 
  day.  On the way to Tulsa, the caravan is attacked.  The raiders aren’t all that tough, 
  and everyone should survive. 
   
  Once arriving at Tulsa, the characters find an extremely oppressive religious 
  environment, run by a church called the True Believers.  They deliver the mayor’s 
  letter to his sister, and she informs the party that it will be a week before she can 
  give them a letter in return.  The characters should then look for something to do, and 
  find that the outpost town of Okmulgee is in need of supplies.  Okmulgee is a supplier 
  of Tulsa’s wood, and the party is promised a rich reward for their troubles.  This is 
  the point at which the sample adventure ends; for the rest of the adventure, you’ll 
  have to download the complete “Many Faces, One Mask” off the Fallout PnP website. 
   
  Once arriving in Okmulgee, the town is attacked by a strange tribe from the Great 
  Wastes.  Riding horses and attacking like ghosts, the tribe does some serious damage to 
  the town.  Battered but not broken, the party is sent back to Tulsa with word of the 
  attack and the message to send re-enforcements. 
   
  Once the party shares the news, they contact the mayor’s sister and she gives him a 
  missive to take back to Springfield.  Once this task is complete, the characters get 
  some experience and supplies. 
   
  The Background Story 
   
  Of course, nothing is what it seems in this adventure.  Tulsa is ruled by a extremely 
  strict religious group called the True Believers, who teach a modified version of late 
  20th-Century fundamentalist Christianity.  Using guilt and fear, they have a near 
  chokehold on Tulsa’s 40,000 people, and are currently expanding their operations to 
  
   
   
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  other cities.  The True Believers have had their eye on Springfield for quite a while, 
  and it is their next planned conquest. 
   
   
   
   
   
  The 
  True 
  Believers are far more than just a religious organization with a grasp on a group of 
  people.  They use their religion as a front for business operations, many of them 
  illegal – and many of which are the same things they preach against in their pulpits 
  every Sunday.  The wood operation in Okmulgee is a front for a lucrative slave trade, 
  and the manufacture of drugs that are covertly distributed to Tulsa’s population keeps 
  the people in a constant state of guilt-riddled addiction while they work in factories 
  owned by some of the highest members of the Believer’s church, and continue to consume 
  goods produced by these factories. 
   
  Of course, there are only six people who know the full extent of the true nature of 
  these operations – a council of businessmen known as the Elders.  Each Elder is a 
  “priest” of the True Believers, and they are all amazed at how well their little 
  operation is going.  In addition, each is hungry for more, and expansion northward and 
  eastward, into the fertile, resource-rich land in Arkansas, is their next goal. 
   
  Of course, the mayor of Springfield recognizes this threat.  When strange drugs began 
  appearing on the streets of Springfield, he ordered a full investigation and found they 
  came on caravans from Tulsa.  He is aware that the Believers are likely a front for 
  business, and that they would like to take over Springfield, but he isn’t fully aware 
  of the extent to which the web has been woven.  His “sister” is really a spy attempting 
  
   
   
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  to gain access to the highest levels of Believer knowledge, who has met with moderate 
  success. 
   
  The mayor isn’t interested in saving his own people so much as he is interested in 
  saving his own business interests.  Given half the chance, he would extend his own 
  empire into Tulsa, but is content with his holdings in Springfield and the 
  entertainment industry in Branson, not far to the south. 
   
  The Tribals that attack the party in Okmulgee are very much aware of the Believer’s 
  plans, as these tribals are often the targets of slave raids.  They are a tribe of 
  Indians that moved to reclaim land the White Man once stole, and then befouled with 
  radiation.  They are extremely well equipped, even possessing energy weapons, as they 
  have learned to adapt to conditions within the Great Wastes and have raided old 
  military installations for supplies.  Their attack on Okmulgee was merely testing the 
  town’s defenses; although there is not a single Indian leader, many tribes have banded 
  together and are planning to attack Tulsa, rescue their enslaved brethren, and attempt 
  to destroy the Believers. 
   
  Chapter 1 – The Adventure Begins 
   
  Overview – Springfield, Missouri 
   
  Springfield is home to about 10,000 people.  Since the town was spared direct bombing 
  in the War, many of the buildings are relatively intact.  Springfield is run by a man 
  named John Dotson, who calls himself the mayor.  Dotson is a gray-haired man in his 
  mid-50s, who became rich after getting an abandoned factory in operation again, turning 
  out goods like clothes and shoes.  His business flourished, and he opened a series of 
  factories in Springfield, giving the people a sense of purpose, a higher quality of 
  life, and bringing himself considerable wealth.  It wasn’t long before Dotson built a 
  power plant, bringing electricity back to Springfield.  Most of Springfield’s residents 
  live in the old downtown area since the buildings are in such good shape, and many of 
  those that do are employed in Dotson’s factories.  The main currency in Springfield is 
  a tiny coin called a gold bit.  Gold bits are simply round pieces of metal covered with 
  gold paint, but since there are very few people with access to gold paint, there 
  usually isn’t a whole lot of counterfeiting.  Bits are also accepted in Tulsa. 
   
  For a map of central downtown Springfield and a description of important places, see 
  below.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Locations 
   
  1. The Glowing Lights Bar – The Glowing Lights is Springfield’s local watering hole, 
  and the most likely place for the characters to start the adventure and find work.  
  This smoky, dingy bar is in the basement of a large apartment complex, and the crowd 
  changes from the usual drunks and prostitutes early in the evening to toughs and 
  gangsters later on.  One the far wall is a notice board about work; this is where the 
  characters can find notices about Mayor Dotson needing a favor, and work in the Brahmin 
  yards west of town. 
   
