Dweller's Guide P2 - Fallout - Vaults & Deathclaws PNP
Dweller's Guide P2 - Fallout - Vaults & Deathclaws PNP
Disclaimer 4
Acknowledgments 4
Document Links 5
rafting 6
What Can You Craft Already? 6
Teamwork Crafting 7
Repairing Items 7
Crafting Weapons 8
Crafting Armor 9
Crafting Mods, Helmets, & Wasteland Gear 10
Crafting Chems 11
Crafting Drinks & Poisons 12
Crafting Explosives 13
Crafting Traps 14
Cooking & Skinning 15
Crafting Tools 19
Crafting Ammo & Mags 20
Crafting Station 21
Dismantling 25
Downtime Crafting 26
Material Conversion 27
Progression Bar 28
Implants 29
Cybernetics 30
Cybernetic Pulse Effect 32
Robot Upgrades 33
Memory Core 34
Power Core 34
Head 35
Torso 36
Modifications 38
Arms 41
1
Legs 43
Armor Plating 44
Vehicles 47
Driver / Pilot & Vehicle AP 48
Driving Modifiers 48
Falling / Jumping Off A Vehicle 48
Vehicle HP 48
Seating & Size 49
Storage Space 49
Vehicle Damage 49
Vehicle Targeted Attacks & Resistance (VR) 49
Vehicle Repair 50
Traveling 50
Vehicle AP Cost 51
Stunts 52
Vehicles List 54
Lightweight 54
Civilian & Sea 55
Air & Heavy 56
Military 57
Tanks 58
Armored Personnel Carrier 59
Air Vehicles 60
Unique Boats 62
Vehicle Modifications 65
Plating 65
Engines 66
Miscellaneous 67
Tires & Tire Modifications 68
Trailers 69
2
Turning Into A Ghoul 71
Party Composition 72
Variant Rules 73
Archetypes 74
Glossary 77
3
Disclaimer
We do not own nor are we affiliated with Bethesda Softworks, ZeniMax Media Inc, or any
company associated with the Fallout franchise. We take no responsibility for translations and
any legal disputes for this is a free project and purely funded through passion. Please give credit
if you plan to use this PNP.
Acknowledgments
Thank you Black Isles Studios, Obsidian Entertainment, Bethesda Softworks for creating and
working on one of my favorite franchises of all time. I would like to thank all the people that are
helping make this Pen and Paper System better. This passion project could not have even seen
light without people backing me up.
Maybe one day, Bethesda will find this and support it.
I would like to thank my players for being the first playtesters and main team for the PNP, Vaults
& Deathclaws. We would like to thank the Vaults & Deathclaws Community and their
contributions.
Honorable Mentions
DJCP2506 and Lex.
4
Document Links
Discord Server
If you want to get involved with the project, by all means, join our Discord Server!
DGB - Part 1
The first part of the Dweller’s Guidebook. It consists of Character Creation, Level Advancement,
Roleplaying, and Combat.
Bestiary - Part 1
Covers How to Use the Bestiary, Creatures, FEV, and Robots.
Bestiary - Part 2
Covers Factions, Wastelanders, and Wasteland Legends.
Equipment
Equipment is in its own section to make load time for the document faster. There’s a lot more
equipment in the Fallout universe than we anticipated and you can even craft robots,
cybernetics, and implants.
Overseer’s Guide
A guide for those that wish to run their own Fallout Campaign. This guide covers some basics
but if you want additional ideas ask us on the Discord. All who wish to run a Fallout Campaign
should read this document.
r/FalloutVNDPNP
We have our own subreddit now! Discuss in our thread the wonders of Fallout and the Fallout:
Vaults & Deathclaws PNP System.
Character Sheet
A simple Character Sheet to be used for home games.
5
rafting
Crafting is a fundamental mechanic to the wasteland. Let players be able to create and invent
devices and gear to survive the wasteland. You may choose to halt the progress of crafting at
any time to continue it later. Your progress is kept from before. You can craft while in a moving
vehicle as long as it doesn’t exceed 20 mph and you’re not driving. You can’t craft while
traveling on foot.
Common 75
Uncommon 100
Rare 125
6
Teamwork Crafting If you fail the penalty check, you’ll lose the materials used for the
roll. You can use two of the same broken items to remove five CM
Anyone that helps can assist in rolls or do a roll for them.
from one of them. This takes three hours to complete with a
Multiple people can work on the same item to speed up the
penalty of -25 per hour. If you fail two out of the three rolls, both
process for it to be made. However, each individual must roll
items are completely broken and the materials can’t be used ever
for it.
again.
Example: You can have someone better than you with rolls for
Items that don’t use CM can be fixed following the same Engineer
Blacksmith checks instead of yourself for an Exo Suit and you
-25 penalty and one hour per rarity. This means if the item is
can roll the Engineer checks.
Common it’ll take one hour and you roll once. If it’s a Rare, it’ll
take three hours and you roll three times. For Very Rare,
Repairing Items Legendary, and Epic it’s upon the Overseer’s discretion. After the
When a gun gets jammed or an axe breaks, it’s a problem, repair the item is usable again.
especially during combat. If a weapon or armor has condition
marks, you can attempt to remove it through repair. The For Robot parts it's only half the materials necessary to fix them
Engineer skill can be used to repair any time, but you can also per body part excluding Energy Ammo and mods. For Robots it’s
use skills associated with the item type. 1 hours per part with the penalty being Engineer -25.
Example: You can fix Guns and Laser Weapons through the Mods don’t break unless the item itself breaks. Broken Mods
Gunsmith Skill. Refer to the Crafting Weapons and Armor must be removed from the item and fixed before they can be
section for specifications. usable again.
Only Weapons and Armor have CM. Ammunition is not Some items can be beyond broken if destroyed by a means of a
considered a Weapon. The skill penalty for repair is -25, at least powerful attack or explosion. These items cannot be repaired and
0.1 lb of one of the materials needed to craft the item, and it recovering anything from them is impossible. For Arrows, Bullets,
takes one hour to perform the task. You can only repair one Shells, and Mags you can repair up to 10 per hour. Items powered
item at a time. If you succeed you remove one Condition Mark. by EC, MFC, ECP, and PC will instantly break along with the
ammo. The items powering them are also considered broken and
Armors have their Successful Hits, if they have any, reset back empty.
to 0. If an Armor has LR, it’ll reset it back to the max after one
repair. For WR the weapon must have no Condition Marks
before you can start repairing the resistance and you can only
repair one WR at a time. You don’t need additional materials
for WR. Repairing takes 1 hour with Blacksmith/Engineer -25
and you can only remove one at a time. This is also applied to
Ignored Hits. If you fail you wasted an hour and no Condition
Marks are emptied.
7
Crafting Weapons
In order to craft the weapon you want, aside from knowing how to make it, you’ll need
materials equal to the weapon's weight. Some weapons may require other materials and are
stated in their respective notes. Assuming you know how to craft the weapon, for every pound
used to craft you spend one hour crafting. Roll for each hour spent. If you fail more than half the
checks necessary to complete the task, you lose all the materials you used but keep your
progress.
Once you decide what you wish to craft, the materials cannot be removed. Materials that have
a / between them give you a choice on your prefered crafting method. This does not change the
condition of the weapon. Weapons that require additional materials are stated. Some weapons
have Built-In Mods as part of the base weapon. The bonuses of the mods are added to the
weapon, they don’t require the mods materials, and the weight is included with the weapon.
These mods cover the slot for the specific modification and can be removed.
Below are two charts. The chart to the left explains which material is used for the weapon type
and what skill is used to craft it. The chart to the right explains the rarity along with the skill
check for crafting weapons.
8
Crafting Armor
Armor varies for the materials used to craft. The process is the same as crafting weapons except
you use the Blacksmith skill and there are specific materials listed. The Survival skill can be used
as a substitute to craft armor that can only be made with any Leather and/or Cloth. For these
types of armor, your Survival skill will dictate if you know how to craft them. This doesn’t apply
to Legendary and Epic rarity. Refer to the chart below. Only for Exo Suits, you’ll have to divide
the rolls in half between Blacksmith and Engineer. If there is an odd number, use Engineer. For
Power Armor, anything that isn’t the Exo Suit and Salvaged Power Armor is considered Power
Armor Plating. Exo Suit mods can only be crafted with Engineer. A Power Armor Station is
required to craft the Exo Suit and Power Armor Plating.
All Armor Sets and Under Armors are considered to be worn by Medium humanoids. For other
sizes, the armor must be modified and the table below explains the multiplier for all materials
used to craft. The material needed also increases the weight and time according to the total
materials used for the Armor. Exo Suits and Power Armor Plating cannot be modified for
Medium and Small but they can be for Huge and Gargantuan. Exo Suits will consume more
power from the Fusion Core depending on the multiplier. This isn’t applied to Robots except for
the Second Generation Synth.
For animals, armor crafted for them is specific to that animal only (Example: Leather Armor for
Dogs can only be worn by Dogs). For creatures besides animals, it is upon the Overseer’s
discretion. Animals, except for Intelligent Deathclaw, do not get the check bonuses from
Clothing.
Refer to the Cooking and Skinning section for additional information about collecting hides from
animals to convert them to leather. The Survival skill requirement is aligned with the rarity for
the Leather/Cloth Armor rarity in What Can You Already Craft. The table to the left explains the
size with the Material Multiplier for crafting.
Small 0.5 -
Medium 1 -
Huge 2 x4
Gargantuan 4 x8
9
Crafting Mods, Helmets, & Wasteland Gear
Mods are modifications that can be attached to your weapons. The skill used to craft the
weapon or armor, determines what mods you can craft in correspondence to the rarity. You’ll
automatically learn how to craft mods if you meet the skill requirements. Refer to the chart
below. For Explosive you must meet the requirements for both Chemistry and Engineer. For
ammo the skill applied is that of the weapon the ammo is associated with. Some mods can be
crafted separate to the item or others require the item you’re modding. You can install and
uninstall mods you’ve completed for free unless specified. This takes 15 minutes. The mods
installed on items add to the weight of the item. Very Rare, Legendary, and Epic mods must be
found.
The crafting process for all three is the same as crafting weapons except for the time. The rarity
determines how long it’ll take to craft the mod along with the penalty. Some Wasteland Gear
can be expanded like the Hiking Backpack or a Bottle. To make the expanded version you must
make it from scratch. Time is not added from the expansion.
For Helmets, the crafting rules are the same but the rarity is only used to determine the time
and the penalty. For Wasteland Gear and Helmets you’ll have to learn how to craft them by
finding one and dismantling them. You’ll have to learn how to make the helmet yourself. The
same applies to Wasteland Gear except that cannot be crafted with Leather/Cloth. All Helmets
are assumed to be wearable by Medium Humanoids unless specified. For creating custom
helmets for other sizes, apply the Material and Value Multiplier from Armor. Apply the same
material cost and value multiplier for Armor to Helmets. It’s assumed helmets are usually
constructed for medium humanoids.
Common 50 -25 2
Uncommon 75 -50 4
Legendary - -125 10
Epic - -150 12
10
Crafting Chems
Crafting chems can often prove to be very difficult. You can learn the recipe from someone else
or find it out in the wastes. You can attempt to learn on your own, but that’s upon the
Overseer's discretion it’ll take longer. Crafting Chems is the same as crafting helmets, but you
use Pharma Supplies to craft them. Also, if you fail the checks you don’t keep your progress and
you’ll have to start all over again. You have to use the Chemistry skill in order to make chems.
Survival can be used but it can only craft up Common and Uncommon chems. Some chems
require additional items like canisters and syringes. You’ll need a Chemistry Kit in order to craft
any drug. Chems require a specific container in order to use and store them properly during the
crafting process. When you finish crafting a chem, you’ll fill up the container up to it’s max use.
Refer to the Chems section and their description for what containers each uses. Below is a chart
of how long it’ll take to make drugs based on the rarity. You make chems to its max use.
With a Chemistry Workbench you’re able to make batches of the same chem you're crafting for
the same amount of time. It costs in addition the same Pharma Supplies of the chem you’re
currently crafting. You can only make up to two batches of a chem at a time. For chems, you
need the container before you start the crafting process. For the second batch, the success and
failure is dependent on the first batch’s rolls. Failing will cause you to lose double the materials.
Example: If Jenathy is crafting a Stimpak and she wants to craft a second at the same time on a
Chemistry Workbench, she’ll have to expend another pound of Pharma Supplies. If she succeeds
in all the skill checks she crafts two Stimpaks, if she fails, she wasted the supplies and the
batches are ruined and unsable.
Rare -75 12 1
Legendary -125 20 2
Epic -150 24 3
11
Crafting Drinks & Poisons
Drinks are the fun approach of using the Brewer’s Kit, For Poisons, you must use the Survival Skill to extract poison from
meanwhile Poisons is the deadly approach. You can brew drinks creatures. It takes 10 minutes to extract poison from any creature
in large quantities such as Absinthe, Beer, Bourbon, anything in but be sure to have a container to store it. If you fail the check
Drinks that a Material specified. This process is called Distilling. you get no poison. The damage and effects are the same as the
You’ll need 40 lbs of Boiled and/or Purified Water, 10 lbs of the creature’s poison in the Bestiary. A pound of poison can be used
Brewing Supply of Choice associated with the drink you want to up to 5 times.
make, and a Cask to store the contents and mix them. If atleast
one Boiled Water is used, all the drinks from it will have Rads You can also craft Antivenom for poisons from creatures. You’ll
+5 upon consumption. The same will result if only Boiled Water need at least 1 lb of the Poison of the creature. It’ll take you one
is used. hour to craft antivenom with either Chemistry or Survival check,
you have to use either a Brewer’s Kit, Chemistry Kit, Brewer’s
Once all the ingredients are gathered you roll Chemistry or Stand, or Chemistry Workbench, and you’ll need Pharma Supplies
Survival once with a penalty of -25. If you fail, the contents of depending on the Defcon Tier of the creature. The chart below
the brew will spill which means you’ll have to get another 40 covers the supplies and time necessary to craft Antivenom for the
Water Servings. Upon succeeding the process will begin. You specific creature. This can also be used as a reference for custom
must wait seven days for the brewing process to finish. After poisons. The value for poisons is per pound.
the seven days the drinks will be ready and you’ll have 40
Servings of the Drink you just brewed. Don’t forget to have Creating your own Poisons is fun too but you’ll have to
bottles ready for the drinks. Try your own combinations and experiment and talk to your Overseer. You’ll need specific
make your own but talk to your Overseer first. If you only use ingredients and you can use either Chemistry or Survival. Follow
Purified Water, increase the value of the drinks by 2 caps per the same crafting rules as Crafting Weapons except there is a set
serving and it does not give Rads. crafting time. The Poison Damage from these Poisons are only
applied for the attack, the additional effects occur during the
You can also make your own custom drinks that are made in duration. The poisons below are examples but you’ll have to find
batches. You can use either Chemistry or Survival and you only the recipe for them. If you want to figure out how to make them
need to roll once, but if you fail you lose the ingredients. You on your own, talk to your Overseer and refer to the Progression
need the ingredients to be full in order to be used. Use the Bar for additional information.
following Drinks to inspire you to make new ones. These drinks
count towards System Shock unless specified and the container You have to find the secret recipes for Vim, Nuka Cola, Sunset
is dependent on the ingredients. Sarsaparilla, or any variants of them in order to make it.
Defcon Tier Penalty Poison Amount by lbs Value Antivenom Penalty Lbs of Pharma Supplies
12
Crafting Explosives
In order to make explosives, you need both Engineering and Chemistry. Once you have the
materials gathered you may begin crafting. It takes two hours to make an explosive. You roll
Engineer for the first hour then Chemistry for the second hour. If you fail once, you lose all the
materials and have to start over. Overseer discretion is advised for non-listed explosives.