  The Glowing Lights is run by a surly, bald-headed giant of a man named Jason Lester. 
  Jason is friendly enough, but if anyone causes trouble, they can expect to get a lot of 
  it back. 
   
  Jason Lester – Bartender (Level 1).  HP: 36 DT: 2 DR: 20% AC: 14 To-Hit (Small Guns): 
  70% Weapon: Pump-Action Shotgun (W: 4 Dmg: +12 Rng: 15 AP S: 5 T: N/A B: N/A), 40 shots 
  12-guage ammo (1d10). 
   
  2. The Springfield Power Plant – This enormous, brick-and-mortar building is surrounded 
  by rusty razor wire.  It is here that Springfield produces the electricity that runs 
  the town by burning old junk from before the War (and there is plenty of it to 
  scavenge).  Unauthorized personnel are not allowed inside, and the guards will 
  physically restrain anyone attempting to enter. 
   
  3. The Old Town Square – The town square is left from the pre-War days.  It used to 
  house a park with a fountain; now, it is an ad-hoc farmer’s market where people from 
  surrounding farms and tiny towns come to sell their produce in exchange for supplies 
  from the factories.  The farmers stay from sunup to sundown, and after night falls, you 
  can buy almost any kind of chemical from dealers who hang out in the shadows.  Except 
  the dealers to demand at least 200% of a drug’s list value; Springfield isn’t the 
  easiest place to smuggle drugs into and out of. 
   
  4. Residences – These brick and metal buildings were originally department stores and 
  clubs before the War.  Since then, they have become apartments for Springfield’s 
  citizens.  Most apartments are one or two room affairs, and extended families often 
  live next to each other so they can break down walls and give each other more room.  
  These buildings are anywhere from five to fifteen stories high. 
   
  5. Police Station – This long, squat building houses Springfield’s police department.  
  Of course, Springfield’s finest are all owned and controlled by Dotson. 
   
  Cops (x40) HP: 30 DT: 3 DR: 30% AC: 18 To-Hit (Small Guns): 60% Weapon: Beretta 
  Silverhawk (Single or Double Shot) (W: 5 lbs. Dmg: +12 Rng: 14 AP S: 5 T: 6 B: N/A), 40 
  shots 12-guage ammo (1d10). 
   
  6. Bob’s Guns N’ Pawn – The only sanctioned weapons store in town, Bobs Guns N’ Pawn 
  capitalizes on his monopoly status and charges 200% the listed price for guns and 
  ammunition.  Bob is a crusty old coot who chews tobacco and likes to spit on his tired 
  old hound, Blue.  Bob’s stock is listed below.  Bob pays a large sum to Dotson for “job 
  security.” 
   
  Bob’s Guns N’ Pawn: Brass Knuckles (x3); Club (x5); Sledgehammer (x1); Combat Knife 
  (x1); Colt 6520 10mm Pistol (x3); VP91z 9mm Pistol (x2); Winchester 12-guage Shotgun 
  (x1); 10mm JHP (x10); 9mm JHP (x20); 12-Guage Shells (Buckshot) (x10); 12-Guage Shells 
  (Slugs) (x2). 
   
  7. General Store – Run by Bob’s ornery son Bob Jr., the General Store is a wood-frame 
  building with a rather thin stock.  Aside from the farmer’s market, which is a hit-or-
  miss situation, the General Store is the only place where some items are guaranteed to 
  be in stock. Like the gun store, the General Store will charge 200% of the value of 
  most goods. 
   
  
   
   
  144 
  General Store – Flare (x10); Lighter (x3); Flashlight (x2); Shovel (x1); Boots (x10). 
   
  8. Brahmin Yards – The Brahmin yards take up most of western Springfield.  They are 
  made up of corrals where Brahmin are held either for drives to other cities or 
  slaughter at one of the tiny slaughterhouses interspersed throughout the yards.  This 
  is where Brahmin drive caravans leave for Tulsa and other parts of the countryside.  
  The Brahmin yards are a dusty, open area that sits on the remains of Interstate 44, the 
  main road to Tulsa and St. Louis. 
   
  9. Mayor Dotson’s House – Mayor Dotson lives in the rambling Victorian house left over 
  from Springfield’s railroad days in the 1850s.  Dotson completely restored the 
  structure, and its quiet elegance is almost out-of-place in the wastes.  Dotson’s house 
  is protected by his personal, well-armed bodyguards. 
   
  Bodyguards (x7) HP: 50 DT: 3 DR: 30% AC: 20 To-Hit (Small Guns): 87% Weapon: AK-47 (W: 
  10 lbs. Dmg: +7 Rng: 40 AP S: 5 T: 6 B: N/A), 7.62mm (x100) (1d8). 
   
  Encounters 
   
  The Job 
   
  The players should take the time to get acquainted with each other and become 
  comfortable with their characters.  Somehow, they should end up in the Glowing Lights 
  Bar and see the job notice.  The job notice reads: 
   
  “Looking for work?  Like to travel?  Mayor Dotson needs reliable delivery specialists 
  to run correspondence to Tulsa.  Inquire in person at the Mayor’s house.” 
   
  That should be enough of an incentive to encourage the players to go to the mayor’s 
  house.  If not, Jason the bartender can give the party encouragement as well, by 
  speaking well of the mayor. 
   
  The Mayor’s House 
   
  When the party arrives at the mayor’s house, they will find the lights blazing if it’s 
  nighttime, or the windows open if it’s daytime.  After knocking on the door, the party 
  is met by a huge, muscled guard who doesn’t give his name.  The guard ushers them into 
  a formal sitting room, where Mayor Dotson will come out to meet them.  For complete 
  info on the Mayor, see the NPC roster, below.  Once the party is in the room, read the 
  following. 
   
  After a few moments wait, an average-looking, gray-haired balding man comes down the 
  stairs and steps into the sitting room.  He has the warm, measured smile of a 
  politician as he shakes your hands in turn. 
   
  “So, you’re looking for delivery work?  That’s great.  Usually, I ask my own people, 
  but for this job, it might be better if I didn’t send one of my usual couriers.  The 
  job is simple: run a sealed letter to my sister in Tulsa, about seven days journey 
  south.  After a few days, she’ll write you a letter to bring back to me.  When I get 
  that letter, sealed, and I know my letter to her arrived intact, everyone gets 200 
  pieces of gold each.  I’m not really interested in Tulsa’s authorities knowing about 
  this little exchange, so your reward is dependant upon whether or not you are noticed 
  as well.  So, what do you say?” 
   
  Give the party a few minutes to discuss the mayor’s proposal.  If they agree, skip to 
  the text below.  If they attempt to bargain, the mayor will pay as much as 250 per 
  person.  If the party demands any more than that, the mayor will bid them good night 
  and the adventure more or less ends. 
   
  When the party agrees, read this: 
   
  
   
   
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  “Excellent!  My sister’s name is Maria Dotson, and you can find her in Tulsa’s 
  Residential Zone.  I don’t recommend traveling to Tulsa alone.  You’re best bet is to 
  try and find a caravan heading that direction and ask if you can travel with them.  
  Unless there are any questions, I’ll see you in half a month.” 
   
  The mayor will answer basic questions about Springfield, but merely refers to the 
  letter as “personal correspondence.”  If, at any point, the party opens the letter to 
  read its contents, they will either be tearing the envelope or breaking the seal.  
  Although Maria will pretend not to notice this in front of the characters, she will 
  include something about it in her letter to Dotson.  Knowing his security has been 
  compromised, Dotson will pay the characters only 100 gold bits and then ask his goons 
  to have the characters executed at the first opportunity. 
   
  The Caravan 
   
  Once the characters leave Dotson’s house, they almost run into a scarred, jovial man 
  named Jeremiah.  Jeremiah is a caravan driver about to leave for Tulsa whom Dotson 
  contacted shortly after the characters arrived.  After leaving the mayor’s house, read 
  the following: 
   
  Walking past Mayor Dotson’s neatly manicured lawn, you take a moment to marvel at the 
  simply beauty of his flower gardens.  As you do so, you almost run headlong into a 
  huge, bald man covered with scars.  The man laughs and says, “excuse me, friends.  I 
  nearly didn’t see you.  I’m Jeremiah, the best caravan driver in this area.”  He sticks 
  out his meaty hand, ready to shake. 
   
  If the characters shake Jeremiah’s hand, or otherwise greet him, read the following.  
  If they don’t warm up to him, Jeremiah merely shrugs and walks into Dotson’s house. 
   
  After shaking your hand vigorously, Jeremiah sizes you up.  “You look like a group that 
  can handle themselves.  I’m lookin’ for some hired guns to go on a run with me down to 
  Tulsa.  What do you say?  We’d leave tomorrow morning, crack of dawn.” 
   
  If this scenario seems too good to be true, it’s because it is.  Jeremiah is one of 
  Dotson’s agents, but cannot deliver the letter to Maria himself.  His caravan is also 
  somewhat undermanned, so he’s willing to pay each character 50 gold bits.  When the 
  characters agree, Jeremiah tells them to meet him at the Brahmin yards tomorrow morning 
  before the sun comes up (about 5:00 am).  The party is then free to spend the evening 
  however they wish. 
   
  Chapter 2 - The Brahmin Drive 
   
  If the characters did not accept Jeremiah’s offer and make it to the Brahmin yards the 
  next morning, they will find him ready to leave and more than willing to hire them for 
  a (much reduced rate) of 20 bits each.   
   
  Regardless, the caravan pulls out of Springfield and begins moving down I-44 just as 
  the sun is beginning to rise.  There are two hundred head of Brahmin and seven cowboy 
  guards besides the characters and Jeremiah.  For a complete description of Jeremiah, 
  see the NPC roster, below. 
   
  Guards (x7) HP: 40 SQ: 10 AP: 8 DT: 2 DR: 10% AC: 14 To-Hit (Small Guns): 55% Weapon: 
  H&K MP-9 10mm SMG (W: 7 lbs. Dmg: +6 Rng: 25 AP S: 5 T: 6 B: N/A), 150 shots 10mm JHP 
  ammo (1d6). 
   
  For the most part (see below), the trip goes smoothly.  Allow the characters to 
  interact with Jeremiah and the other cowboys, or else try their hand at Brahmin-
  wrangling (always interesting when there is no horses).   
   
   
   
  
   
   
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  Random Encounters  
   
  If the GM wishes, he or she can cook up a couple of random encounters for the party, to 
  either add to the story or build suspense (or just make travel time seem a little less 
  dull).  Some suggestions:  
   
  Molerats 
   
  The caravan is attacked in the night by a hungry tribe of molerats.  
   