-10 Molotov Cocktail -Cloth 0.1 lbs -75 Bottlecap Mine -Bottlecaps 10
-One Alcoholic Drink of choice -Gunpowder 1 lbs
(Takes 10 seconds and requires no -Scrap Metal 5 lbs
skill check to craft). -Sensor Module
-25 Pipe Bomb -Gunpowder 0.1 lbs -75 C-4 Explosive -Pharma Supplies 2 lbs
Dynamite -Scrap Metal 1 lb -Plastic 2 lbs
Tin Grenade -Cloth 0.5 lbs (Dynamite Only) -Scrap Electronics 0.5 lbs
-Scrap Electronic 1 lb (Tin Grenade -Scrap Metal 0.5 lbs
Only)
-25 Smoke Grenade -Scrap Metal 0.5 lb -75 Incendiary Grenade -Gasoline 0.5 lbs
-Pharma Supplies 0.5 lbs -Scrap Metal 2 lbs
-50 Flash Grenade -Pharma Supplies 1 lbs -100 Electro Grenade -MFC 1 (Must be fully charged)
Tear Gas Grenade -Scrap Metal 1 lb Pulse Grenade -Scrap Electronics 1 lbs
-Scrap Metal 1 lbs
-50 Gas Bomb -Gasoline 0.5 lbs -100 HalluciGen Gas Grenade -HalluciGen Gas 1 lbs
-Scrap Metal 4.5 lbs -Scrap Metal 2 lbs
-50 MFC Grenade -MFC 1 (Must be fully charged) -100 Plasma Grenade -PC 1 (Must be fully charged)
-Scrap Metal 2 lbs -Scrap Metal 2 lbs
-50 Satchel Charge -Gunpowder 1 lbs -125 Cryo Grenade -Cryo Ammo 1 (Must be fully
Anti-Tank Grenade -Scrap Metal 5 lbs charged)
-Scrap Metal 2 lbs
-60 Frag Grenade -Gunpowder 0.5 lbs -150 Nuka Grenade -Nuclear Material 2 lbs
HE Grenade -Scrap Metal 2 lbs -Scrap Metal 2 lbs
13
Crafting Traps
With Engineering and Survival, you can also craft traps in various forms of traps. If you’re
attempting to disarm a trap, you can use the Engineer or Sleight of Hand skill. Disarming a trap
is specified in the Disarm Trap Action. When looking for traps, the penalty is based on the
Crafting penalty and you use the Detection skill. Traps vary in difficulty, time, and materials
used. Below is a chart explaining different traps and their checks. Below is a chart giving
examples of various traps. They do require materials to craft but that varies upon the setup. In
most cases you’ll be rolling AGI -1. If you succeed you’d take half damage or no damage. If you
fail you fall for the trap. How traps are setup is up to the player and the Overseer to discuss.
Animal Box Trap -50 20 Min. Traps Small or Medium creatures in a box. 50% chance of trapping a creature within a day.
Overseer rolls 1d100 in secret with 51 - 100 being a failure. If an animal is trapped they can
roll AGI -3 once an hour to try to escape. 10 lbs of Wood and 10 lbs of Scrap Metal.
Bear Trap -25 1 Min. A heavy but highly effective trap for all critters. 75% chance of trapping an animal within
the day. Overseer rolls 1d100 in secret with 76 - 100 being a failure.
Snare Trap -25 5 Min. A common trap to catch small animals. 50% chance of trapping a small animal within the
day. Overseer rolls 1d100 in secret with 51 - 100 being a failure. Can be crafted with 1 lb of
Wood, 1 lb of Cloth, and 1 lb of Scrap Metal.
Trip-Based Trap -25 30 Min. Aside from the rope, you’ll also need something for the trap to trigger like an Explosive,
Energy Weapon, Gun, etc. The damage and effect is dependent on the item. Can be crafted
with rope, 5 lbs of Scrap Metal, and the item of choice to trigger the attack. An AGI -3 check
is required for anyone that activates the trap. If they fail the trap hits them, if they succeed
they evade the trap.
This can be turned into a Whip Trap or a Mace Trap for the same amount of time. The Whip
Trap upon a failure will knock someone down. A Mace Trap will inflict 2d20+5 True Damage
and knock someone down.
Laser-Trip Wire -75 1 Hour Functions the same as a Trip-Based Trap but more advanced. This trap can trigger an
Trap Explosive, Shotgun, Rifle, etc. Can be crafted with 1 Sensor Module, 1 lb of Laser Parts, and
5 lbs of Scrap Metal.
Pressure Plate -50 5 Min. Aside from rope and a loose stone, you’ll also need something for the trap to trigger like a
grenade, shotgun, etc. Can be crafted with 10 lbs of Scrap Metal. You determine how many
pounds are needed to activate the trap within reason.
Electrical-Based -50 1 Hour This trap can be a long electrified string or pressure plate. This trap makes you stun
Trap opponents. Can be crafted with 5 lbs of Scrap Metal, 5 lbs of Scrap Electronics, and 1 EC.
For each EC used apply ER -10%.
14
Cooking & Skinning
Cooking is an essential part of surviving in the wasteland. Many The hide and meat acquired along with the time, depends on the
of the ingredients you’ll need you’ll come across on your Size. You roll once and if you succeed you roll again according to
travels but without the knowledge on how to apply them, the table below for the specified hide and meat. Failing to roll will
they’re useless. Food is considered an item. You use the result in butchering the creature and getting nothing from it.
Survival skill to cook. You automatically know how to cook any Some creatures have their own hide type specified in the
recipe in the Recipe Book. Glowing Variants and Ghouls only Equipment Document in the Materials section.
have Glowing Meat. 2 lbs of Wood is necessary for cooking
anything. Raw Meat spoils after two hours so you’ll need to Once the hide is collected, you’ll have two hours to tan them
find a way to cool it enough to make it last for a few days under the sun or some form of heat before they rot and become
longer. In extreme temperatures, the meat will spoil regardless. unusable. The tanning process will take six hours. Once tanned,
they can be used for crafting and it’ll be considered Leather. The
Cooked Food becomes spoiled after 24 hours. If preserved in a name varies on the original hide. Refer to the Equipment
refrigerated container, that keeps it cool, it’ll last up to 3 days. Document under the Materials section for specifications.
If you eat spoiled or raw food, there's a chance of getting sick.
Roll a 1d100 everytime you eat a serving. On a 91 - 100 you’ll Fruits and Vegetables are found in the wild and are upon the
get sick the next day and suffer food poisoning. All skills checks Overseer’s discretion. When they spoil is upon the Overseer’s
get a -25 and all S.P.E.C.I.A.L. checks get -2 for 10 - (END/2) discretion. Some vendors sell them as produce in their shops.
hours. On a 1 - 90 nothing happens to you. All Cooked Food They can be any real life fruit or vegetable but their spoiling
inflicts 1d6 Radiation per serving unless specified. depends on their real life counterparts.
Raw Meat can also be turned into Dried Meat. You’ll need to
Hide Raw Meat Penalty Size Time
set up a Butcher’s Rack or a Drying Rack and leave it during the
day for eight hours. They’ll spoil after a week. 1d4 1d4+1 -10 Small 5 Minutes
Cooking only requires one roll to take depending on the recipe 2d6+8 3d10 + 100 -40 Huge 20 Minutes
depending on the time. If you fail the check you lose all the
2d8+12 4d10 + 200 -50 Gargantuan 25 Minutes
ingredients and end up eating uncooked, or burnt food which
only gives one serving of food. It may get you sick but that’s
upon the Overseer’s discretion. You can cook up to three
recipes at the same time. You can have at the max, three
bonuses active at a time from Food. The same Food bonuses do
not stack.
When out in the wild, getting your own food may prove to be
difficult. However, meat isn’t the only thing you can get off
fresh game. You can skin their hide to turn it to Leather. You can
use a Dagger Type Melee Weapon or an item meant for taking
hide.
15
Food Value Ingredients Penalty Serving(s) Cooking Time Duration Description
Cooked Meat 5 -Any Dried/Raw Meat 1 lb -10 1 10 Min. N/A For each Defcon Tier above 3,
increase the price by 5 caps.
Cat Fillet 25 -Cat Meat 1 lbs -30 1 20 Min. 10 Minutes AGI +1 to checks.
-Eggs (Any) 2 Sequence +5.
-Pepper 0.1 lbs
-Salt 0.1 lbs
-Boiled/Purified Water 1
Crispy Cave Cricket 10 -Cave Cricket Meat 1 lb -30 1 20 Min. 10 Minutes RR +10%
-Pepper 0.1 lbs
-Salt 0.1 lbs
Deathclaw Wellington 90 -Deathclaw Meat 2 lbs -40 2 1 Hour 30 Minutes HP +4 per Minute.
-Deathclaw Eggs 2
-Boiled/Purified Water 1
-Pepper 0.1 lbs
-Salt 0.1 lbs
16
Food Value Ingredients Penalty Serving(s) Cooking Time Duration Description
Fried Fog Crawler 30 -Fog Crawler Meat 1 lb -30 1 30 Min. 15 Minutes END +1 to checks.
-Egg (Any) 1 AC +5.
-Boiled/Purified Water 1
Glowing Meat 3 -Any Glowing Meat 1 lb -30 1 10 Min. Instant Rads +25. For each Defcon Tier
(Cooked) above 5, increase the price by
2 caps and Rads by 10. Could
be referred to for any creature
or Humanoid.
Radscorpion Fillet 75 -Radscorpion Meat 2 lbs -40 2 20 Min. 10 Minutes END +2 to checks.
-Radscorpion Eggs 2 PR +20%.
-Pepper 0.1 lbs
-Salt 0.1 lbs
-Boiled/Purified Water 1
Scorchbeast Mixed 60 -Scorchbeast Meat 2 lbs -50 2 1 Hour 10 Minutes HP +5 per Minute.
Meat Stew -Boiled/Purified Water 1 +1 to SPECIAL Checks.
-Pepper 0.1 lbs
-Salt 0.1 lbs
17
Food Value Ingredients Penalty Serving(s) Cooking Time Duration Description
Scrambled Eggs 5 -Eggs (Any) 2 -10 1 5 Min. N/A For each Rarity higher than
Common, increase the price
by 5 caps.
Yao Guai Ribs 20 -Yao Guai Meat 1 lb -30 1 2 Hours 10 Minutes END +1 to checks.
-Pepper 0.1 lbs +10% DR to all Natural Armor.
-Salt 0.1 lbs
18
Crafting Tools
Crafting Tools works the same way as crafting helmets. You’ll have to find the tools and
dismantle them in order to learn how to craft them. The parts required are also listed below.
Legendary and Epic can only be crafted upon the Overseer’s discretion.
19
Crafting Ammo & Mags
Everything here refers to Ammunition in Equipment. In order to make bullets, shells, explosives,
and energy ammo, you’ll use Gunsmith. For Arrows and Bolts, you’ll use Blacksmith or Survival.
Bullets, shells, bolts, and arrows are crafted in batches of 10. For ammunition considered as
Special, you can either use Engineer or Gunsmith to craft. Special Ammo for Common,
Uncommon, Rare, and Very Rare are crafted in batches of 10. But Legendary and Epic can only
be crafted one at a time. Energy Ammo and Big Gun Explosives are crafted one at a time.
Crafting is the same as crafting a helmet. ECs can be crafted with either Engineer or Gunsmith.
When Energy or Special Ammo is crafted, it has no charge.
When crafting Bullets, Shells, and Big Gun Explosives it is different for materials. Scrap Metal is
half the weight of the bullet. Gunpowder and Lead make up the rest of the bullets remaining
weight but in half. For Arrows and Bolts the weight is divided evenly and can be crafted with
either Scrap Metal or Wood. For Energy it functions the same as Bullets except Gunpowder is
replaced with Plastic. Materials for other ammo is specified in their description.
Common -25 1
Uncommon -50 2
Rare -75 3
Legendary -125 5
Epic -150 6
Weapons that use mags can also be crafted. If you know how to craft the weapon, you know
how to craft the magazine. The size of the magazine determines the materials needed and they
cannot be dismantled. The check is a Gunsmith -25 Penalty and it takes one hour to craft.
0.04 lbs 1 - 10
0.08 lbs 11 - 20
0.1 lbs 21 - 30
1 lbs 31 - 50
2 lbs 51 - 120
20
Crafting Station
Tools are good to help on the road, but sometimes a station is necessary for difficult tasks. A
Crafting Station can be used to craft items. Crafting Station cannot be moved from place to
place, unless you somehow have a trailer. Below is a chart with the various Crafting Stations you
can set up. The Skill is the skill you need to roll for eight hours in order to craft the Crafting
Station. Follow the same crafting rules as Weapons and Armor. If dismantled you retrieve the
same components used to craft and it will take four hours.
Dismantling the Crafting Station doesn’t require rolls to be made. You need at least 100 in the
associated skill to craft the Crafting Station. Crafting Stations are 5 ft by 5 ft by 5 ft. You may not
apply tools when using a Crafting Station. You may apply clothing bonuses. Up to two people
may use the Crafting Station at the same time and you get the skill bonus when dismantling or
Material Converting. If a Crafting Station is considered broken, you don’t need materials, only
time. You’ll roll to repair with the skill used to craft for half the time it took to craft a -25
penalty. If you fail you’ll have to try again. If you succeed, the Crafting Station can be used.
Ammo Press -50 Gunsmith -Gunsmith Tools Gunsmith +10 and get one reroll an hour. Can only be used to
-Lead 20 lbs craft/modify bullets, shells, and Big Gun Explosives. When
-Scrap Metal 30 lbs crafting or modding you can make double the amount.
Materials are still necessary.
Auto Doc -100 Computer Science/ -Auto Doc OS Doctor Penalty Checks up to 100 can be automatically
Doctor -Doctor’s Bag completed with the Auto Doc. The time for the penalty doesn’t
-Fusion Core change. A fully charged Fusion Core will power the Auto Doc
-Computer Parts 20 lbs for a century. You must roll 8 hours for each skill in order to
-Scrap Electronics 20 lbs finish this Crafting Station.
-Scrap Machinery 10 lbs
-Scrap Metal 20 lbs
Barbeque Grill -25 Blacksmith/ -Scrap Metal 30 lbs Survival +15 and get one reroll an hour. Can only be used to
Engineer cook food.
Biofuel Converter -50 Chemistry -Brewer’s Stand Converts 3.3 lbs of Grain to 1 lb of BioFuel. Can convert up to
-Chemistry Kit 56 lbs of Grain to a max of 17 lbs of Biofuel. This process takes
-Plastic 20 lbs 24 hours upon start. Requires an MFC to power on. Fully
-Scrap Electronics 20 lbs charged MFC lasts for four days.
-Scrap Metal 30 lbs
Biofuel/Gas -50 Engineer -Plastic 4 lbs Can store up to 24 lbs of Biofuel/Gas (Only one can be inserted
Generator -Refined Metal 20 lbs or it’ll break). While powered, a fully charged Biofuel/Gas
-Scrap Electronics 10 lbs Generator can last for 15 hours and it can power machines the
size of a Station Wagon. Biofuel/Gas Generators can easily be
destroyed and upon explosion have the same effects of a Frag
Grenade. The size is halved.
21
Crafting Station Penalty Skill Parts Required Bonus
Brewer’s Stand -25 Chemistry/ -Brewer’s Kit 1 Chemistry/Survival +15 and get on reroll an hour. Can only be
Survival -Glass 20 lbs used to craft/modify Drinks.
-Scrap Metal 20 lbs
-Wood 20 lbs
Butcher’s Rack -25 Survival -Cooking Tools 1 Survival +25 and get one reroll an hour. Can only be used to
-Leather Craft Tools 1 skin animals. Can hang up to 30 lbs of Raw Meat or Hide. Refer
-Wood 20 lbs to Cooking and & Skinning for their times.
-Scrap Metal 10 lbs
Campfire -10 Survival -Wood 10 lbs Survival +15 and emits a 25 ft light around it. Can only be used
to cook food. Campfires can easily be destroyed and its size is
2.5 ft by 2.5 ft by 2.5 ft. Cooking Tools can be used with this
and it stacks with the Campfire bonus. Campfire takes only 10
minutes to craft with only one check necessary.
Chemistry -75 Chemistry -Chemistry Kit 1 Chemistry/Survival +25 and get one reroll an hour. Can only be
Workbench -Glass 10 lbs used to craft/modify Explosives and Chems. This cannot be
-Scrap Metal 20 lbs used for the Engineer check for Explosives.
-Wood 10 lbs
Drying Rack -25 Engineer/Survival -Scrap Metal/Wood 20 lbs Can hang up to 30 lbs of Raw Meat or Hide. Drying Racks take
only 30 minutes to craft with only one check necessary.
Energy Generator -50 Engineer -Plastic 2 lbs Can be used to power one machine if fully charged that’s the
-Refined Metal 10 lbs size of a Station Wagon. Depending on the Energy Ammo
-Rubber 2 lbs inserted depends on how long it’ll remain powered. MFC
-Scrap Electronics 5 lbs Generators can easily be destroyed and upon explosion have
-Scrap Machinery 5 lbs the same effects of an MFC Grenade. The size is halved.
EC: Six Hours.
MFC & ECP: 24 Hours.
PC: 48 Hours.
Energy Station -50 Gunsmith -Gunsmith Tools 1 Gunsmith +25 and get one reroll an hour. Can only be used to
-Tool Set 1 craft/modify Energy Weapons and Energy Ammo. If a Fusion
-Lead 10 lbs Core is installed it can recharge the specified Energy Ammo for
-Plastic 10 lbs the stated time.
-Scrap Electronics 20 lbs EC: 0.01% for two hours.
-Scrap Metal 30 lbs MFC & ECP: 0.1% for four hours
PC: 1% for six hours.
Forge -50 Blacksmith -Blacksmith Tools 1 Blacksmith/Survival +25 and get one reroll an hour. Can only be
-Leather Craft Tools 1 used to craft/modify Armor, Bows, Melee Weapons, Unarmed
-Scrap Electronics 20 lbs Weapons, Shields, Helmets, Archery Mods, and Armor Mods.
-Scrap Metal 30 lbs Cannot be used to craft Power Armor Helmets.