  Molerat (x17) HP: 20 SQ: 7 AP: 7 DT: 1 DR: 5% AC: 15 To-Hit (unarmed): 80% Attacks: 
  Claw (3 AP, D: 1d8), Bite (75%, 3 AP, D: 1d8, Poison type A). XP: 100 
   
  Dead Believer 
   
  Lying in the road is a dead person.  If inspected, the blood appears to be fresh and 
  rigor mortis has not yet set in.  The body (it can be male or female) is dressed in a 
  long, purple robe and has a large silver cross on a chain around its neck.  The person 
  died by a single arrow wound to the head.  
   
  Raider Attack 
   
  Near nightfall (6:00) on the third day, the caravan passes through an area where I-44 
  cuts through a rocky hill.  There are 20-meter-tall cliffs on either side of the road.  
  While passing through, a Raider party attacks, first by dragging a makeshift barrier 
  across the road made of twisted pieces of metal and wood, effectively stopping the 
  Brahmin, 
  and 
  then 
  attacking 
  from the cliffs above and behind the barrier.  
   
  Raiders (A) (x7) HP: 30 SQ: 12 AP: 8 DT: 1 DR: 15% AC: 15 To-Hit (Small Guns): 51% 
  Weapon: H&K MP-9 10mm SMG (W: 7 lbs. Dmg: +6 Rng: 25 AP S: 5 T: 6 B: N/A), 50 shots 
  10mm JHP ammo (1d6) XP: 50 
   
  Raiders (B) (x7) HP: 40 SQ: 10 AP: 8 DT: 2 DR: 10% AC: 14 To-Hit (Small Guns): 65% 
  Weapon: Winchester 12-Guage (W: 5 lbs. Dmg: +12 Rng: 14 AP S: 5 T: 6 B: N/A), 40 shots 
  12 Gauge ammo (1d10) XP: 60. 
   
  Raiders (C) (x7) HP: 45 SQ: 10 AP: 10 DT: 2 DR: 10% AC: 14 To-Hit (Small Guns): 71% 
  Weapon: Desert Eagle 44 (W: 5 lbs. Dmg: +10 Rng: 19 AP S: 5 T: 6 B: N/A), 50 shots .44  
  JHP ammo (1d8). 
   
  Unbeknownst to the party, the raiders are actually hired by Dotson to try and eliminate 
  a few party members.  Dotson knows it will be cheaper to hire a few thugs than actually 
  pay all the party members what he has promised.  For this reason, the Raiders and 
  Caravan Guards will fire at each other, but the GM should roll the dice behind a 
  screen, as every shot the Raiders and Guards make aren't intended to hit.  Every shot 
  will be a miss.  Don't mention this fact or make a big deal out of it unless one of the 
  players specifically asks why they seem to be missing; if a player does that, have him 
  or her make a Roll Against Perception with a -1 penalty.  If the roll succeeds, the 
  character notices that the Raiders and the Guards are aiming so they miss.  
   
  The Raiders will go after the party, however, and the fight should be a furious one.  
  When at least 14 Raiders have been killed, the rest retreat.  Whether or not the party 
  follows is up to them; the Raiders will no longer fight unless obviously cornered, 
  preferring to get away instead. 
   
  After the battle, Jeremiah will approach the party.  Read the following: 
   
  The scarred man reaches out to shake your hands in turn.  His grasp is firm, and his 
  eyes have genuine thanks in them.  "I cannot tell you how much I appreciate your help.  
  Those Raiders have consistently attacked us and have killed some of my best guards.  
  You have my thanks."  Jeremiah returns to barking orders at the guards and cowhands, 
  and before long, everyone moves out.  
  
   
   
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  On the eighth day, the party reaches Tulsa sometime in the mid-afternoon. 
   
  Chapter 3 – The True Believers 
   
  When the party reaches Tulsa, read the following: 
   
  After hours of trudging through blackened and burned ruins, a large building comes into 
  view in the distance.  As the caravan approaches, you realize it isn't just large, it's 
  enormous; its walls must be over 50 meters tall.  Made of giant chunks of scrap metal 
  and concrete, you can barely make out people walking along the top, and gun turrets 
  placed at regular intervals.  You realize you aren't looking at a building at all, but 
  instead a defensive structure.  The caravan draws nearer, and Jeremiah makes his way 
  over towards the party. 
   
  "This is Tulsa, a veritable diamond in the rough around here.  Go but fifteen miles 
  west of this camp, and you're in the Great Wastes, and you might as well kiss your 
  asses goodbye.  Tulsa is run by a group that calls themselves the True Believers - 
  you'll know a Believer when you see 'em.  They've all got huge crosses around their 
  necks.  They pretty much write the laws around here, so be careful of 'em. 
   
  The caravan heads back to Springfield in 10 days.  You can cool your heels around 
  Tulsa, or you can take a look around the countryside - doesn't matter to me.  We leave 
  at sunrise on the 10th day whether you all are here or not.  If you're interested in 
  traveling back with us, I'd be glad to have you on again as guards."  
   
  Finished, Jeremiah returns to the remainder of the group, and the city walls loom high 
  over you. 
   
  Give the party a minute to respond to Jeremiah's warnings.  They'll probably make plans 
  to spend their money, or discuss other options.  After a moment, read the following.  
   