-Wood 10 lbs
Gunner’s Bench -50 Gunsmith -Gunsmith Tools 2 Gunsmith +25 and get one reroll an hour. Can only be used to
-Lead 5 lbs craft/modify Big Guns, Small Guns, Gun Mods and Scopes.
-Scrap Metal 15 lbs
-Wood 10 lbs
22
Crafting Station Penalty Skill Parts Required Bonus
Lubricant Extractor -75 Chemistry -Plastic 2 lbs Can store up to 20 lbs of Raw Meat from Creatures, Brewing
Engineer -Refined Metal 20 lbs Supplies, Fruits, and Vegetables. When these items are
-Rubber 10 lbs inserted they’re converted to Lubricant, however it’ll convert 1
-Scrap Electronics 10 lbs lb to 0.1 lbs an hour. Items inserted won’t spoil. The storage is
shared between the Purified Water and the water being
purified. It must be powered by a type of Generator.
Nuclear Generator -100 Engineer -Lead 20 lbs This station is used as a power machine that’s roughly the size
-Nuclear Material 10 lbs of a Bus and it can recharge Energy Ammo with each having
-Plastic 50 lbs specific times.
-Refined Metal 50 lbs EC: 1 for 30 minutes.
-Scrap Electronics 20 lbs MFC/ECP: 1 for one hour.
-Titanium 20 lbs PC: 1 for two hours.
Fusion Core: 1% for 24 hours.
Can insert up to ten of the specified Energy Ammo stated
above. The size is doubled. This takes twelve hours to craft
instead.
Power Armor -75 Blacksmith/ -Blacksmith Tools 2 Blacksmith/Engineer +25 and get one reroll an hour. Can only
Station Engineer -Plastic 20 lbs be used to craft/modify Power Armor and Power Armor
-Refined Metal 50 lbs Helmets.
-Scrap Electronics 20 lbs
Robot Workbench -75 Engineer -Roboticist Kit 1 Computer Science and Engineer +25 and get one reroll an hour.
-Glass 10 lbs Can only be used to craft/modify/repair robots and robot
-Plastic 10 lbs upgrades.
-Scrap Electronics 20 lbs
-Scrap Metal 30 lbs
Stove -75 Engineer -Cooking Tools 1 Survival +25 and get one reroll an hour. Can only be used to
-Glass 10 lbs cook food and make drinks. Requires a generator to power it. A
-Refined Metal 60 lbs fully charged MFC can power a Stove up to six hours. Duration
-Rubber 15 lbs lowers only when the station is being used.
-Scrap Electronics 5 lbs
Surgery Station -75 Doctor -Doctor’s Bag 2 Doctor +25 and get one reroll an hour. Can only be used to
-Scrap Metal 10 lbs perform surgery.
-Computer Parts 5 lbs
-Cloth 5 lbs
Terminal -50 Computer Science -EC 1 A necessary asset for editing holotapes and input information
-Glass 5 lbs of your choice. Terminals can be used to make networks,
-Scrap Electronics 10 lbs security firewalls, link up to other terminals, control the
-Scrap Metal 10 lbs targeting parameters of connected turrets, etc. Terminals can
be moved and their size is halved. A terminal will last for a
month with a fully charged EC. Duration lowers only when the
station is being used.
23
Crafting Station Penalty Skill Parts Required Bonus
Vehicle Station -50 Engineer -Tool Set 2 Blacksmith/Engineer +25 and get one reroll an hour. Can only
-Vehicle Repair Kit 1 be used to craft/modify vehicles.
-Refined Metal 50 lbs
-Scrap Electronics 10 lbs
Water Purifier -50 Engineer -Plastic 4 lbs Can store up to 32 lbs of water. Any water that’s inserted, will
-Refined Metal 20 lbs turn to Purified Water however, it’ll only be able to convert 1 lb
-Scrap Electronics 10 lbs of water an hour. The storage is shared between the Purified
Water and the water being purified. It must be powered by a
type of Generator.
Wood Generator -50 Engineer -Plastic 2 lbs Can be used to power one machine at a time that’s roughly the
-Rubber 2 lbs size of a standard Crafting Station. Generators require Wood to
-Scrap Electronics 5 lbs be powered. Five pounds of wood can power the Generator for
-Scrap Machinery 5 lbs 30 minutes. Generators can easily be destroyed and upon
-Scrap Metal 20 lbs explosion have the same effects of a Molotov Cocktail. The size
is halved.
Workbench -50 Engineer -Tool Set 2 Engineer +25 and get one reroll an hour. Can be used for
-Scrap Electronics 10 lbs anything that requires an Engineer roll.
-Scrap Metal 20 lbs
24
Dismantling
You won’t know how to craft every single weapon and armor in the wasteland, but there's a
way. You have to attempt to dismantle a weapon, armor, mod, etc., you study its making, and
put it back together. You’ll need to roll for each hour according to its rarity. The skills used
correspond to what you use to craft it. If you fail more than half the checks the item is reduced
to materials and you don’t learn the recipe.
You cannot dismantle Chems and Drinks unless you use a Chemistry Workbench, but you can
only learn the recipe from dismantling and no materials are gained except for the container for
the Chem/Drink. The Chem/Drink is used up in this process. For Throwing Weapons use the
Engineer. For Explosives use the Engineer skill. You may also choose to dismantle the parts and
keep them in material form for free but the time it takes to do this is based on the rarity as well.
If you dismantle a broken item, you get half the materials that make up the item.
For Ammo you may dismantle up to ten of the same rarity at once. This doesn’t apply to Ammo
that can only be made one at a time. If mods are installed, they can be safely removed before
you dismantle unless specified. If you leave them on the item, you’ll get the materials that were
also used to make the mod, unless specified. However, if you’re doing skill checks and fail in
dismantling, you’ll lose the mod as well.
Upon dismantling a weapon, you’ll also know how to make it’s mags if it requires one. If the
item is modded, you’ll have to dismantle one mod at a time. This means that you’ll have to
dismantle the item, then each mod separately even if the mod cannot be removed or is built-in.
If the weapon has built-in mods, they won’t be added to the weapon if it’s newly crafted. If you
switch the Frame or Barrel Mod of a weapon you’ll have the Base Barrel/Frame for that specific
weapon. If the weapon has a Frame or Barrel Mod that isn’t the base, if you successfully
dismantle it and learn the recipe, you’ll know how to make the base weapon.
For Ammo Mods dismantled, it’s limited only to what it can be crafted with.
Example: If you dismantled a 9mm Armor-Piercing Bullet, you’ll have to roll separately to learn
how to make the 9mm Bullet, and then again for the Armor-Piercing Mod. The Armor Piercing
Mod isn’t limited only to the 9mm Bullet.
25
Rarity Penalty Hours Rarity Penalty Hours
Downtime Crafting
If you don’t want to roll for every hour you want to craft, there’s an alternate method,
Downtime Crafting. It is simple: You take double the normal amount of time and materials it
takes to craft without the necessity to roll. (The weight of the item will not be doubled.) This
can be done to any item. You need at least 125 in the associated skills with only bonuses from
perks applied. You can not craft without knowing how to make the item, nor does it count
towards Progression Bars. If however, you have any Fatigue, you cannot do Downtime Crafting.
Perks that half the time to craft will also half Downtime Crafting time. Overseers can decide to
not allow this method for crafting for a campaign for players but it’s recommended for NPCs.
26
Material Conversion
Materials Conversion can expand your crafting potential by putting materials together and
making new ones. You use the skill in relation to the part. If you fail to convert the material, you
lose the materials used for the conversion. You only need to roll once for the skill associated
with the conversion. Each conversion has a specified time and skill requirements. If the
conversion has more than one skill, either skill can be used and only one skill requirement is
necessary. For Robot Parts you have to know how to make that specific Robot Part. must first
choose which type of robot then refer to its material to know which rarity it is to apply the
penalty. You cannot reverse the conversion.
Very Rare Robot Part 1 lb -45 -Refined Metal 6.5 lbs Engineer 30 min. -
-Scrap Electronics 5 lbs
27
Progression Bar
The progression bar is a way to track a player’s progress in learning a new Unarmed Technique,
forging a new type of weapon, etc. The progression bar doesn’t need to be applied to
everything such as adding an already built scope to a gun. If something already states the time it
takes to craft, ignore this section. The Progression Bar would be used if the player wishes to
create something custom and not covered in the PNP.
How Progression Bars work is simple. Let’s say a player wants to learn a new Unarmed
Technique like the Maxson Grapple by a Brotherhood of Steel Paladin. The Overseer will put up
a bar of 0/10. The player would have to train for a minimum of one hour and roll the skill
pertained to the Progression Bar. In this case it’s the Unarmed Skill. Let’s say the player rolled a
45 compared to Unarmed 175. The Overseer’s Penalty is -50. Apply the standard Skill Check
rules and the players pass. The player then adds 1 to their progress making it 1/10. Once the
progression bar is complete the player will complete their task and learn the Maxson Grapple.
It’s up to the Overseer’s discretion how long the Progression Bar is.
Factors such as supplies, the actual skills are taken into consideration and it’s up to the
Overseer’s discretion to determine an appropriate Progression Bar. Don’t forget that crafting
requires materials and the players need to remove it from their inventory once rolled. This can
also be used as a reference to learn recipes of items you don’t know how to craft in the sense of
concept
Example: If you someone can’t craft a Yao Guai Gauntlet, but they’ve encountered Yao Guais
and have gathered their material, the Overseer can declare that they can attempt to learn the
recipe over a course of time if they have a high enough Blacksmith and at least 25 in Unarmed.
Then once they know the recipe, they can craft it.
28
Implants
Implants are permanent body enhancements installed in your brain. They can vary from
S.P.E.C.I.A.L. increases to additional Free Movement. ER does not affect Implants and the
bonuses are permanent increases. Implant schematics have to be found and are upon the
Overseer’s discretion.
The first step is to acquire 20 lbs of Scrap Electronics. Once you have the materials you must
then craft a Blank Implant. A Blank Implant is a small electronic device that is the base of all
implants. The Engineer skill must be rolled per hour for forty-eight hours with the skill penalty
being -100. If more than half the checks are failed, you don’t lose progress, but you must gather
all materials used.
Once a Blank Implant is crafted, you must first then decide what Implant in the list below to
craft. You cannot change the Implant once the first roll is made. You roll the Chemistry skill per
hour for twelve hours with the skill penalty being -100. If more than half the checks are failed,
the implant will break and you’ll have to make it all over again.
Lastly, you use the Doctor skill with a -100 skill penalty per hour for six hours. You cannot install
the Implant onto yourself through this. Someone has to do it for you. This process cannot be
done on separate occasions. Meaning you have to do the surgery for six hours straight, maybe
more if any checks fail. If more than half the checks are failed, the individual you’re installing the
Implant into gets a Fatigue and you’ll have to do the surgery all over again. The same rules are
applied when removing an Implant.
Combat Ready 20000 Increase Hit Chance by +25 for Melee Weapons, Throwing, and Unarmed.
Regeneration 15000 Regenerate 10 HP an Hour and double the HP you gain from a Short Rest.
SPECIAL +1 Boost 8000 Choose one of the seven Primary Stats to increase by 1. It can exceed the racial maximum.
Trigger Happy 20000 Increase Hit Chance by +25 for Archery, Big Guns, Energy Weapons, Small Guns, and Throwing.
29
Cybernetics
Cybernetics allows you to create wonderful monstrosities with beautiful mechanical limbs that
wreak havoc on the world. Cybernetic schematics have to be found and are upon the Overseer’s
discretion. At least one person crafting a Cybernetic must have 100 in the Doctor skill.
Cybernetics are affected by pulse weapons and they are not counted as part of your Carry
Weight. If they are hit they’ll shut off and require repairs. The weight of a Cybernetic is equal to
the total weight of its materials.
After you decide what Cybernetic you want to craft, gather the materials listed. After, the
Engineer skill must be rolled following the same rules for Implants. It’ll take forty-eight hours
with the skill penalty depending on the Cybernetic. Following the Engineer skill is the Computer
Science skill penalty requiring forty eight hours as well following the same rulings as Implants
with the skill depending on the Cybernetic. You’ll need a Terminal in order to complete this
action.
Lastly is the Doctor skill when you install the cybernetic onto someone. Follow the same rules as
the Doctor skill for Implants with the skill penalty depending on the Cybernetic. This will take
twelve hours to install. For adding Cybernetics onto animals, you’ll need at least 100 in
Animalism skill.
Brain Casing 1000 Ignore Targeted Head Attacks 5 times. A cybernetic brain -Computer Parts 3 lbs Computer Science -75
cannot be placed in the brain case. You can only have -Refined Metal 2 lbs Doctor -75
one. Engineer -50
Cybernetic 3000 Immune to Targeted Head Attack Effects. You can only -Computer Parts 2 lbs Computer Science -100
Brain have one. -Titanium 1 lbs Doctor -100
Engineer -100
Cybernetic Eye 1200 Ignore range penalties for 250 ft. You can only have two. -Computer Parts 0.1 lb Computer Science -75
Doctor -75
Engineer -75
Cybernetic 5000 Immune to Poison. Increase Max HP by 25%. You can only -Computer Parts 0.5 lbs Computer Science -100
Heart have one. -Refined Metal 0.5 lbs Doctor -100
Engineer -100
Cybernetic Liver 4000 Can never be addicted to chems and drinks. You can only -Computer Parts 2 lbs Computer Science -100
have one. -Refined Metal 2 lbs Doctor -100
Engineer -100
Cybernetic 4000 Immune to Gas. You still need to breathe. You can only -Computer Parts 1.5 lbs Computer Science -100
Lungs have one. -Refined Metal 1.5 lbs Doctor -100
Engineer -100
30
Cybernetic Value Description Material(s) Skill Penalty
Cybernetic 4000 Double your carry weight. You can only have one. -Computer Parts 0.05 lbs Computer Science -100
Spine -Refined Metal 0.05 lbs Doctor -100
Engineer -100
Cybernetic 5000 You don’t need to eat or drink. You can only have one. -Computer Parts 0.1 lbs Computer Science -100
Stomach -Refined Metal 0.1 lbs Doctor -100
Engineer -100
Robot Arm 1000 STR +1 to checks. -Computer Parts 3 lbs Computer Science -50
AC +5 -Refined Metal 5 lbs Doctor -50
If both arms are robotic, bonuses are doubled. Unarmed -Scrap Machinery 4 lbs Engineer -50
Attack depends on race. Can add modification to switch
between a One-Handed Weapon and a Robot Hand.
Requires Gunsmith/Blacksmith for four hours to
complete. Replacing the weapon also takes four hours.
You can now grab equipment. For Super Mutants and
Intelligent Deathclaws, the parts required are doubled.
Robot Arm 750 Add a Big Gun, Energy Weapon, Melee Weapon or Small -Scrap Machinery 2 lbs Doctor -50
Weapon Gun. If you attach a two-handed weapon, you’ll use your -Weapon of Choice Gunsmith -50
other hand to wield it as well. You still have to reload.
Cannot have a Robot Hand. Gunsmith process takes four
hours to complete and follows the same rules for the
Implants. The Weapon won’t break if this craft action
fails. Replacement also takes four hours.
Robot Leg 1000 +1 Free Movement. -Computer Parts 9 lbs Computer Science -50
If both legs are robotic, bonuses are doubled. For Super -Refined Metal 25 lbs Doctor -50
Mutants and Intelligent Deathclaws, the parts required -Scrap Machinery 15 lbs Engineer -50
are doubled.
Voice Change 1500 Change your voice. You can only have one. -Computer Parts 0.5 lbs Computer Science -50
Doctor -50
Engineer -50
31
Cybernetic Pulse Effect
For those with cybernetics it works the same as electronics when stunned. However, if you are
stunned for more than one minute, your Cybernetic shuts off permanently and will require
repairs.
Cybernetic Effect
Brain Casing/ Cybernetic You’re instantly unconscious for the duration of the pulse. You will die if these cybernetics shut down. Nothing can
Heart/ Brain / Spine revive you.
Cybernetic Liver Bonus from Cybernetic Liver isn’t in effect. You’ll feel sick and die in 8 days if the Liver is not repaired. Chems can’t
revive you.
Cybernetic Lung Bonus from Cybernetic Lung isn’t in effect. If you have one cybernetic lung and one normal lung, you’ll be fine, but
if you have two Cybernetic Lungs, you’ll start to suffocate. Follow the Suffocation rules in the combat page.
Cybernetic Stomach Bonus from Cybernetic Stomach isn’t in effect. You have to eat and drink again.
Eye PER 1 if you only have one Cybernetic Eye. If both eyes are Cybernetic Eyes, you suffer from Blindness.
Robot Arm/Hands Bonus from Robot Arm/Hand aren’t in effect. Cannot use Two-Handed Weapons or the weapon installed into the
arm. If both arms are Robot Arms you cannot use any weapons in your hands.
Robot Leg/Foot Bonus from Robot Legs/Foot aren’t in effect. Cannot Run nor Sprint. If both legs are Robot Legs, you become prone
and can only move while prone.
Voice Change Your voice may change or you’ll become mute. Roll 1d2 to determine what happens.
32
Robot Upgrades
Now the best part about having your own robot, or being a A robot's power may last for hundreds of years. All Robots can
robot, are all the possible upgrades you can craft. All the parts benefit from the upgrades but not all of them can use the same
are considered items when not attached. weaponry. Depending on the type of Robot Part, it may not be
able to use some weapons. This is referred to as Approved
Robot Upgrades are separated into six categories: Head, Torso, Combat Skills and it mostly revolves around the Arms and some
Modifications, Arms, Legs, and Armor Plating. All parts follow Torsos. Below are abilities some Robots can obtain through
the same crafting process. Once all materials are gathered for certain parts. Attacks with Laser Shot in their name can be
the part of choice, you roll for the time associated with the part replaced with another weapon and they’re powered by the
per skill with the skill penalty specified (Example: A Head Part Robot’s power source. Robots with the Flight ability can’t move
takes four hours to craft per skill. If a part only requires one without Legs.
skill, it’ll take four hours. If the part requires two skills, you’ll
have to roll four hours for one skill, and four hours for the Ability Description
other). The failure rules are the same as crafting an Implant
with the Engineer skill. For Computer Science checks you need Burrow 2 AP to go down underneath the earth. Cannot be hit
while underneath the ground. 1 AP is one space. Cannot
a working Terminal.
dash nor sprint while underground. 2 AP to go back up.
You cannot burrow through metal and concrete floors. If
Anyone, including if you’re a Robot, can switch robot parts and there is a rider mounted, increase the AP cost to 3 when
mods take an hour but they don’t require skill checks. If you’re burrowing and unburrowing.
a Robot you need at least one arm that doesn’t have any
Climber Can climb without movement being penalized and it costs
weapons attached in order to do this. 1 AP to climb 5 ft with no S.P.E.C.I.A.L. check required. You
may be able to scale off walls and ceilings but it depends
You don’t know how to make any robots at the start of on the durability of the surface. For Robots, this allows
them to climb.
Character Creation at Level 1. For higher levels talk to your
Overseer. Some Robots are impossible to know how to build Flight Ignore Difficult Terrain penalties and can apply Run and
depending on their location (Example: Think Tanks Robots can Sprint movement while in the air.
only be crafted if you’ve been to the Big MT and learned how to
make one). For Heads, Torso, Arms, and Legs, you must find the Robots get additional Armor to all their Base depending on their
Robot’s body part and dismantle it like an item. The skill size. Refer to the chart below.
penalty is dependent on the Robot Parts used to craft
(Example: If you dismantle a Protectron Arm, the skill penalty is
Size Description
-25 because it’s a Common Robot Part.) Refer to Dismantling
for additional information. You must use the Engineer skill for Small DT +1 and DR +5%.
dismantling. The weight of Robot Upgrades do not apply to the
Medium DT +2 and DR +10%.
CW.
Large DT +4 and DR +20%.
Robots do not have schematics in their holotapes of their
bodies. Another option to find the schematics is to travel the Huge DT +6 and DR +30%.
wasteland in search of RobCo or General Atomics facilities and
Gargantuan DT +8 and DR +40%.
hope you can find something there. The heart of a robot is a
holotape which can reside in the Head or Torso. This is referred
to as the Memory Core. The Memory Core contains the
personality, levels, XP, Tagged Skills, and skill points of a Robot.
Refer to Memory Core for additional information.
33
Memory Core
Personality Description
The Memory Core of a Robot is its heart and personality.
Without it, it cannot function. All Robot traits, skills, perks, Maintenance Walks around and has a neutral approach to
level, and experience are kept in a Holotape which is Worker encounters.
considered your heart, the Memory Core. Your Memory Core
Security Patrols a designated area or person and anyone
cannot be reprogrammed but it can be deleted. Deletion hostile will be met with force.
cannot be done to player character Robots. Even if the body of
a Robot is at 0 HP and has failed three Reaper Checks, you’re Entertainer A joke teller or a disc jockey that seeks to entertain
not truly dead until someone grabs the Memory Core and those around them.
destroys it. The Max HP of a robot is that of the body. The Merchant All they think about is caps and have set prices for
Memory Core itself has 1 HP. items. Bartering does affect them.
The rarity of a Memory Core is Very Rare and the value is 100
caps.
34
Head
The head of a robot is the brain. Without it a robot can’t retain its memories or knowledge.
Robots can only have one head. Head upgrades will take four hours to complete. An MFC must
be fully charged for this part to be installed properly.
Assaultron Head 8 700 Death Ray -Assaultron Parts 7 lbs Engineer -75
Skill: Energy Weapons S: 5 Dmg: 4d10+40 Dmg Type: Plasma
Rng: 250 ft
DT Ignore and DR -30%. Anyone in the line of attack is hit by
this. Once Death Ray is used, it’ll take one turn to recharge.
This weapon cannot be Targeted. Ignore 5 Targeted Head
Attacks. Can also be used as a One-Handed Weapon but
requires a Fully Charged MFC to fire. Reload is the same as a
Big Gun.
C-27 Head 9 800 Ignore 3 Targeted Head Attacks. -C-27 Parts 8 lbs Engineer -75
Hopeville Eyebot 10 360 Arc Blaster -Hopeville Eyebot Parts Engineer -50
Skill: Energy Weapons S: 2 T: 3 Dmg: 4d10+10 Dmg Type: 9 lbs
Plasma Rng: 100 ft
DT -5 and DR -20%.
+9 Free Movement and Flight.
Only Modifications and Armor Plating can be installed. Can’t
Crouch or Prone.
Combat Skills: Energy Weapons (No Big Guns) Small Guns,
Unarmed (but cannot use Unarmed Weapons).
Size: Small
STR 4, END 5, AGI 9
Humanoid Brain 7 1250 Ignore 5 Targeted Head Attacks. A Humanoid Brain may be -Bio Med Gel 1 lbs Doctor -75
Robot Head installed after completion and it takes one minute for free. -Humanoid Brain Engineer -75
Requires an Intact Humanoid Brain to function. Robot 7 lbs
Loadlifter Head 4 400 Ignore 5 Targeted Head Attacks. -Loadlifter Parts 4 lbs Engineer -75
Protectron Head 6 100 Ignore 1 Targeted Head Attack. -Protectron Parts 5 lbs Engineer -25
Robobrain Head 6 1100 A Humanoid Brain may be installed after completion and it -Bio Med Gel 1 lbs Doctor -75
takes one minute for free. Requires an Intact Humanoid -Robobrain Parts 6 lbs Engineer -75
Brain to function.
Sentry Bot Head 3 600 Ignore 8 Targeted Head Attacks. -Sentry Bot Parts 3 lbs Engineer -50
35
Torso
All robots have a torso. This is where all of their limbs connect and where their power source
lies. However, these torso upgrades refer to the main body and special abilities. The base armor
comes from the Armor Plating section. Torsos have no Armor. Robots can only have one Torso.
Torso upgrades will take eight hours to complete for each skill required. The Torso does not
provide armor stats. Only one head, one left arm, and one right arm, and legs can be installed.
C-27 Torso 25 2500 Size: Medium -C-27 Parts 25 lbs Engineer -75
STR 4, END 8, Max HP +30, CW +50
Robobrain Torso 20 3000 Size: Medium -Robobrain Parts 20 lbs Engineer -100
STR 4, END 6, Max HP +20, CW +40
Securitron Torso 30 4500 Heads cannot be installed. Ranged Weapons except for -Securitron Parts 30 lbs Engineer -100
Archery and Throwing can be installed into the Left and Right
Shoulder.
Size: Medium
END 7, Max HP +20, CW +75
Sentry Bot Torso 30 6000 Size: Large -Sentry Bot Parts 30 Engineer -125
STR 4, END 10, Max HP +50, CW +100 lbs
Hover Bot 8 280 Hover Bot Laser -Hover Robot Parts 7 Engineer -50
Skill: Energy Weapons S: 2 T: 3 Dmg: 6d4+8 Dmg Type: Laser lbs
Rng: 200 ft
+9 Free Movement and ignore Difficult Terrain penalties.
Only Modifications and Armor Plating can be installed.
Combat Skills: Energy Weapons (No Big Guns) Small Guns,
Unarmed (but cannot use Unarmed Weapons).
Size: Small
STR 4, END 7, AGI 10
Liberator Body 8 280 Liberator Laser Shot -Liberator Robot Parts Engineer -50
Skill: Energy Weapons S: 3 T: 4 Dmg: 5d4+5 Dmg Type: Laser 7 lbs
Rng: 150 ft
Only Liberator Legs, Modifications, and Armor Plating can be
installed.
Combat Skills: Energy Weapons (No Big Guns), Small Guns,
and Unarmed.
Size: Small
STR 4, END 3
36
Torso Upgrades W Value Description Material(s) Skill Penalty
Loadlifter Torso 20 2000 Size: Large -Loadlifter Parts 20 lbs Engineer -75
STR 3, END 8, Max HP +20, CW +200
Mr. Handy/Ms. Nanny 10 180 Only Mr. Handy/Ms. Nanny/Mr. Gutsy Limbs(3)/Thruster, -Mr. Handy/Ms. Nanny Engineer -25
Body Modifications, and Armor Plating can be installed. Targeted Parts 9 lbs
Attacks can be done to its three eyes. You can Tri-Wield
Weapons.
Size: Medium
STR 2, END 5, Max HP +10.
Mr. Gutsy Torso 10 900 Only Mr. Handy/Ms. Nanny/Mr. Gutsy Limbs/Thrusters, -Mr. Gutsy Parts 9 lbs Engineer -75
Modifications, and Armor Plating can be installed. Targeted
Attacks can be done to its three eyes. You can Tri-Wield
Weapons.
Size: Medium
STR 3, END 7, Max HP +30.
Scurry Robot 20 760 Scurry Laser Shot -Scurry Robot Parts 19 Engineer -50
Skill: Energy Weapons S: 3 T: 4 Dmg: 4d6+10 Dmg Type: lbs
Laser Rng: 150 ft
Only Scurry Robot Legs, Modifications, and Armor Plating
can be installed.
Combat Skills: Energy Weapons (No Big Guns), Small Guns,
Unarmed.
Size: Medium
STR 3, END 3, AGI 7
Security Robot 15 560 +9 Free Movement and ignore Difficult Terrain penalties. -Security Robot Parts Engineer -50
Flight. Only Security Robot Arms (4), Modifications, and 14 lbs
Armor Plating can be installed.
Size: Medium
STR 5, END 5, AGI 3
Think Tank Torso 10 2200 Only Think Tank Arm (3), Modifications, and Armor Plating -Bio Med Gel 1 lbs Computer Science -50
can be installed. Flight. A Humanoid Brain may be installed -Think Tank Parts 10 Doctor -25
after completion and it takes one minute for free. Requires lbs Engineer -50
an Intact Humanoid Brain to function.
Size: Medium
STR 3, END 5, AGI 5
First Generation Synth 25 5000 Only Modifications and Armor Plating can be attached. Can -1st Gen Synth Parts Engineer -25
Body only be crafted by those who are from the Institute. Can 24 lbs Doctor -25
Crouch, Prone, High Jump, and Long Jump.
Size: Medium
STR 5, END 5, AGI 7
Second Generation 40 6400 Only Modifications can be attached. Can only be crafted by -2nd Gen Synth Parts Engineer -50
Synth Body those who are from the Institute. They can wear Under 29 lbs Computer Science -50
Armor, Armor Set, and Enter an Exo Suit like a Human. Can -Plastic 10 lbs Doctor -50
Crouch, Prone, High Jump, and Long Jump.
Size: Medium
STR 6, END 6, AGI 8, LR: 3
37
Modifications
Robot modifications, or mods, are customizable upgrades that can make your robot unique.
They can vary from increased HP to more AP. You can only have one Robot Mod that has module
in the name installed at a time. Robots can only have one module installed at a time. You can
have up to eight mods installed. Mods that can be repeated aren’t counted as part of the limit.
(Example: More Wires at its max only counts as one mod). Robot Mods will take five hours to
complete for each skill required. Unlike other Robot Parts, you’ll only need 125 in Computer
Science or Engineer to be able to have access to all the modifications.
Blacksmith Module 20.5 350 Get Blacksmith +25 for checks and get one reroll for -Blacksmith Tools Blacksmith -50
Blacksmith. This resets after a Short Rest. -Holotape Computer Science -50
Brewer’s Module 10.5 150 Get Chemistry +25 for checks and get one reroll for -Brewer’s Kit Computer Science -50
Chemistry. This resets after a Short Rest. -Holotape Chemistry -50
Chef Module 5.5 125 Get Survival +25 for checks when cooking only, and get one -Cooking Tools Computer Science -50
reroll for Survival when cooking only. This resets after a Short -Holotape Survival -25
Rest.
Constructor Module 35.5 600 Get Blacksmith and Engineer +25 to checks when building -Blacksmith Tools Blacksmith -50
structures only, and get one reroll for Blacksmith/Engineer. -Tool Set Computer Science -50
This resets after a Short or Long Rest. Eyebots and Liberators -Holotape Engineer -50
cannot get this module.
Doctor Module 10.5 600 Get Doctor +25 for checks and get one reroll for Doctor. This -Doctor’s Bag Computer Science -50
resets after a Short Rest. -Holotape Doctor -50
Engineer Module 15.5 350 Get Engineer +25 for checks and get one reroll for Engineer. -Tool Set Computer Science -25
This resets after a Short Rest. -Holotape Engineer -50
Gunsmith Module 15.5 350 Get Gunsmith +25 for checks and get one reroll for -Gunsmith Tools Gunsmith -50
Gunsmith. This resets after a Short Rest. -Holotape Computer Science -50
Hacking Module 5.5 850 Get Computer Science +25 and get one reroll for Computer -Computer Parts 5 lbs Computer Science -75
Science. This resets after a Short Rest. -Holotape
Lockpick Module 5.5 200 Get Sleight of Hand +10 for checks the purposes of -Lockpick Set Computer Science -50
lockpicking and get one reroll for Sleight of Hand. Ignore -Holotape Sleight of Hand -25
break failures. This resets after a Short Rest.
Adv Lockpick Module 12.5 1200 Get Sleight of Hand +30 for checks the purposes of -Expanded Lockpick Computer Science -50
lockpicking and get one reroll for Sleight of Hand. Ignore Set Sleight of Hand -50
break failures. This resets after a Short Rest. -Holotape
Dual Modules 0.5 1000 You’re able to have 2 Modules installed. This doesn’t count -Robot Mod OS Computer Science -75
as a module. Only one can be installed. This counts as part of Engineer -75
the mod limit.
Action Program 0.5 1000 Increase Max AP by 1. Only two can be installed. -Robot Mod OS Computer Science -50
Engineer -50
38
Modifications W Value Description Material(s) Skill Penalty
EMP Shield 30 1250 ER +50%. Only one can be installed. -Lead 10 lbs Engineer -100
-Rubber 10 lbs
Extreme Heat Mod 20 1000 Ignore Extreme Weather Effects above 95 degrees -Refined Metal 20 lbs Blacksmith -100
Fahrenheit. Only one can be installed. Engineer -100
Floaties 40 2400 Robots don’t sink anymore and instead can move around in -Plastic 20 lbs Blacksmith -50
water like a human. -Scrap Electronics 10 Computer Science -50
lbs Engineer -50
-Scrap Machinery 10
lbs
Hardened 5 3200 DT +5 and DR +10% to all, AC +20, Max HP +60 -Titanium 5 lbs Blacksmith -75
Only one can be installed per Armor Plating and it cannot be Engineer -75
removed from the Armor Plating. This does not count for the
mod limit.
Helmet Install - - Add the Helmet of your choice. Price, stats, material, skill -Helmet of Choice -
check, and crafting time is dependent on the original Helmet.
You cannot install Sentry Bot, Assaultron, and Eyebot
Helmet. Can only be applied to Robots with a Head Part.
Increased Storage - 60 Increase carry weight by 50. Adding another 5 lbs of Leather -Leather 10 lbs Engineer -25
will increase the CW by +25. Increase Value by 10 caps per 5
lbs added. This can be done up to three times. Only two can
be installed.
Lucky Charm 0.5 7000 Increase CC +5. Only two can be installed. -Robot Mod OS Engineer -100
Mesmetron Beam 25 7000 Once per round for 5 AP, attempt to pacify a Humanoid or -Scrap Electronics 20 Engineer -125
Creature for one turn. They must roll CHA -2. If they succeed, lbs
they shrug off the effect. If they fail, they don’t feel like -Titanium 5 lbs
fighting anything till their next turn. A lesser version of a
Mesmetron. Only Robots that require an Intact Humanoid
Brain can get this mod.
More Wires 10 300 Increase your Max HP by 30. Only three can be installed. -Refined Metal 5 lbs Engineer -75
-Scrap Electronics 5 lbs
Radio 1 50 Play music while on the road and pick up radio broadcasts -Handheld Radio Engineer -25
and transmissions. You can also communicate with others
who have radios.