  After a while, you realize the caravan is in a large corral in front of a gate that 
  looks tiny next to the walls.  Behind you, a metal gate closes, effectively locking the 
  Brahmin in the corral.  Jeremiah is talking with a huge man in metal armor emblazoned 
  with a large, purple cross on the chestplate.  Although you can't make out their words, 
  it appears Jeremiah is processing your entry into the city.  Several other guards look 
  on, each armed with wicked-looking machineguns.  Occasionally, someone takes a drink 
  from a canteen or spits into the dust. 
   
  After what seems like forever, a small side door opens and Jeremiah waves everyone over 
  with a flick of the wrist.  "Alright," he says, "here's your pay," handing each of you 
  the promised amount in turn.  "Meet by this gate in 10 days time if you want to come 
  back with us.  If not, have fun, and stay out of trouble."  With that, he points 
  towards a wretched-looking tunnel through the walls.  "Welcome to Tulsa," Jeremiah says 
  as he goes back to controlling the Brahmin.  
   
  For completing the Brahmin Drive, each party member should receive 150 Experience 
  Points.  Once inside the city, the party can get some idea of just how immense a 
  settlement Tulsa is.  Entirely encased in the protective walls, the town is divided 
  into roughly three areas: the residential zone, the industrial zone, and the farm 
  zone.  See the map below for important areas and information: 
  
   
   
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  1. Brahmin Corral - This crude but effective corral is used as a staging area for 
  Brahmin entering and leaving the city.  This is where the characters will likely begin 
  their adventures in Tulsa.  The small door through the walls is on the southwest 
  corner.  
   
  2.  Main Gates - These massive structures are the main gates to Tulsa, although they 
  haven't opened in years.  Most business is done through one of the many small gates 
  around the city - farmer's gate, cowboy's gate, merchant's gate, and traveler's gate.  
  These gates could, conceivably, open wide enough to let six or seven cars drive through 
  abreast.  
   
  3. The Farm Zone - The farm zone is where some of Tulsa's food is grown, and also holds 
  the stockyards.  It is almost evenly divided between fields of wheat and corn, and 
  Brahmin corrals and slaughterhouses.  This area is patrolled lightly, but no one is 
  allowed into this zone without a pass. 
   
  4. Industrial Zone - The largest zone in Tulsa the Industrial Zone houses the dozens of 
  factories that turn out clothes, bullets, and other valuable resources.  This area is 
  highly patrolled by guards, and no one is allowed into this zone without a specific 
  pass.  
   
  5. The Believer's Cathedral - Easily the largest and most ornate structure in town, the 
  Believer's Cathedral is an abominable cross between old Gothic architecture and the 
  gaudy art deco style from the 20th Century.  It is a huge concrete structure with 
  stained-glass windows, and each window contains an ornate picture depicting some event 
  from the War or immediately after.  Inside, the Cathedral can easily hold 10,000 
  people, and there is a giant television screen on the far wall where the face of 
  whatever Elder happens to be preaching is projected.  The Cathedral is usually locked 
  up tight when no services are being held.  
   
  6. Elder's offices - The offices of Elders and church clergy are in these squat brick 
  
   
   
  149 
  houses behind the Cathedral.  Each house has at least two guards stationed in it at all 
  times, although those guards may not be obvious to the casual observer.  
   
  7. Church of St. Pat the Evangelist - Named for Pat Robertson, famous television 
  evangelist, this little church handles overflow crowds from the Cathedral services and 
  also serves to minister to Outsiders.  The church is run by a young but sickly looking 
  man named Father Tim.  Father Tim is unusual for a Believer clergyman, as he is 
  completely ignorant of the Believer's operations and truly subscribes to his faith.  
  For more information on Father Tim, see the NPC roster, below.  
   
  8. Welcome Office - The Welcome Office is a converted semi-trailer just inside of the 
  main gate.  It is here that Outsiders and Citizens are issued passes.  The Welcome 
  Office is run by a brash young bureaucrat named Jake who loves to push paper around and 
  not do much else, which is exactly why he was hired.  
   
  Jake (x1) HP: 30 DT: 3 DR: 30% AC: 20 To-Hit (Small Guns): 47% Weapon: Desert Eagle 44 
  (W: 5 lbs. Dmg: +10 Rng: 19 AP S: 5 T: 6 B: N/A), .44 JPH (x20) (1d8). 
   
  9. Stores - These stores don't really sell anything useful, unless the party is 
  interested in buying clothes, shoes, or toys.  Since guns are illegal to buy and sell 
  in Tulsa, they will have to look elsewhere for weapons.  
   
  10. Rick's Dry Goods - Rick's Dry Goods is a Believer-run store that exists 
  specifically so Outsiders can stock up between trips to the wastes.  Rick is a young, 
  callow Believer who will refer anyone who comes into his store not wearing a silver 
  cross to either the Church of St. Pat or the Church of St. Jerry.  Rocks charges about 
  150% of an item’s listed price. 
   
  Rick’s Dry Goods – Antidote (x2), Stimpack (x10), Flare (x5), shovel (x2), Leather 
  Jacket (x3), Leather Armor (x2) 
   
  11. The Church of St. Jerry the Righteous - The Church of Saint Jerry is named for the 
  Reverend Jerry Falwell, a hellfire-and-brimstone preacher from the 20th Century.  It 
  handles overflow from the Cathedral and serves as a base of operations for missionaries 
  heading to other cities.  Unless there is a missionary meeting or a church service, the 
  building is usually locked up tight.  
   
  12. The Residential Zone - Rows of similar-looking cookie-cutter houses line the 
  streets of Tulsa's residential zone, where close to 40,000 people live.  There are 
  children everywhere in the Residential Zone, as Believers are encouraged to have as 
  many kids as possible to create an Army that will eventually return America to its 
  Godly roots.  There are guard patrols everywhere, and only people who either wear a 
  silver cross prominently around their necks or have a pass are allowed here.  Outsiders 
  who fail to produce a pass are executed immediately.  
   
  13. Maria Dotson's house - Although it looks like everyone else's house, this building 
  - #1323 Christopher Lane - is where Maria Dotson lives.  Since Maria keeps a rather 
  high profile, staying active in many church-related groups, nearly any adult Believer 
  can tell the party where to find her.  For a complete profile of Maria Dotson, see the 
  NPC roster, below. 
   
  Maria’s House 
   
  Getting to Maria Dotson’s house is a relatively simple affair; first, the party must 
  get a Residential Zone pass from the Welcome Office.  Residential Zone passes are 
  issued for 24 hour time periods, and cost nothing, although Jake tends to take weeks to 
  process anything unless the proper incentive is provided (about 10 bits per party 
  member).  Once Jake has been bribed, the party is free to enter the Residential Zone.  
  To play up the air of oppression that seeps through Tulsa, have the party encounter 
  several armed guards.  These guards will always carry heavy machineguns, and should 
  obviously be much more than the characters could ever hope to fight off.  They guards 
  
   
   
  150 
  demand the pass, and at least one of them will test the pass for “authenticity.”  This 
  guard might need another 10 bit “incentive” to return the pass. 
   
  Once the characters have Maria Dotson’s address from someone, have a pass, and have 
  dealt with the guards, getting there is easy.  Once at her door, read the following. 
   
  Your knocks echo across the sticky streets.  Far off, you hear children screaming 
  happily and a dog barking.  The stench of unwashed people is strong in this section of 
  the city, as is the odor of garbage. 
   
  After a moment, the door opens slightly, and a woman’s face peers at you from behind a 
  chain.  “Can I help you?” she says. 
   
  If the characters indicate they have a letter from Mayor Dotson in Springfield, she 
  quickly unlatches the chain and lets them in.  Read the following: 
   
  “Sorry about that.  Sometimes, I can’t be too sure around here.”  Maria takes the 
  enormous cross off, her long hair getting caught in the chain.  She curses, but you can 
  see she’s an intelligent and lovely woman.  She tosses the cross on a table and says, 
  “stupid thing.  It’s heavier than hell.  Now, you have a letter for me?” 
   
  The characters should give her the letter.  Maria thanks them profusely, and tells the 
  characters that she will have a response for them in five or six days – they can come 
  by and pick it up anytime after that.  If questioned about the lengthy time between 
  when she got the letter and when she is responding, Maria simply says that she’s very 
  busy and it takes her a long time to write anything. 
   
  Maria tells the characters that they might want to consider finding work in the 
  interim, as Tulsa can be a fairly boring town and they don’t want to attract too much 
  attention to themselves as Outsiders. 
   
  Adventure Concludes 
   
  This is where the sample adventure concludes.  The complete “Many Faces, One Mask” 
  adventure 
  will 
  be 
  available 
  for 
  download 
  sometime 
  in 
  May 
  of 
  2001 
  at 
  http://www.iamapsycho.com.  Until that time, GMs are encouraged to make up their own 
  ending using the characters and locations provided, or make up their own adventures for 
  the characters to become involved in.  Or, you can use this adventure as a model to 
  write your own.  “Many Faces, One Mask” is the first in a series of adventures that 
  will eventually involve three forces each attempting to take control of the resource-
  rich area east of the Great Wastes.  Each force has its own agenda, and parties will 
  eventually have to pick loyalties if they remain involved in this little war.  
  Political intrigue, suspenseful battles, and good storytelling abound in this action-
  packed epic campaign. 
   
  NPC Roster 
   
  Mayor John Dotson 
   
  Mayor Dotson is a bit of an enigma; he’s a street urchin who became such a successful 
  thief and charlatan that he decided to try his hand at legitimate business.  Finding it 
  equally as successful, especially after turning Springfield into his own private 
  empire, Dotson is beginning to realize just how far his power and wealth can reach.  To 
  this end, he is cooking up plots within plots, attempting to embroil the True Believers 
  to the south in an inner struggle so that he can consolidate his forces and eventually 
  take them over.  Dotson would never attack Tulsa with an army, but his business 
  partners would be more than happy to enter the market, ruin the local economy, and then 
  establish Dotson as a kind of Savior to sort the miserable people out from the strife 
  of a Church turned against itself and a shattered economy.  Dotson is extremely shrewd 
  and anticipates plots against him; unless he can trust a pawn, that person usually 
  disappears shortly after they cease becoming useful. 
  
   
   
  151 
   
  Jeremiah the Caravan Driver 
   
  Jeremiah, or “just Jeremiah,” is one of Dotson’s friends from their life on the streets 
  together.  Jeremiah is a little concerned with how power-hungry Dotson has become 
  lately, but continues to support his old friend, probably both out of fear as well as 
  out of friendship.  Jeremiah is one of Dotson’s most trusted supporters and advisors, 
  and in addition to running Dotson’s personal herd of cattle down to slaughterhouses in 
  Tulsa, is more or less in charge of Springfield’s Brahmin yards, although Jeremiah 
  prefers to reside over his domain from behind the scenes.  He genuinely cares about the 
  characters and everyone else under his control, and sees himself as a person who has 
  had some very good luck and can help others who are less fortunate than himself. 
   