Night Vision 10 300 Ignore Night Time Penalties up to 300 Feet. -Glass 5 lbs Engineer -50
-Scrap Electronics 5 lbs
Overdrive 1 2000 Increase Total AP by 2. Only one may be installed. Fusion -Fusion Core Computer Science -75
Core must have some charge. Engineer -75
Pulse Resistance 5 5000 Ignore 50% of the damage you’d take from Pulse related -Scrap Electronics 10 Computer Science -50
damage. Only one can be installed. lbs Engineer -50
Radiation Coils 5 3250 Emit 50 rads instantly to anything around within 15 ft. This -Tesla Coils 5 lbs Computer Science -50
costs 4 AP. Only one may be installed. -Nuclear Material 2 lbs Engineer -50
39
Modifications W Value Description Material(s) Skill Penalty
Recon Sensors 9 2000 Can track up to 10 targets for an hour. Once they’re beyond -Recon Scope Engineer -50
5000 ft, the mark disappears. They can’t be tracked if they’re
invisible beforehand. Can be tracked if they used a Stealth
Boy after they’ve been marked.
Self Destruct 5 1500 When they die, you’ll immediately self-destruct. Only one -Explosive of Choice Engineer -25
may be installed. The value and weight depends on the
Explosive. You can put in up to 5 Explosives.
Smoke Screen 15 1600 Costs 4 AP. Choose an area within 25 ft and place a smoke -Pharma Supplies 5 lbs Chemistry -50
screen that’s 10 ft by 10 ft. All attacks going through or inside -Refined Metal 5 lbs Engineer -50
the smoke take the Heavy Fog Environmental Penalty. This is -Scrap Electronics 5 lbs
a gas. The smoke lasts for 20 seconds upon use. Can be used
up to a max of six times. Regain up to max charges after two
Short Rests in a row.
P.C.I.L. Boost 0.5 1000 Increase PER, CHA, INT, or LCK by 1. Only three can be -Robot Mod OS Computer Science -75
installed.
Stealth Drive 5 - As a free action use the Stealth Boy installed. Value of the -Stealth Boy of Choice Computer Science -50
Stealth Boy of Choice is doubled. Weight depends on Stealth Engineer -50
Boy as well. Only one may be installed.
Tesla Coils 10 5000 Increase Energy Weapons DM by 0.25. It can only be -Tesla Coils Parts 10 lbs Computer Science -75
connected to one Energy Weapon. Only one may be Engineer -75
installed.
Thermal Vision 4 900 See through smoke and darkness without penalty, but -Thermal Scope Engineer -50
they’re less effective in daylight, -25 Hit Chance while in
bright sunlight. This can be turned on and off.
Winterized Mod 20 1000 Ignore Extreme Weather up to absolute zero. Only one can -Refined Metal 20 lbs Engineer -100
be installed.
40
Arms
Arms are used to carry weapons, or a common means for the robots to attack with. When
making an arm, you make one at a time. Arm upgrades will take four hours to complete.
Attachments take two hours. If a weapon is attached to each arm, the robot cannot grab
anything or use some skills, Overseer discretion. When an arm is attached you gain the Metal
Fist attack unless the arm is attached with another weapon. You must specify if it's the Left or
Right arm. If the Robot cannot wield weapons like a Human, they cannot use items. The
description for the arm is specific for one arm therefore all effects apply to that arm except for
SPECIAL. Attached weapons can never be Disarmed.
Assaultron Arm 6 450 All weapons must be attached in order to use. Cannot be -Assaultron Parts 6 lbs Engineer -50
added to Mr. Handy/Ms. Nanny/Mr. Gutsy and Think Tanks.
Combat Skills: All except Archery.
STR +2, LR: 3
C-27 Arm 7 525 Can wield weapons normally like a Human. Cannot be added -C-27 Parts 7 lbs Engineer -50
to Mr. Handy/Ms. Nanny/Mr. Gutsy and Think Tanks.
Combat Skills: All.
STR +3, LR: 5
Humanoid Brain 8 900 Can wield weapons normally like a Human. Cannot be added -Humanoid Brain Engineer -75
Robot Arm to Mr. Handy/Ms. Nanny/Mr. Gutsy and Think Tanks. Robot Parts 8 lbs
Combat Skills: All except Archery.
STR +3, LR: 4
Loadlifter Arm 10 900 All weapons must be attached in order to use. Cannot be -Loadlifter Parts 10 lbs Engineer -75
added to Mr. Handy/Ms. Nanny/Mr. Gutsy and Think Tanks.
Combat Skills: All except Archery and Throwing.
STR +4, LR: 3
Mr. Handy/Ms. 3 45 Can wield weapons like a Human. Can only be added Mr. -Mr. Handy/ Ms. Engineer -25
Nanny/Mr. Gutsy Handy/Ms. Nanny/Mr. Gutsy and Think Tank. Nanny Parts 3 lbs
Arm Combat Skills: All except Archery and Big Guns (Excluding
Flame Weapons).
STR +1, LR: 2
Protectron Arm 5 60 Protectron Laser Shot -Protectron Parts 5 lbs Engineer -25
Skill: Energy Weapons S: 3 T: 4 Dmg: 7d4+6 Dmg Type: Laser
Rng: 250 ft
This weapon cannot be Targeted. All weapons must be
attached in order to use. Cannot be added to Mr. Handy/Ms.
Nanny/Mr. Gutsy and Think Tanks.
Combat Skills: All except Archery and Throwing.
STR +1, LR: 3
Robobrain Arm 8 900 Can wield weapons normally like a human. Cannot be added -Robobrain Parts 8 lbs Engineer -75
to Mr. Handy/Ms. Nanny/Mr. Gutsy and Think Tanks.
Combat Skills: All except Archery.
STR +1, LR: 4
41
Arm Upgrades W Value Description Material(s) Skill Penalty
Securitron Arm 8 900 Gain the perk Two For One for this arm. All weapons must be -Securitron Parts 8 lbs Engineer -75
attached in order to use. Cannot be added to Mr. Handy/Ms.
Nanny/Mr. Gutsy and Think Tanks.
Combat Skills: All except Archery and Throwing.
STR +3, LR: 3
Security Robot Arm 6 225 Security Laser Shot -Security Robot Parts 5 Engineer -25
Skill: Energy Weapons S: 3 T: 4 Dmg: 4d6+10 Dmg Type: lbs
Laser Rng: 150 ft -Laser Parts 1 lbs
This weapon cannot be Targeted. Can only be added to
Security Robots.
Combat Skills: All except Archery.
AGI +1, LR: 3
Sentry Bot Arm 12 1800 All weapons must be attached in order to use. Cannot be -Sentry Bot Parts 12 Engineer -75
added to Mr. Handy/Ms. Nanny/Mr. Gutsy and Think Tanks. lbs
Apply Big Gun Setup Burst Penalties for all Ranged Weapons
attached.
Combat Skills: All except Archery and Throwing.
STR +3, LR: 6
Think Tank Arm 4 390 Monitor is attached to the arm and it displays an eye or -Think Tank Parts 2 lbs Engineer -75
mouth. You cannot grab anything or equipment. Can only be -Computer Parts 2 lbs
attached to Think Tank.
Combat Skills: All except Archery and Big Guns (Excluding
Flame Weapons when attached)
LR: 3
Guns Attachment - - Attach a Big Gun or Small Gun of choice. Price and weight -Big Gun or Small Gun Gunsmith -50
depend on the weapon. Mags are not necessary but ammo of Choice
must be carried and inserted. Ignore Two-Handed penalty.
Energy Weapons - - Attach an Energy Weapon of choice. Energy Ammo (Except -Energy Weapon Gunsmith -50
Attachment those for Flame Weapons) do not require reload or ammo
for the weapon is powered by the Robot’s power source. You
can still reload another Energy Ammo such as a modded one
and apply its effect. Price and weight depend on the
weapon. Ignore Two-Handed penalty.
Melee/Unarmed - - Attach a Melee Weapon of choice. Price and weight depend -Melee/Unarmed Blacksmith -50
Weapons Attachment on the weapon. Charges from Melee Weapons are ignored. Weapon
For Unarmed, replaces Metal Fist Attack for hands. Ignore
Two-Handed penalty and cannot get One/Two-Handed
bonus.
Tool Attachment - - Attach a Crafting Tool of choice. Price and weight depend on -Tool of Choice Engineer -50
the Tools.
Robot Hands 5 85 Attach a hand to a Robot Arm that states you can’t wield -Rubber 1 lb Engineer -50
weapons like a Human. Now you can, but only One-Handed -Refined Metal 2 lbs
weapons. (If both at least two arms have Robot Hands). -Scrap Electronics 2 lbs
42
Legs
Legs work differently with robots. Not every robot has legs but that doesn’t stop them from
moving. Mr. Handys, Ms. Nannys, Mr. Gutsys, Eyebots, Hover Robots, Security Robots, and
Securitrons cannot benefit from this section. Leg upgrades will take eight hours to complete.
Sentry Bot Legs take twelve hours to complete for each skill required.
Assaultron Legs 50 5000 +6 Free Movement. Can Crouch, Prone, Long Jump, and High -Assaultron Parts 50 Engineer -75
Jump. lbs
AGI 10, LR: 3
C-27 Legs 50 5000 +6 Free Movement. Can Crouch, Prone, Long Jump, and High -C-27 Parts 50 lbs Engineer -75
Jump.
AGI 8, LR: 5
Humanoid Brain 60 6000 +3 Free Movement. Can crouch and prone. -Humanoid Brain Engineer -100
Robot Legs AGI 8, LR: 4 Robot Parts 60 lbs
Liberator Legs 10 400 +6 Free Movement and Climber. -Liberators Robot Parts Engineer -50
AGI 8, LR: 1 10 lbs
Loadlifter Rollers 50 7500 +6 Free Movement. Increase size to Large. Can’t go up or -Loadlifter Parts 40 lbs Engineer -100
down ladders.
AGI 8, LR: 3
Mr. Handy / Ms. 10 200 +3 Free Movement. Ignore difficult terrain penalties. -Mr. Handy/ Ms. Engineer -25
Nanny Thruster Sneak -25 Nanny Parts 10 lbs
AGI 7, LR: 3
Mr. Gutsy Thruster 5 500 +6 Free Movement. Ignore difficult terrain penalties. -Mr. Gutsy Parts 5 lbs Engineer -75
Sneak - 50
AGI 8, LR: 3
Robobrain Rollers 50 7500 +6 Free Movement. Apply Big Gun Setup Penalties for all -Robobrain Parts 50 lbs Engineer -100
Burst Attacks. Can’t go up or down ladders.
Sneak -50
AGI 6, LR: 4
Scurry Robot Legs 40 1600 +3 Free Movement, Burrow and Climber. -Scurry Robot Parts 40 Engineer -50
STR 4, AGI 10, LR: 3 lbs
Securitron Wheels 20 3000 +6 Free Movement. -Securitron Parts 20 lbs Engineer -75
AGI 8, LR: 3
Sentry Bot Legs 90 18000 +6 Free Movement. Increase size to Large. Apply Big Gun -Sentry Bot Parts 90 Engineer -100
Setup Penalties for all Bursts. Can’t go up or down ladders. lbs
AGI 6, Sneak -75, LR: 6
43
Armor Plating
Armor Plating is the same as a person having on armor, except for robots. Armor plating has to
be adjusted for the specific robot. The cost of materials varies on the robot. All the armors
below can be added to any robot. But understand that weight can be a problem for small
robots. Armor Plating upgrades will take twenty four hours to complete. Power Armor takes
seventy two hours. You must use the Blacksmith skill for this.
C-27 Plate 30 3000 AC: +52 -C-27 Parts 30 lbs Blacksmith -75
N: 6/60%
L: 5/40%
F: 4/20%
P: 4/20%
Ex: 4/20%
LR +4
SH: 10
Eyebot Plate 10 200 AC: +19 -Eyebot Parts 10 lbs Blacksmith -25
N: 2/30%
L: 2/20%
F: 1/20%
P: 1/20%
Ex: 1/20%
SH: 3
Hopeville Eyebot 10 400 AC: +21 -Hopeville Eyebot Parts Blacksmith -50
Plate N: 4/30% 10 lbs
L: 4/30%
F: 2/30%
P: 2/20%
Ex: 3/20%
SH: 5
Hover Robot Plate 15 600 AC: +25 -Hover Robot Parts 15 Blacksmith -50
N: 7/70% lbs
L: 7/50%
F: 5/60%
P: 5/40%
Ex: 6/40%
SH: 10
44
Armor Plating W Value Description Material(s) Skill Penalty
Liberator Plate 10 400 AC: +17 -Liberator Parts 10 lbs Blacksmith -50
N: 3/20%
L: 2/20%
F: 1/10%
P: 1/10%
Ex: 3/20%
SH: 5
Loadlifter Plate 20 2000 AC: +42 -Loadlifter Parts 20 lbs Blacksmith -75
N: 6/50%
L: 5/45%
F: 4/15%
P: 4/15%
Ex: 4/25%
LR +2
SH: 10
Mr. Handy/Ms. 10 200 AC: +13 -Mr. Handy / Ms. Blacksmith -25
Nanny Plate N: 3/50% Nanny Parts 10 lbs
L: 2/30%
F: 2/30%
P: 2/10%
Ex: 2/30%
SH: 5
Mr. Gutsy Plate 5 500 AC: +32 -Mr. Gutsy Parts 5 lbs Blacksmith -75
N: 5/50%
L: 4/30%
F: 4/40%
P: 3/20%
Ex: 3/40%
SH: 10
45
Armor Plating W Value Description Material(s) Skill Penalty
Robobrain Plate 20 3000 AC: +44 -Robobrain Parts 20 lbs Blacksmith -50
N: 6/50%
L: 4/40%
F: 5/40%
P: 3/20%
Ex: 5/30%
LR +1
SH: 8
Scurry Robot Plate 20 8000 AC: +15 -Scurry Robot Parts 20 Blacksmith -25
N: 4/30% lbs
L: 3/20%
F: 2/20%
P: 2/30%
Ex: 3/20%
SH: 5
Securitron Plate 20 3000 AC: +42 -Securitron Parts 20 lbs Blacksmith -100
N: 6/50%
L: 5/40%
F: 4/30%
P: 3/30%
Ex: 5/40%
SH: 6
Security Robot Plate 10 400 AC: +18 -Security Robot 10 lbs Blacksmith -50
N: 3/50%
L: 2/20%
F: 2/30%
P: 2/10%
Ex: 2/30%
SH: 5
Sentry Bot Plate 40 8000 AC: +71 -Sentry Bot Parts 40 Blacksmith -125
N: 13/70% lbs
L: 10/60%
F: 8/60%
P: 7/50%
Ex: 14/50%
LR +10
SH: 20
Mr. Handys, Ms. Nannys, Mr. Gutsys, and Eyebots lose their
bonus Free Movement.
Unconventional - - Add the Armor of your choice. Price, stats, material, skill - -
Armor Plate check, and crafting time is dependent on the original armor.
Power Armor Plate - - Add the Power Armor Plating of your choice. Price, stats, - -
material, skill check, and crafting time is dependent on the
original armor. This Armor Plate cannot be attached onto Mr.
Handys, Ms. Nannys, Mr. Gutsys, Hopeville Eyebots, Eyebots,
Hover Bots, Scurry Bots, and Security Robots. All robots lose
their Free Movement.
46
Vehicles
Working Vehicles are extremely rare in the Fallout world. Ranging from a simple Row Boat to a
Verti-Bird. The Pilot skill revolves around the usage of Vehicles in combat and traveling. They
open the world to players on a much larger scale. Being able to travel great distances within a
matter of hours changes the course of a campaign. Vehicles are not to be given to players but
they are earned through either preying it off a powerful faction or making their own through
sweat, blood, and tears.
It’s highly recommended that Overseer’s alert players about the presence of Vehicles in a
campaign for if a player decides to spend many points into the Pilot skill and they never get an
opportunity to use their skill, they’ll be disappointed.
If you do plan to use Vehicles, it’s best to introduce them at a small scale at Level 5. Small scale
could be a bicycle, or a Steamboat that travels up and down a river. At Level 10 or above, the
party should have the experience and wealth to have access to a car, motorcycle, etc. to make
travel easier. However, this does make them a target.
Vehicles make anyone a target in the wasteland and they’re easy to spot since most of them are
loud. But aside from being targets, vehicles require heavy maintenance. You’ll need an engine,
fuel, tires, plating, a frame, etc. just to get a working car. Make sure your players know the
responsibilities of owning a vehicle.
Vehicles in Combat function similar to standard combat, but don’t’ be afraid to keep it restricted
to them. Vehicle chases, jumping off ramps in order to crash into a building, crashing into other
vehicles, these are all examples of situations that could prove to be difficult to handle, but be
realistic and reasonable in these situations.
47
Driver / Pilot & Vehicle AP Vehicles have their own AP which acts the same as AP in Combat.
Refer to Vehicle AP Cost for additional information.