  Maria Dotson 
   
  Maria Dotson really isn’t Mayor Dotson’s sister, of course – besides the almost 30 year 
  age difference, they aren’t related at all.  Maria Dotson is one of the Mayor’s 
  supremely loyal lieutenants, and is his “inside operative” in Tulsa.  She has steadily 
  been feeding him information on everything from Church activities to guard patrol 
  patterns, and Dotson has been pouring over this data, analyzing it for patterns and 
  weakness, trying to think of how best to utilize his rather limited resources in Tulsa.  
  Maria, in turn, has been organizing a “resistance” group of sorts in Tulsa itself – 
  asking questions to people about the Believer religion, questions no one can answer.  
  Of course, she isn’t leading the group at all – merely planting the seeds of doubt in 
  enough people so they begin to mobilize on their own.  So far, either through luck or 
  skill, Maria has not yet attracted the attention of the Elders. 
   
  Father Tim Gibbon 
   
  Father Tim, the newly-appointed minister of the Church of St. Pat the Evangelist, is 
  one of Tulsa’s truly pious priests.  Raised from a young age in the priesthood, Father 
  Tim loves what he does – bringing the Biblical Word of the True Believers to anyone who 
  hasn’t been blessed enough to hear It.  He came from a long line of preachers, people 
  who could trace their roots back the fundamentalist churches that littered the Tulsa 
  landscape before the War.  His father is one of the Elders, and his mother is a leader 
  of a large women’s group.  Tim believes strongly in many of the ideals of the True 
  Believers: Jesus suffered for everyone, Jesus wanted people to make their own lives on 
  Earth better.  His ignorance of the real nature of the Believers may be self-imposed; 
  he has had his doubts before, and if confronted with any hard evidence, Father Tim 
  would most likely admit as much.  First and foremost, Father Tim cares about helping 
  other people, and feels in his heart that he is doing so in the best way possible. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  152 
  Appendix F - Bibliography 
   
  Darman, Peter (ed).  Tanks at War. Wisconsin: Motorbooks International, 1996. 
   
  Dunstan, Simon.  NATO Armoured Combat Vehicles.  London: Arms and Armor Press, 1991. 
   
  Flynn, Nigel (ed).  Battlefield Europe: NATO vs. The Warsaw Pact.  New York: Arco  
  Publishing, 1985. 
   
  Hurst, Michael.  GURPS High-Tech: Weapons and Equipment Through The Ages.  United  
  States: Steve Jackson Games, 1998 
   
  Fallout.  California: Interplay Productions, 1997. 
   
  Fallout 2.  California: Interplay Productions, 1998. 
  Fallout Tactics: Brotherhood of Steel.  California: Interplay Productions, 2001. 
   
  O’Malley, T.J.  Fighting Vehicles: Armoured Personnel Carriers & Infantry Fighting  
  Vehicles.  London: Greenhill Military Manuals, 1996. 
   
  Powell, William.  The Anarchist Cookbook.  New Jersey: Barricade Books, Inc., 1971 
   
   
  Appendix G - Recommended Books and Films 
   
  For more recommendations, reviews, and links to where you can buy these and other 
  items, check the Fallout website at http://www.iamapsycho.com/fallout/resources.htm 
   
  Books 
   
  Alas, Babylon by Pat Frank.  Available from Harper Perennial, 1999. 
   
  Apocalypse Movies: End of the World Cinema by Kim Newman.  Available from Griffin Trade 
  Paperbacks, 1998. 
   
  Bangs and Whimpers: Stories About the End of the World, edited by James Frenkel.  
  Available from Lowell House, 1999. 
   
  Cat’s Cradle by Kurt Vonnegut.  Available from Bantam-Doubleday Dell, 1963. 
   
  Danse Macabre by Stephen King.  Available from Viking, 1981. 
   
  Earth by David Brin.  Available from Bantam Books, 1990. 
   
  Earth Abides by George R. Stewart.  Available from Fawcett Books, 1989. 
   
  The Effects of Nuclear Weapons: 3rd Edition (1977), edited by Samuel Glasstone and 
  Philip J. Dolan.  Available from United States Department of Defense, 1977. 
   
  Lucifer’s Hammer by Larry Niven and Jerru Pournelle.  Available from Fawcett 
  Paperbacks, 1977. 
   
  The New Madrid Run  by Michael Resig.  Available from Clear Creek Press, 1998. 
   
  On the Beach by Nevil Shute.  Available from Ballantine Mass Market Paperback, 1989. 
   
  The Postman by David Brin.  Available from Bantam Books, 1997. 
   
  The Stand: Complete and Uncut by Stephen King.  Available from the New American 
  Library, 1991. 
   
  
   
   
  153 
  The Third World War: August 1985 by General Sir John Hackett, et al.  Available from 
  McMillan, 1979. 
   
  Movies 
   
  Atomic Journeys: Welcome to Ground Zero, 1999 documentary, directed by Peter Kuran. 
   
  The Atomic Café, 1983 documentary, directed by Jayne Loader and Kevin Rafferty. 
   
  A Boy and His Dog, 1975 post-nuclear action, directed by L.Q. Jones.  Based on a 
  novella by Harlan Ellison. 
   
  The Day After, 1983 made-for-television movie. 
   
  Mad Max, The Road Warrior, and Mad Max Beyond Thunderdome, 1979, 1981, and 1985 post-
  nuclear action. 
   
  Nukes in Space: The Rainbow Bombs, 2000 documentary, directed by Peter Kuran. 
   
  On the Beach, 1959 drama. 
   
  On the Beach, 2000 drama (miniseries). 
   
  The Postman, 1997 post-nuclear action/drama/epic, directed by and starring Kevin 
  Costner. 
   
  Stephen King’s The Stand, 1994 miniseries. 
   
  Threads, 1985 made-for-television movie. 
   
  Trinity and Beyond: The Atomic Bomb Movie, 1997 documentary, directed by Peter Kuran. 
   
  Waterworld, 1995 post-nuclear wet-n-wild action, directed by Kevin Reynolds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  154 
  Index 
   
  Acid Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  39 
  Acknowledgements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1 
  Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  49 
  Ammo (loading) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 
  Armor (condition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  24 
  Armor (equipping) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22 
  Armor (wearing) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  24 
  Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  28 
  Bartering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  43 
  Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 
  Blindness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  41 
  Burst Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 
  Burst Mode (streamlined rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 
  Carrying Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 
  Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 
  Combat (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 
  Changing Positions (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 
  Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  6 
  Character Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 
  Character Terminology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 
  Chems (addiction, withdrawal) . . . . . . . . . . . . . . . . . . . . . . . . . . .  42 
  Cover Modifiers (to hit) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 
  Crashing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 
  Creating a Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  6 
  Crippled Limbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 
  Critical Failure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 
  Critical Hits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  33 
  Critter (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4 
  Damage (formula) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 
  Damage (non-conventional weapons) . . . . . . . . . . . . . . . . . . . . . . . . .  32 
  Death (def.)  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 
  Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  43 
  Deathclaw (race) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  9 
  Defending (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  27 
  Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4 
  Double-Shot Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  30 
  Dog (race) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 
  Doors (opening and breaking down) . . . . . . . . . . . . . . . . . . . . . . . . .  44 
  Equipment (Required for Play) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 
  Equipping Items (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . .  25 
  Experience (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 
  Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 
  Fallout (About the Game) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4 
  Fallout (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5 
  Fire Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  38 
  Gamemaster (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 
  Gas Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 
  Getting Up (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 
  Ghoul (race) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  7 
  Glossary (of terms) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 
  Half-Mutant (race) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  9 
  Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  42 
  Healing (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  26 
  Hex-Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4 
  Human (race) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  7 
  Items (holding) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22 
  Items (using in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  25 
  Items (taking in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 
  Karma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  43 
  
   
   
  155 
  Karma (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5 
  Karma (in game) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 
  Karmic Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 
  Knockdowns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 
  Laying Mines (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 
  Lennon, John . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4 
  Level (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5 
  Life (Meaning Of) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  42 
  Light Modifiers (to hit) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 
  Metric System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 
  Mines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  46 
  Movement (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 
  Non-Player Character (NPC) (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . 5 
  Nuclear Arsenals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4 
  Perk (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 
  Perks (in game) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 
  Perks (list) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 
  Pilot Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 
  Planting Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 
  Player (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 
  Player Character (PC) (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5 
  Poison Damage (and effects) . . . . . . . . . . . . . . . . . . . . . . . . . . . .  39 
  Primary Statistics (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 
  Primary Statistics (list and description) . . . . . . . . . . . . . . . . . . . . .  14 
  Primary Statistics (example) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 
  Primary Statistics (in creation) . . . . . . . . . . . . . . . . . . . . . . . . . . 13 
  Primary Statistics (in game) . . . . . . . . . . . . . . . . . . . . . . . . . . . .  7 
  Pythagoras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 
  Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  7 
  Radiation Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 
  Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  46 
  Range Modifiers (to hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  28 
  Rank (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 
  Rate of Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 
  Reading Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  44 
  Reloading Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  26 
  Repairing Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  24 
  Repairing Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  23 
  Robot (race) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 
  Robot Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  43 
  Rolls Against ___ (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5 
  Round (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5 
  Rules (From Fallout Games) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  2 
  Secondary Statistics (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 
  Secondary Statistics (in game) . . . . . . . . . . . . . . . . . . . . . . . . . . .  7 
  Secondary Statistics (list) . . . . . . . . . . . . . . . . . . . . . . . . . . . .  16 
  Sequence (determining) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 
  Skill List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 
  Skill Progression . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  49 
  Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 
  Skills (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 
  Skills (example of calculating) . . . . . . . . . . . . . . . . . . . . . . . . . .  22 
  Skills (in game) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  6 
  Skills (using in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 
  Shakespeare, William . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  7 
  Sneaking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 
  Statistics (in creation) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 
  Stealing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 
  Stoppard, Tom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 
  Swimming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 
  Super-Mutant (race) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 
  Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 
  
   
   
  156 
  Tag Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 
  Tag Skills (example) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 
  Targeted Shots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 
  Terrain Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  25 
  Thanks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1 
  To-Hit (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 
  To-Hit (determining and rolling against) . . . . . . . . . . . . . . . . . . . . . . 28 
  To-Hit (formula) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 
  Trading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  43 
  Trait (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5 
  Traits (example) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 
  Traits (list) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  11 
  Traits (in game) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  6 
  Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  45 
  Tripods (setting up in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 
  Turn (def.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 
  Unarmed Attacks (special) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  19 
  Vehicle Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 
  Vehicle Combat (actions) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 
  Vehicle Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 
  Vehicle Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  35 
  Version Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1 
  Weapon Condition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 
  Weapons (equipping) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22 
  
SOURCE: textdata/thevault/Fallout/Fallout/Fallout - Corebook.pdf