The driver gains a new AP Limit which is separate from their
own. The Vehicles. They can only be using one type of AP
during their turn, the Vehicles, or theirs. The Driver must have Driving Modifiers
at least one hand operating the vehicle. Driver’s get a -50 Hit Often the terrain you travel on will affect your driving. Below is a
Chance when attacking while the vehicle is in motion. They can chart of modifiers for various types of terrain you’ll be
do only one type of attack while Driving and the AP is taken out maneuvering through with the Pilot Skill. While you're in those
from the Vehicle. If the Driver switches places, the AP spent is regions you’ll have to roll a Pilot every hour of driving. Some
applied to the new Driver. Drivers can’t do Targeted Attacks due Environmental Effects can stack on top of each other and have
to their focus being split between driving and attacking. Drivers drastic effects. Succeeding will result in your Vehicle not taking
cannot move the Vehicle the same turn they enter and turn on. any of the effects. These Environmental Modifiers do not apply
In the turn order, the driver’s sequence is rolled normally. The when in Combat.
minimum AP of a Vehicle is 5.
Light Forest -30 Thin trees and minimal wild life. 1d10+5 True Damage
Heavy Forest -50 Thick forest filled with life. 1d20+20 True Damage
Rain -20 Only during light rain. Consume double the fuel traveled.
Rocky Terrain -60 Mountains and hills. Roll 1d4 for each tire on the Vehicle. On a 4 the Tire is Punctured.
Rough Seas -30 The waters of the ocean are rough to travel on. 2d10+20 True Damage to the Vehicle.
Snowy Region -30 About a foot deep of snow. Refer to Stuck in Mud/Snow in Stunts.
Rough Terrain -40 Uneven terrain. Roll 1d4 for each tire on the Vehicle. On a 4 the Tire is Punctured.
Thunderstorm -50 Somewhat intense storm and wind burst. 5d10+30 True Damage
Turbulence -25 Only applies to Air Vehicles. Lower your height by 200 ft.
48
Vehicle takes half or more of its Total HP after 0 from a single damage equal to the dice roll. The result of the structure’s
turn, it’ll explode. The engine determines the explosion. damage is upon the Overseer’s discretion. If the structure is still
standing, the Vehicle will be considered stopped. The Damage
If the Vehicle lacks an Engine it’s destroyed and whoever was dice is specific to the Vehicle. Below is a chart with the max dice,
on it falls off. the DT/DR ignored, the base damage that is added to the dice
roll(s), and the vehicles associated with each one.
Seating & Size
Example: A Highwayman deals 1d10+10 damage per 10 ft moved
A Seating refers to how many individuals can fit in a vehicle. 1
towards the target. The driver drives the Highwayman up 30 ft
Seating is equal to one Medium. 2 Seating is equal to one
with 30 AP at 5 mph. Because the minimum is 10 the base
Large. 4 Seating is equal to one Huge. ½ Seating is equal to one
damage is 10 instead of 5. You roll 3d10+10 and get 25. The
Small. Gargantuan cannot fit in Vehicles. If you surpass the
individual you hit at the end gets hit for 25 damage. If the driver,
Seating limit of a vehicle, the Vehicle gets AP -2 for each
however, continues to drive in the same direction, the damage is
Seating over. If the AP is lowered up to the minimum, no one
added from before. If at any point the driver decides to do any
nor nothing else can get on the Vehicle. If you do, the Overseer
turn, the damage is reset back to one dice. It also resets if the
may restrict its speed or it might not be able to move at all. It
speed is lowered to zero. Overseer discretion is advised.
might not be able to move. One Seating is equal to 200 lbs for
the purposes of using Seating as Storage Space only. For the
If someone wants to attempt to get out of the way of a Vehicle,
seating arrangement, refer to photographs of the vehicles
they have to roll AGI. This type of evasion is a Free Action. The
although most of them are common sense. If you’re in a
speed, or mph the Vehicle is moving, determines the penalty
Vehicle, anyone that attempts to attack you takes ½ Cover
applied. If you succeed in the AGI check, you get out of its path
Penalties. This penalty doesn’t apply to ATVs, Bicycles, and
and take no damage. If you fail you take a direct hit and move
Motorcycles.
with the car at the front. Overseer discretion may apply to special
circumstances. Power Armor will damage a vehicle if hit, but the
If a Character appears to be carrying too much, they might take
Vehicle takes half the damage it dealt, except for VertiBirds and
up more seating. Players must state where in a vehicle they’re
Tanks. For Vehicle against Vehicle actions refer to Stunts. Below is
seated. This is upon the Overseer’s discretion. You may share a
a chart with the max dice for specific Vehicles.
space with another player if both are in a vehicle. Size refers to
how long, thick, and tall the Vehicle is. The size reference is
Length x Width x Height. Max Dice Vehicle
49
Vehicle Repair vehicles. You’ll consume the same fuel you would’ve spent from
the mph. Some Vehicles have a limited amount of fuel, decide
Throughout your travels, you may have to repair your vehicle
how far and fast you wish to go to a certain location and pay
every now and then aside from the HP. You’ll primarily need
attention to the weather. Refer to Time, Traveling, and Navigation
the Engineer skill and plenty of parts. Below is the list of repairs
for additional information.
that you may have to make. Roll for each hour spent. If you fail
more than half the checks necessary to complete the task, you
You may not even be able to use a Vehicle to travel to some
lose all the materials you used but keep your progress.
locations such as the ruins of a heavily populated city where
rubbles is at every corner.
Traveling
Vehicles make traveling faster, but safety depends on your Leaving a Vehicle on for an hour will also consume 1/10 of a
actions. Casually driving doesn’t require the use of the Pilot gallon of your Engine’s fuel or power source.
Skill. Traveling on an open road will be easier on a vehicle but
traveling through a forest may double or even triple your time. Example: If your travel speed is 20 mph when heading to a small
town that’s 10 miles away, you’ll consume fuel and arrive at your
If you decide to drive a car into a forest with no road, even if destination faster than you would going 10 mph. Faster doesn’t
you’re going 100 mph, your distance traveled may be halved always mean better. Pay close attention to your fuel and the
because you're traveling in an environment that isn’t suitable terrain. You won’t be able to move a car through a thick forest or
for if you try, you’ll be going slower and possibly consuming
additional fuel.
Punctured Tire -15 If a tire is hit, air will constantly escape it even if you fill it up with -Rubber 0.5 lbs (Quarter -50 2
air. This occurs when a tire is hit. You’ll have to find the spot weight of the Tire)
where the air is escaping then fill it up. If you don’t have a PACP -PACP
or something similar, the penalty will remain. Once a PACP is
acquired it’ll take 10 minutes. If all Tires on a Vehicle are
Punctured, the Vehicle can only go 20 mph.
Broken Engine - If a Vehicle is reduced to HP 0 but it hasn’t exploded, it’ll require -Half the Refined Metal -50 20
repairs in order for the Vehicle to function. Aside from the necessary to craft the Engine
Vehicle’s HP, you’ll have to fix the Engine. You’ll also need
Lubricant. Refer to Engines additional information.
50
Vehicle AP Cost
This is primarily where the Pilot Skill is put into play. The penalties listed only apply when a
Vehicle is in motion. The penalties specify what they apply to. Vehicles are always in motion
unless you force them to stop with the Brake actions. If you don’t break, the Vehicle will
continue to move in the direction of the previous round. At the start of a round, the Vehicle
must move at least 2 AP equivalent in distance of the mph action. For Land/Sea Vehicle vs.
Vehicle Combat, it’s recommended to make spaces 25 ft by 25 ft by 20 ft for ease. For Vehicle
space round up or down to the closest increment of 20. Air Vehicles ignore the mph Pilot
penalty up to the 100 mph Action.
Action Description
Start/Stop Vehicle Costs 6 AP to turn on/off vehicles that have an engine or get in position to move non-engine vehicles. This can only be done
with the Drivers own AP.
Soft Brake Cost 5 AP to stop a vehicle. This action can only be done when moving 20 mph or less.
Hard Brake Cost 5 AP to stop a vehicle and a Penalty of -30. It can only be done when moving above 20 mph. Once you break you’ll be
forced to move 20 ft towards the direction you’re moving.
Switch Places Switch places with someone in the vehicle for 3 AP. Switching Drivers costs 5 AP. Only the person who asks to switch expends
their AP. This action must be done with the Characters AP rather than the Vehicles.
20 mph Move 20 ft for 1 AP. -10 Pilot. All attack rolls to and from a Vehicle get a -10 Hit Chance. AGI -1 when someone attempts to get
out of the way.
40 mph Move 40 ft for 1 AP. -20 Pilot. All attack rolls to and from a Vehicle get a -20 Hit Chance. AGI -2 when someone attempts to get
out of the way.
60 mph Move 60 ft for 1 AP. -30 Pilot. All attack rolls to and from a Vehicle get a -30 Hit Chance. AGI -3 when someone attempts to get
out of the way.
80 mph Move 80 ft for 1 AP. -40 Pilot. All attack rolls to and from a Vehicle get a -40 Hit Chance. AGI -4 when someone attempts to get
out of the way.
100 mph Move 100 ft for 1 AP. -50 Pilot. All attack rolls to and from a Vehicle get a -50 Hit Chance. AGI -5 when someone attempts to
get out of the way.
200 mph Moves 200 ft for 1 AP. Only Air and Air Military can take this action. All attack rolls to and from a Vehicle get a -50 Hit Chance.
AGI -8 when someone attempts to get out of the way.
300 mph Moves 300 ft for 1 AP. Only Air and Air Military can take this action. All attack rolls to and from a Vehicle get a -50 Hit Chance.
AGI -10 when someone attempts to get out of the way.
400 mph Moves 400 ft for 1 AP. Only Air and Air Military can take this action. All attack rolls to and from a Vehicle get a -50 Hit Chance.
AGI -12 when someone attempts to get out of the way.
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Stunts
Stunts are special circumstances that are life and death situations. They’re an extension of
standard Vehicle AP Actions. A few examples of pulling off stunts would be trying to jump a
deep gorge, drifting through the streets of New Reno, outmaneuvering incoming bullets, etc.
The penalty of stunts depends on the Overseer. Be as clear as possible when explaining these
types of situations. Below are a few.
45 Degree Ramp -50 A convenient ramp to go over. 5d10+20 True Damage to the Vehicle and those inside.
90 Degree Turn -20 Costs 4 AP. When attempting either a left or right turn, roll You’re able to turn, but the Vehicle takes 1d10+5 True Damage
Pilot. (Animals hauling also take this damage). The penalty is only
applied when moving above 10 mph. For Air Vehicles they
have to move at least 200 ft if they fail to try again.
180 Degree Turn -30 Costs 6 AP. When attempting a U-Turn, roll Pilot. You’re able to turn, but the Vehicle takes 2d8+10 True Damage
(Animals hauling also take this damage). The penalty is only
applied when moving above 10 mph. For Air Vehicles they
have to move at least 400 ft if they fail to try again.
270 Degree Turn -40 Costs 8 AP. When attempting a 270 Degree turn, roll Pilot. You’re able to turn, but the Vehicle takes 4d6+15 True Damage
This is a glorified 90 Degree turn. (Animals hauling also take this damage). The penalty is only
applied when moving above 10 mph. For Air Vehicles they
have to move at least 600 ft if they fail to try again.
The Donut -50 Costs 10 AP. When attempting to do a 360 Degree Turn, roll You’re able to turn, but the Vehicle takes 6d6+25 True Damage
Pilot. This also applies when flying up or down. This does (Animals hauling also take this damage). The penalty is only
nothing special except look cool. applied when moving above 10 mph. For Air Vehicles they
have to move at least 800 ft if they fail to try again.
Drive-By -30 Can only be done once a turn as a Free Action. All 2d10+10 True Damage to the vehicle.
passengers in the Vehicle ignore speed penalties for the
turn. You have to be moving at between 20 - 40 mph.
Pit Maneuver - Costs 4 AP. Penalty is the Defender’s Passive Pilot Skill. 2d10+10 True Damage to the vehicle.
Swipe a car from behind and cause the other Driver to lose
8 AP on their next turn. Must be adjacent to the Vehicle
you wish to do this to.
Unstuck -75 Costs 5 AP. Your vehicle is unable to move and it’s stuck in The Vehicle will remain in place.
either thick mud or heavy snow. Those pushing the Vehicle
can assist by rolling STR -1. This costs 4 AP per person.
Those that succeed decrease the Pilot Penalty by -10.
Ram - Costs 4 AP. Attempt to hit another Vehicle with your You miss and the Vehicle is unharmed. You must continue to
Vehicle. You roll your Pilot against the Vehicle's AC. Your move in the direction your Vehicle is moving.
speed increases the penalty. The Vehicle’s speed penalty
isn’t applied. Apply Vehicle Damage. Must be adjacent to
the Vehicle you wish to do this to.
Wheelie -50 The ultimate rule of cool. CC +10 to everyone in the Vehicle 10d10+50 True Damage to the Vehicle and those inside. The
on their next turn. Only Lightweight and Civilian Vehicles Vehicle flips over
can do this action.
52
Stunts Penalty Description Failure Effect
Aileron Roll -50 Costs 5 AP. CC +5. Only Air Vehicles can do this action. 1d20+10 True Damage to the vehicle.
Barrel Roll -25 Costs 5 AP. Double AC of the Vehicle. This action can be 1d20+10 True Damage to the vehicle.
done only once a round and outside your turn only if an
attack hits. Only Air Vehicles can do this action.
Option 2: Have Vehicles move at the end of the round with the Driver with the higher Pilot Skill
going first. If there's a tie, proceed with Sequence rules. This alternative is best used for
cinematic moments such as chases. Drivers will only go on the turn of the Vehicle, but if they
decide to stop driving, or switch with someone, they’ll go on their own Sequence.
53
Vehicles List
The Vehicle List consists of the base stats for vehicles. The value of all Vehicles includes the tires,
engines, and craftable frame. For every setting +200 is also included. Vehicles are divided into
the following categories: Lightweight, Civilian, Sea, Heavy, Military, APC, Air Military, and Tank.
Each category has base stats and the specific vehicle has slight modifications to them. For
Vehicle Size, it’s referred to as Length (L), Width (W), and Height (H). Refer to Vehicle
Modifications for information on Tires and Engines.
Lightweight Civilian & Sea Heavy & Air Military APC, Tank, & Air Military
Lightweight
Lightweight Vehicles are far smaller than the Civilian Vehicle and range from a Motorcycle to a
Row Boat. These vehicles don’t necessarily have an engine.
54
Civilian & Sea
Civilian and Sea Vehicles range from small cars to Speed boats. These are Vehicles commonly
found in towns and coastal cities.
55
Air & Heavy
Heavy Vehicles are commonly used to transport large amounts of people or to haul large
quantities of items that require an engine. Air Vehicles are planes either used lightly by the
military or flown by the common Civilian pilot. Air has unique rules that are covered in its
respective section.
56
Military
Military Vehicles are vehicles used by the police force or military ground units for quick land
transport.
57
Tanks
The Tank, a devastating weapon that can destroy structures in an instant. If the party manages
to get a working tank, you’ve given them not only a weapon of mass destruction, but the
greatest nuisance to maintain and operate. Tanks have the equivalent of an M29 81mm
Portable Mortar for the cannon, as well as a number of machine guns. There are five positions
in operating a tank. Exiting and Entering the tank costs 5 AP. The weapons attached do not
count towards the Storage Space but ammo does.
58
Armored Personnel Carrier
The Armored Personnel Carrier, or APC, functions as a troop transport, medical evacuation, and
equipment transport. It has enough firepower to send your enemies running. There are four
positions in operating an APC.
59
Air Vehicles
Air Vehicles range from biplanes to Verti-Birds. Finding a working Air Vehicle is harder than any
other Vehicle, and to learn how to fly one is just as difficult. Air Vehicles function the same as
Land Vehicles except they can go up and down and they have unique weapon categories. The
categories are Turrets, Cannons, and Explosives. If the Air Vehicle doesn’t state a category, it
doesn’t get one. Air Vehicles that have two pilots have control restrictions. The individuals go on
the same turn but only one pilot can move the plane, while the other uses its weapons. They
can swap who uses what every round. If the engine is ever out, the plane will start to fall
immediately. Pilots piloting the same Vehicle will go on the same Sequence. The Pilot skill is
used for all weapon categories in the Air Vehicle. Weapons and Explosives in the Vehicle are not
included in the price. The weapons attached do not count towards the Storage limit.
Air Combat
Air Vehicle spaces are 200 ft by 200 ft by 200 ft and they can share the same space unless
they’re double the size of the Vehicle in the space. Take off for a plane is 50 x AP ft. Landing a
plane will require half that distance. Pilot -50. Penalties may increase depending on the terrain.
The only mph actions that can be taken are 100, 200, 300, and 400. Your movement must be
declared at the start of your turn and you have to move at least 400 ft at the beginning of the
round.
Turrets
Turrets are machine guns attached to the Air Vehicle. The turrets specify how many are on the
Vehicle and which one it is. The AP Cost is that of the Weapon. Burst Fire Penalties are ignored
when attacking with the weapons of a VertiBird. The Pilot skill is used for attack rolls instead of
the Big Guns Skill. Turrets have a mag size which depends on the Vehicle and you must land in
order to reload it. Mag Size applies to each Turret. Nuclear Engines can infinitely power Energy
Weapons attached as long as they’re active. The Base Range of the weapon is doubled but
Supplementary Range and Scopes cannot be applied. Setup Burst Penalties are applied. Ammo
counts towards your Storage Space.
Cannons
Cannons are Rocket Launchers attached to the Air Vehicle. You must reload after every shot
fired per Rocket Launcher. Reload Cost is 3 AP. The Base Range of the weapon is doubled but
Supplementary Range and Scopes cannot be applied. This counts towards your Storage Space
Explosives
Explosives are hatches that you can put Mortars or a Mini Nuke to drop. You can only have up to
two in the hatch and you can only drop one at a time. Reload Cost is 5 AP. This counts towards
your Storage Space.
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Air Military Value HP AC AP Seating Desc.
61
Unique Boats
The usual transport when traveling on the high seas is a boat. Boats come in different shapes
and sizes and each has a uniqueness to them. Boats that come with a Motor Engine are blessed
with being able to reach speeds similar to that of Cars, but some like a Sailboat, Schooner, or a
Frigate have masts with sails that assist in their movement. Here are some tips for Overseer’s to
use for a party.
For boats that use masts, the wind is a factor. An Overseer may roll a 1d8 to determine the
direction of the wind with 1 being North. The wind gives additional speed if the specified boat is
traveling in the direction of the wind. Traveling in a different direction of the wind doesn’t give
speed benefits to the boat. Maneuvering through a heavy storm may require many pilot checks
and small bonuses from others on the ship manning the sails. For manning sails, STR -1 and AGI
-1 checks may be required. Failing checks like these may cause the ship to become imbalanced
and crash into a wave.
Large or Massive boats such as Aircraft Carriers, Steamboats, Tug Boats, and U.S. Patrol Ships
have a lot of space that the players can use as lodging and storage. It’s best to research the size
and interior of the ships and have a simple layout for everyone to understand the dimensions.
Treat these ships like movable structures. They’re durable but require a lot of maintenance to
function. However, it takes time for these kinds of ships to speed up, probably a few turns in
combat with a driver operating the controls.
Be as realistic as you can when it comes to how much damage these boats take. The engine, if
someone throws a fragmentation grenade at it, could explode and automatically the boat will
start sinking or can’t be controlled anymore.
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Vehicle Frame Crafting
Vehicle Frame Crafting is being able to craft your own custom Vehicle or blueprint you know
about. Crafting a Vehicle takes a long time so be sure to do it when you have a lot of downtime.
This doesn’t apply to engines, tires, etc. This is for the general body or frame of the car. In order
to make a Vehicle, you’ll have to find a blueprint of the Vehicle itself. There are two types of
vehicle blueprints you can find, a specific Vehicle Blueprint, or a Custom Blueprint. A Specific
Vehicle Blueprint refers to Vehicles listed in the Vehicle List. The base stats cannot be changed
when crafted. A Custom Blueprint uses the Custom base Vehicle Stats and they can be
customized to your liking. Depending on the Vehicle Type the Vehicle is under it will dictate its’
material cost, crafting time, and penalty. The base stats for that Vehicle type is used. For
Materials for the categories refer to the table below:
You’ll need to gather the following materials based on their stat Material Multiplier. Refined
Metal (HP), Scrap Electronics (AP), Scrap Machinery (AC), and Leather (Seating). For Time, it
refers to your crafting and it applies to hours and you roll Engineer once every 10 hours. If you
fail a check, you don’t lose progress or materials, you’ll have to roll again in the next ten hours.
The more you fail, the longer it’ll take to craft.
You need a Vehicle Station in order to the Vehicle Frame and all Vehicle Mods. Once a Vehicle is
complete. After the Frame is complete refer to Engines and Tires. For Air and Air Military, the
value increases by 5000. For every 5 ft in L, increase the Storage Space by 50 lbs. Below us the
Custom Vehicle Blueprint base stats:
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Lightweight Civilian & Sea Heavy & Air Military APC, Tank, & Air Military
L: 5 - 10 ft L: 5 - 20 ft L: 20 - 30 ft L: 5 - 20 ft L: 20 - 50 ft
W: 5 - 10 ft W: 5 - 10 ft W: 10 - 20 ft W: 5 - 10 ft W: 10 - 50 ft
H: 2.5 - 5 ft H: 5 ft H: 10 - 15 ft H: 5 ft H: 10 - 20 ft
AC: 25 AC: 20 AC: 30 AC: 40 AC: 50
AP: 15 AP: 15 AP: 10 AP: 15 AP: 10
N L: 2/20% N L: 5/30% N L: 10/50% N L: 15/60% N L: 18/80%
F P Ex: 0/10% F P Ex: 0/20% F P Ex: 5/35% F P Ex: 10/50% F P Ex: 15/70%
Max HP: 50 Max HP: 200 Max HP: 400 Max HP: 400 Max HP: 2000
Seating: 1 Seating: 4 - 8 Seating: 1 - 20 Seating: 4 - 6 Seating: 1 - 20
VR: 2 VR: 5 VR: 10 VR: 15 VR: 20
ER: 10% ER: 20% ER: 30% ER: 60% ER: 80%
Damage: 1d8 Damage: 1d8 Damage: 1d12 Damage: 1d10 Damage: 1d20
Suggestion Effects
≤ 15 ft in L for Military
Lightweight Vehicles with an Engine can go 10, 20, 40, and 60 mph. Lightweight Vehicles
without an Engine only have SS 25.
For Air Military Verti-Bird Variants they get DT +2 and DR +20% and Seating +4.
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Vehicle Modifications
This section covers the various modifications that can be added to vehicles. Each modification
has a specified crafting time according to its type. If a quantity is not stated for a material, it’s
considered to be one as the requirement. All modifications must be found and learned.
The material amount needed for the mod is equal to half the HP of the Vehicle. Value is per
pound of the material needed multiplied by 2. Upon removing the mod you’ll get the materials
used in equal amounts. Plating Mods cannot be applied to Lightweight or Sea.
Reinforced Plating - - +4/+10% and Max HP +50. Refined Metal Blacksmith -25
Kevlar Plating - - +6/+20%, Max HP +50, VR +5. AP -1 Cannot be applied to Kevlar Blacksmith -50
Lightweight.
Ballistic Plate - - AC +20, +6/+20%, and VR +8. AP -2 Cannot be applied to Ballistic Fiber Blacksmith -50
Lightweight.
Titanium Plating - - AC +30, +8/+20%, Max HP +100 and VR +5. AP -3 Cannot be Titanium Blacksmith -75
applied to Air.
Light Chassis - - Max HP +50, AC +20, AP +1, ER -10%, and RR +25%. Refined Metal Blacksmith -25
Assault Chassis - - Max HP +100, AC +10, ER -20%, and everyone in the Vehicle Kevlar Blacksmith -50
has RR +50%, and Ignore Extreme Weather Effects above 95°F
and below 32°F but not at absolute zero.
Defender Chassis - - Max HP +200, VR +10, ER -40%, and AP -2, and everyone in the Ballistic Fiber Blacksmith -75
Vehicle has RR +100%.
65
Engines
Without an Engine, the Vehicle is just a large body of scrap. Engines will take one hundred and
fifty hours to complete for each skill required. You don’t roll per hour, you roll per ten hours. 3
lbs of Lubricant are required after an Engine is finished crafting. Without this, the engine won’t
turn on even if the power source is inserted. Lubricant must be replaced every two months or
the engine won’t turn on. You cannot store more thans the amount stated. Only one engine can
be applied to a Vehicle.
12 Gallon Engine 210 3750 Each gallon lasts for 15 mi. Requires Gasoline to operate. Can -Plastic 10 lbs Blacksmith -25
store up to 12 Gallons of Biofuel/Gasoline. Upon explosion, -Refined Metal 150 lbs Engineer -25
apply the same stats and conditions of a Frag Grenade. -Scrap Electronics 25 lbs
-Scrap Machinery 25 lbs
24 Gallon Engine 320 5500 Each gallon lasts for 15 mi. Requires Gasoline to operate. Can -Plastic 20 lbs Blacksmith -50
store up to 24 Gallons of Biofuel/Gasoline. Upon explosion, -Refined Metal 200 lbs Engineer -50
apply the same stats and conditions of a Frag Grenade except -Scrap Electronics 50 lbs
double the damage after rolling. -Scrap Machinery 50 lbs
Fusion Engine 210 4400 Requires a Fusion Core to operate. A Fusion Core at 100% will -Plastic 10 lbs Blacksmith -50
last for five decades but it can be replaced. This vehicle is -Refined Metal 175 lbs Engineer -50
silent if you move below 20 mph. Upon explosion, apply the -Rubber 10 lbs
same stats and conditions of a Plasma Grenade. -Scrap Electronics 25 lbs
Hydrogen Engine 200 3000 8 lbs of Purified Water lasts for 10 mi. You can have up to 80 -Plastic 8 lbs Blacksmith -50
lbs installed. Upon explosion, apply the same stats and -Refined Metal 100 lbs Chemistry -50
conditions of an MFC Grenade. -Scrap Machinery 50 lbs Engineer -50
-Scrap Electronics 42 lbs
MFC Engine 35 640 Requires an MFC to operate. A fully charged MFC will last for -Plastic 5 lbs Computer Science -50
60 miles but it can be replaced. Upon explosion, apply the -Refined Metal 20 lbs Engineer -50
same stats and conditions of an MFC Grenade. Can only go up -Scrap Electronics 10 lbs
to 40 mph.
MFC Engine MK II 50 860 Requires an MFC to operate. A fully charged MFC will last for -Plastic 5 lbs Computer Science -50
150 miles but it can be replaced. Upon explosion, apply the -Refined Metal 30 lbs Engineer -50
same stats and conditions of an MFC Grenade except double -Scrap Electronics 15 lbs
the damage after rolling. Can only go up to 60 mph.
MFC Engine MK III 70 1280 Requires an MFC to operate. A fully charged MFC will last for -Plastic 10 lbs Computer Science -50
300 miles but it can be replaced. Upon explosion, apply the -Refined Metal 40 lbs Engineer -50
same stats and conditions of an MFC Grenade except triple the -Scrap Electronics 20 lbs
damage after rolling. Can only go up to 80 mph.
Nuclear Engine 370 6700 Requires Nuclear Material to operate. 1 lb of Nuclear Material -Plastic 25 lbs Chemistry - 50
can last up to a decade. The engine can have up to ten pounds -Refined Metal 250 lbs Engineer -50
stored. It makes a lot of noise. Upon explosion, apply the same -Scrap Electronics 45 lbs
stats and conditions of a Plasma Grenade except triple the -Scrap Machinery 50
damage after rolling.
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Miscellaneous
Any vehicles can benefit from this unless specified. These modifications cannot be categorized
under any other section and serve mostly for utility and roleplaying purposes. Miscellaneous
modifications will take one hour to complete for each skill required. Only one of each mod can
be applied to a Vehicle.
Fire Suppression 30 640 If your vehicle is ever on fire, the Driver, as a free action, may -Rubber 10 lbs Engineer -75
System extinguish any fires on the Vehicle. This can be done once a -Refined Metal 10 lbs
round. -Scrap Electronics 10 lbs
Heavy Cannon 100 1500 Can only be added onto Vehicles that have four or more tires. -Refined Metal 50 lbs Engineer -50
Mount This consumes 100 lbs of Storage Space and any weapon -Scrap Machinery 50 lbs Gunsmith -50
attached to it as well. Only Big Guns can be mounted and it
can only be operated by one person. You can also mount
Energy Weapons that are Big Guns as well. Weapons attached
are stationary and can be attached or removed for 6 AP. Tripod
effects are applied. This will take 15 hours to complete per
skill.
Motion Detector 10 220 Apply Motion Sensor ability. It’s your own alarm system. It -Sensor Module Engineer -50
comes with a key that you can turn off or on the Motion -Scrap Electronics 5 lbs
Detector. If you turn it on and someone fails to sneak past the
Sensor Module, it’ll make a loud noise.
Motorcycle 65 1200 Add a sidecar to a motorcycle to add one Seating. This takes -Lightweight Tire Blacksmith -25
Sidecar ten hours to complete for each skill. A motorcycle is limited to -Refined Metal 20 lbs Engineer -25
one side car. -Cloth 5 lbs
Radio 11 230 Play music while on the road and pick up radio broadcasts and -Handheld Radio 1 Engineer -25
transmissions. You can also communicate with others who -Scrap Electronics 5 lbs
have radios. -Scrap Metal 5 lbs
Swivel Mount 10 150 A mount that can be placed on all Vehicles except Lightweight, -Refined Metal 5 lbs Engineer -50
Air, Air Military, and Tanks. Weapons attached get the Burst -Scrap Machinery 5 lbs
Setup Penalty. Only Big Guns, Small Guns, and Energy
Weapons can be attached to these mounts. The max amount
of Swivel Mounts that can be attached to a Vehicle is equal to
their VR / 3. 4 AP to attach or detach the weapon. Can be
applied to Trailers with VR.
Gyro Swivel 15 250 Functions the same as the Swivel Mount except it can only be -Gun Parts 5 lbs Engineer -50
Mount attached to Military Vehicles and the Speed Penalty is ignored. -Refined Metal 5 lbs
Both Gyro Swivel Mount and Swivel mount share the same -Scrap Machinery 5 lbs
limit. Can be applied to Trailers with VR.
Bulletproof Glass 40 600 Can only be applied to all Vehicles except Lightweight and -Glass 10 lbs Blacksmith -75
Tanks. All attacks towards those in the Vehicle get -25 Hit -Plastic 10 lbs
Chance.
Ram 50 1000 Cannot be added to Lightweight, Air, and Air Military Vehicles. -Refined Metal 50 lbs Blacksmith -50
Increase the max dice for ramming by four.
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Misc. Mods. W Value Description Material(s) Skill Penalty
Water Motor - - This can only be applied to Engines. A necessary part for boats -Engine of Choice Engineer -50
to move around much faster in the water. When attached to a -Refined Metal 25 lbs
boat, the boat can go 20, 40, 60, 80, and 100 mph. Value is -Scrap Machinery 5 lbs
increased by +300 to the Engine of Choice. Explosion and
conditions of engines are still applied. This mod can be
removed and attached to other engines.
Bicycle Tire 5 140 Can only be applied to Lightweight Vehicles without Engines. -Rubber 2 lbs Blacksmith -25
-Refined Metal 3 lbs Engineer -25
Lightweight Tire 10 300 Can be applied to Lightweight Vehicles with Engines. Requires -Rubber 5 lbs Blacksmith -25
to be re-aired after two months. -Refined Metal 5 lbs Engineer -25
Car Tire 20 600 Can be applied to all Cars, Vans, Buses, and Vertibirds. -Rubber 10 lbs Blacksmith -25
Requires to be re-aired after six months. -Refined Metal 10 lbs Engineer -25
Heavy Tire 40 1200 Can be applied to all Trucks and Front Loaders. Requires to be -Rubber 20 lbs Blacksmith -50
re-aired after four months. -Refined Metal 20 lbs Engineer -50
All-Terrain - - Reduce Terrain Penalties by -30 if all tires are All-Terrain Tires -Tire of Choice Engineer -25
on a Vehicle. All Tires on the Vehicle must have this mod in -Rubber
order for the effect to apply.
Puncture- - - Ignore 5 Targeted Attacks 5 for the Tire. Apply Ignored Hits -Tire of Choice Blacksmith -50
Resistant rules. -Kevlar Engineer -25
Scythed - - If an enemy vehicle is within 5 ft of the side of your vehicle -Tire of Choice Blacksmith -50
when both are in motion, they must roll Pilot -50. If they fail -Refined Metal Engineer -25
the enemy vehicle takes 6d6+10 Normal Damage. Against
someone outside of a vehicle, they must roll AGI -3.
Treads - - AP -2 and reduce Terrain Penalties by -10 if all tires are Tread -Tire of Choice Engineer -25
Tires on a Vehicle. All Tires on the Vehicle must have this mod -Rubber
in order for the effect to apply.
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Trailers
All non-Air and Air Military Vehicles can have a trailer attached to them. Trailers are an addition
to a Vehicle and it has its own stats, but it must be hauled by a Vehicle or a Creature. Trailer will
take twenty four hours to complete for each skill required. Trailers are immune to Pulse and
Stun. Trailers can also be pulled by Creatures instead using AP depending on the amount of
creatures hauling. Each animal pulling the trailer hauls, add 5 AP to the Total up to 20.
Drivers can use Two-Handed Weapons but the trailers will only go 5, 10, and 20 mph. You use
Animalism instead of Pilot for checks. The Damage is 1d4 but for each animal will increase the
damage by one dice (1d4 to 2d4). You’ll need at least 10 ft of rope per animal. Trailers are
immune to Stun, but not the animals hauling them. If all animals are Stunned, Unconscious, or
dead, the trailer will not move. For each Creature hauling a Trailer under any of the stated
conditions, the vehicles AP will be lowered by 1.
If a Trailer is reduced to 0 HP, it’ll detach itself from the Vehicle and anyone one it will also fall
off. Moving from the Trailer to the Vehicle and vice versa is 4 AP. Plating Modifications can be
added to Trailers.
Lightweight Trailer 200 1400 Size: 10 ft by 10 ft by 5 ft. -Lightweight Tires 2 Blacksmith -25
Seating: 4 -Scrap Metal / Wood 100 Engineer -25
VR: 0 lbs
AP: -2
Apply Lightweight Stats. Only Medium and above
Creatures can haul this.
Civilian Trailer 500 5400 Size: 15 ft by 10 ft by 10 ft. -Car Tires 4 Blacksmith -50
Seating: 6 -Scrap Metal / Wood 300 Engineer -50
VR: 6 lbs
AP: -5
Apply Civilians Stats. Only Large and above Creatures can
haul this.
Heavy Trailer 1200 10800 Size: 30 ft by 10 ft by 15 ft. -Heavy Tires 6 Blacksmith -50
Seating: 10 -Scrap Metal / Wood 600 Engineer -50
VR: 10 lbs
AP: -8
Apply Heavy Stats. Only Huge and above Creatures can
haul this.
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Turning Into A Mutant
Although rare, it’s possible for Humans and Ghouls to gain mutations. They can be gained
through overexposure of radiation, being injected or dumped into a vat of FEV, or experimented
on. However, only Humans have the potential to become a Super Mutant. Which type of Super
Mutant is upon the Overseer’s discretion.
The Overseer will roll a 1d100 in secret and the result is determined by the table. Overseer is to
tell the player directly what they got in secret. The player is allowed to use their Vault Points to
reroll but players are free to keep it as a surprise for fun. No other perks or abilities can be used
to reroll. A Vault Point can also be spent if you roll from 91 - 100 to turn it into a 1 - 10 result.
1 - 10 Nothing happens, you’re immune to FEV, and you can’t get any more mutations. Forever.
11 - 12 Arachno-Creep
13 - 14 Big Hands
15 - 16 Deathly Features - Jagged Sharp Teeth
17 - 18 Deathly Features - Deathclaw Horns
19 - 20 Deathly Features - Deathclaw Arm
21 - 22 Eagle Eyes
23 - 24 Egg Head
24 - 25 Empath
25 - 26 Experiment 35
27 - 28 Green Thumb
29 - 30 Healing Factor
31 - 32 Mer-Man/Woman
33 - 34 Monkey Tail
35 - 36 One With Nature
37 - 38 Probability FIeld
39 - 40 Rad Out
41 - 42 Scaly Skin
43 - 44 Scorpion Tail
45 - 46 Speed Demon
47 - 48 Speedstar
49 - 50 Talons
51 - 52 Telepathy
53 - 54 Thermal Sight
55 - 56 Third Arm
57 - 58 Wings
91 - 100 Death (The character instantly dies and cannot be revived and all perks and abilities from all sources are ignored)
Mutations will take a few days before they can be used by the Player. If they already have
Mutations, it’s possible to get another one but they may become horribly disfigured and if they
get the same mutation, refer to results for 1 - 10. The body can’t handle too many mutations.
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The limit is equal to the Implant Limit. Going above this limit will result in the character going to
death with no revival and all perks and abilities are ignored from all sources.
The transformation for becoming a Super Mutant will take a few days and during that time
they’ll be prone to losing some memories, grow larger, lose their hair, and their skin will change
color depending on the type of Super Mutant. They get STR and END +2, Max STR and END will
increase by +2, they become immune to Radiation, they’ll be Large, gain Intimidation +30, and
Max HP +20. You will retain all previous levels, skills, perks, etc. unless their race and stats are
specific. This includes previous mutations.
If you’re already a Super Mutant for rolls 59 - 90 refer to results 1 - 10. You will never be able to
gain another mutation.
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Party Composition
A party that stands together lives together. In the world of Fallout, you’ll face many enemies
that you‘ll either blast your way through or negotiate and come to terms with. This all depends
on how the party is set up and how they’ll compensate each other. The standard party will
consist of four players with the following focuses: Small Guns Soldier, Energy Weapons Doctor,
Melee Weapons Tank, and Charisma Support.
Each build is self-explanatory in its role but can splinter off into its own builds. The Small Guns
Soldier can either become a Sniper with rifles or a mercenary type with an Assault Rifle. They
might even go Big Guns instead.
The Charisma Support can be the talker that also gives bonuses while their allies are near them.
Or they can take a more aggressive approach and become a Dual Wielder.
Even if two players decide to do the same build such as Melee Weapons Tank, they may take
different approaches. One may go Charisma focus to support his Melee Weapon friend with
bonuses while the other is all about negating as much damage as possible to survive.
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Variant Rules
Below are variant rules that Overseer’s can implement. These must be declared at the start of
the campaign. The Overseer is free to create their own as well.
● Easy Heals: Ignore Addiction Chance for Healing Powder, Healing Salve, Stimpaks, Super
Stimpaks, and Ultra Stimpaks.
● Easy Mode: Limbs can never be crippled and LR is ignored.
● Friendly Fire: You cannot shoot past allies. If you attempt to shoot past your ally, you’ll
get a -50 Hit Chance. If after the penalty you hit your target, your ally is fine. But if after
the penalty you miss and the Attack Roll result is above your allies AC, the attack hits
your ally instead.
● Hardcore: For a more hardcore survival campaign, you can ignore Long Rest and have it
be equal to eight consecutive Short Rests. Abilities with Long Rest will reset after the
eight Short Rests. Only six of those Short Rests have to be slept. Some races have a
specific amount for Short Rests. If you’re ever Comatose, roll EN -3. If you fail you gain
one Fatigue.
● Instant Cancel: Overseers can declare the Instant Death Critical to have the result of a 7
on the Critical Success Result.
● No Background: Background Perks cannot be chosen.
● No Mutants Allowed: Mutation Trait cannot be chosen.
● Pain: If you don’t wish to use DR and only use DT, apply these conditions: Anything that
inflicts DR reductions increases the DT by +2, all DT from Armor is doubled, and anything
that states it ignores DT instead inflicts DT -10. The DT Ignore replacement doesn’t stack
for Burst Attacks.
● Perk Lock: Perks that required 9 and above S.P.E.C.I.A.L. are very powerful. The Overseer
may decide to lock those perks till level 5 as a variant rule.
● Perspective: Ignore Karma Rules.
● Psyker Lock: Psyker Traits cannot be chosen.
● Screw Condition: Ignore the modifiers in the Modifier Chart for Condition Marks to
simplify it. This is recommended for first-timers.
● Species Restriction: The Overseer can ban specific races depending on the time the
campaign takes place, or lore issue, etc. For example, 3rd Gen Synths aren’t playable
before the year 2227. If a campaign takes place before 2227 they cannot be played.
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Archetypes
Archetypes are base characters with a specific build in mind for everyone to have a conceptual
understanding of building characters. These are merely suggestions to assist with character
creation and take into account level advancement perks up to Level 20.
Charming Green Western STR: 10 Throwing Good Natured, Ham Heave Ho, Hell of an Arm, Iron Fist, Martial
Pugilist Super PER: 1 Unarmed Fisted, and Heavy Practitioner, DIE, Martial Master, Unity,
Mutant END: 9 Barter Handed Omae Wa Mou Shindeiru, Strike Out, Life
CHA: 9 Charm Giver, Toughness, Tis’ But A Scratch,
INT: 6 Insight Atomic, Brick Wall, Die Hard, Adamantium
AGI: 4 Skeleton, Brutish Hulk, Bulwark, Rebuke,
LCK: 1 Master Speaker, Ferocious Loyalty,
Inspiring Words, Follow My Lead,
Teamwork, Bodyguards, Sharing is Caring,
Captain, Pack Rat.
I’m A “Doctor” Human STR: 3 Animalism Gifted, Good Awareness, Got Anything Stronger?, Fix
PER: 4 Charm Natured No Need Your Glasses, It’s All About Vocabulary,
END: 5 Computer Science For Backstory, and Karma Detector, Don’t You Die On Me!,
CHA: 7 Doctor Skilled Inspiring Words, Teamwork, Divine Favor,
INT: 9 Investigation Healer, Know Thy Enemy, Stimpak Expert,
AGI: 6 Lore Educated, Chemist, Post-War Historian,
LCK: 6 Chemistry Pre-War Historian, The Doctor Is Here!,
Survival Chem Boy/Girl, Tactician, Surgical
Procedure, Chem Master, Nerd Rage,
Quick Pockets, Quick Recovery, Moving
Target, Coincidence, and Hold My Beer.
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Archetype Race S.P.E.C.I.A.L. Tagged Skills Trait Suggestions Perk Suggestions
Johnny Guitar Human STR: 3 Small Guns Bad Natured, Bloody Awareness, Scout, Someone’s Here, Desert
PER: 8 Charm Mess, Fast Shot, Ranger, Explorer, Make a Bigger Hole,
END: 4 Deception Finesse, Kamikaze, Penetrator, Sharpshooter, Focus Fire,
CHA: 7 Detection One Handed, Sex You’Ve Gotta Shoot’Em In The Head, Mr.
INT: 5 Insight Appeal, and Small Anderson, Peripheral Vision, Better
AGI: 8 Lore Frame Criticals, V.A.T.S., Karma Detector, FOllow
LCK: 5 Survival My Lead, Inspiring Words, Something’s
Fishy, Sticks & Stones, Earlier Sequence,
Quick Pockets, Gunslinger, Moving Target,
Small Guns Expert, Action Boy/Girl, Bonus
Movement, Evasion, Nerves of Steel, Baba
Yaga, Slasher Man/Woman, Second Death,
Quick Reload, Coincidence, Hold My Beer,
and More Criticals.
Lucky Bastard Ghoul STR: 5 Small Guns Jack of all Trades, Awareness, Scout, Someone’s Here, Make
PER: 10 Deception Lucky Stormtrooper, a Bigger Hole, Penetrator, You’ve Gotta
END: 2 Detection One Hander, and Shoot’Em In The Head, Better Criticals,
CHA: 1 Gambling Small Frame V.A.T.S., Quick Pockets, Quick Recovery,
INT: 3 Investigation Moving Target, Action Boy/Girl, Bonus
AGI: 7 Sleight of Hand Movement, Dual Master, Bigger Area.
LCK: 12 Coincidence, Hold My Beer, More Criticals,
Lucky Vision, Mysterious, Poker Face, You
Get A Point!, It Just Works, Shamrock
Slayer, Was That Meant For Me?, Grim
Reaper’s Sprint, House Rules, Pfft. Karma,
Four Leaf Clover, Not Your Lucky Day!,
Return To Sender, and Winnings.
Mercenary Human STR: 7 Small Guns Bloody Mess and Strong Back, Steady Aim, Awareness,
PER: 10 Unarmed Skilled Scout, Limb From Limb, Military Training,
END: 4 Detection Make A Bigger Hole, Mr. Anderson,
CHA: 4 Sneak Peripheral Vision, Lone Wanderer, Small
INT: 4 Guns Expert, Silent Running, Tunnel Rat,
AGI: 10 Action Boy/Girl, Bonus Movement, Baba
LCK: 1 Yaga, Sneaky Boy/Girl, Slasher
Man/Woman, Second Death, Quick
Reload, Mister Sandman, and I Make My
Own Luck.
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Archetype Race S.P.E.C.I.A.L. Tagged Skills Trait Suggestions Perk Suggestions
Sun Wukong Half Mutant STR: 10 Melee Weapons Bar Room Bouncer, Big Leagues, Iron Fist, Strong Back,
PER: 4 Unarmed Berserker, Kamikaze, Climber, Experienced Swimmer, Stick’em
END: 10 Detection Bad Natured, With The Pointy End, Unstoppable,
CHA: 2 Sleight of Hand Monkey Tail Breaker of Chains, Beatdown, Martial
INT: 3 Sneak (Mutation) Master, Omae Wa Mou Shindeiru,
AGI: 10 Omnislash, Two For One, Awareness, What
LCK: 1 Do We Say To The God of Death?,
Toughness, Tis’ But A Scratch, Brick Wall,
Die Hard, Life Giver, Rebuke, Adamantium
Skeleton, Moon Powered, Solar Powered,
Dodger, Earlier Sequence, Find the Gap,
Moving Target, Thief, Silent Running,
Bonus Movement, Get AWay From Them!,
Ha! Missed!, Ninja, Roll With It, Sneaky
Boy/Girl, Second Shadow, Second Death,
and I Wanna Be Naked!.
Wayfinder Human STR: 8 Archery Bad Natured, Fast True Aim, Follow Your Eye, Scout,
PER: 9 Animalism Shot, Gifted, and Someone’s Here, Desert Eagle, Peripheral
END: 5 Blacksmith Small Frame Vision, Know Thy Enemy, Bon Appetit,
CHA: 1 Detection Armor Up, WHERE’S THE BLACKSMITH?,
INT: 7 Investigation Live Off The Land, Earlier Sequence,
AGI: 8 Sneak Flexible, Moving Target, Silent Running,
LCK: 2 Survival Tunnel Rat, Action Boy/Girl, Bonus
Movement, Evasion, Light Step, Nerves of
Steel, Robin Hood, Ha! Missed!, The Wrath
of Khan, Sneaky Boy/Girl, Second Shadow,
Slasher Man/Woman, Second Death, and I
Wanna Be Naked!
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Glossary
Agility (AGI): Measures a character’s nimbleness, reflexes, and balance. Pg. 13
Armor Class (AC): Represents an individual's likeliness to avoid an attack. This is always
subtracted from the Hit Chance during combat. Pg.13
Action Point (AP): Represents how many actions you may take during combat. Pg.13
Addiction Resistance (AR): Represents your resistance towards getting addicted to chems and
drinks. Pg.11
Attack Roll: The roll you make when attacking an opponent.
Background Skill Points: Skill points given to players upon character creation with the max
being 40 skill points to distribute up to a max of four skills. Pg.31
Body Type: The physiology of an individual which is humanoid, creature, or robot. This will vary
depending on context.
Carry Weight (CW): How much you can carry in regards to items. Pg.10
Charisma (CHA): Measures a character's personality, attractiveness, and overall people skills.
Pg.12
Checks/Penalty checks: The test of skill or stat a player has to make against another character
and/or with a penalty.
Chems: Chemical drugs that give buffs and debuffs upon use. Pg.95, 138
Combat Skills: Your general skills for combat. Pg.
Cover: Provides extra AC against Ranged Weapons.
d: An abbreviation of a dice roll.
Damage Roll: The damage of your weapon once rolled and added from bonuses.
Reaper Check: Applied once you reach 0 HP. Roll 1d100, surpass or equal 25 or fail a save. After
three failures, you die. Succeed three times you’re unconscious and at 1 HP. On a 100 you’re
back up with 1 HP.
Electricity Resistance (ER): Your resistance against being stunned by electrical attacks.
Endurance (END): Measures the character’s durability and health.
Experience Points (XP): Given by the Overseer after a task is completed or an enemy has been
slain.
Free Movement: It can only be used to move freely and doesn’t cost AP.
Gas: Your resistance against gas attacks.
Hit Points (HP): Your character's health.
Implant Limit (IL): The number of implants you’re allowed to have in you.
Intelligence (IN): Measures characters through the process for learning and critical thinking.
Limb Resistance (LR): The amount of times you can resist being crippled for your arms and legs.
Long Rest: Equivalent to 6 hours of general rest such as sleeping and resting.
Luck (LCK): Measures a character’s favor of the universe.
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Melee Damage (MD): Bonus damage from your STR and perks that can be added to
Melee/Unarmed Attacks.
Non-player Character (NPC): A character controlled by the Overseer that interacts with the
player characters.
Player Character (PC): A character ONLY controlled by the specific character that created them.
Perception (PER): Measures the characters five basic senses. Sight, smell, hearing, taste, and
touch.
Poison Resistance (PR): The poison damage you ignore when poisoned.
Radiation Resistance (RR): The radiation you ignore when taking radiation.
Sequence: What determines your initiative in combat. 1d20+AGI.
Short Rest: Equivalent to an hour of rest, that could be small activities such as shopping,
reading, etc.
Skill Points: Earned every level and may be placed in any skill of your choice.
Stats: Refers to your Primary and Secondary numbers.
Strength (STR): Measures a character’s raw physical power and muscle mass.
Supplementary Range: Additional range added based on your STR / PER x 5 ft.
Perks: A special ability that may be gained during a level up.
Reroll: Reroll your dice for an attack or a skill. It can never be done for damage.
Size Type: Your character’s overall size on the battle map.
Stances: Can be done during combat. You can either be standing, crouching or prone.
Suffocation: The state when you lose air and may either go unconscious or die outright.
Support Skills: Your general skills that are usually used outside of combat.
Types of Attacks: Single Attack, Targeted Attack, and Burst Attack.
Traits: Applied during character creation that provide a pro and a con.
Vault Points: May be used to reroll and earned through roleplaying.
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