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FO2d20 GM Screen Booklet v002m DIGITAL

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0% found this document useful (0 votes)
215 views20 pages

FO2d20 GM Screen Booklet v002m DIGITAL

Uploaded by

adamantiorosa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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®

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Guide to

SCAVENGING
A major reason to explore the wasteland is for sup- Scavenging is the process of searching a location
plies. There are a lot of resources: food, weapons, and for useful resources, overcoming any obstacles and
raw materials, among other things out there waiting competing scavengers. The process of scavenging is
to be found, or to be ‘liberated’ from those who found centered around a specific location, which defines the
them before you. kinds of items that can be found, how easy it is to find
them, the kinds of obstacles which you may find, and
whether the location is inhabited by creatures or char-
acters who might not take kindly to your arrival.

WHERE TO SCAVENGE
When you begin scavenging, the GM details the ƒ Scale: Each location has a scale, which is the size
location where this happens. Your GM may choose to of the location overall. Locations with a larger scale
go into more detail and plan out specific locations in contain more items but take longer to search and
detail, or they can use the tools in the Gamemaster’s have a greater chance of being occupied. A location
Toolkit to randomly generate a location. A location’s may be broken into several smaller locations that
description contains the following: characters can search individually, or several small
locations can be grouped together into a larger one
ƒ Category: Each location has one or more catego- at the GM’s discretion.
ries, which is used to determine a number of other
ƒ Degree: This is the degree to which the location
factors such as the kinds of items found there and
has already been searched and salvaged. It’s rare to
the kinds of obstacles, hazards, and occupants who
find anywhere completely untouched, unless they’re
may be encountered.
well-hidden or heavily fortified. Degree sets the dif-
ƒ Level: This relates to the level of both PCs and ficulty of skill tests to search the location for items.
NPCs. PCs attempting to salvage a location with
ƒ Items: Each location contains a list of item catego-
higher level than them may find valuable loot, but
ries, accompanied by numbers. Each category lists
they may also encounter challenges tougher than
two numbers as X-Y. X is the minimum number of
they can cope with. If there are NPCs present, they
rolls on the loot table for that item category. Y is
have levels close to that of the location: rarely more
the maximum number of rolls on that table. This
than two levels higher or lower.
will be explained in more depth later.

ƒ Other Details: A description of obstacles, hazards,


and occupants present in the location.

GM’s Screen  GUIDE TO SCAVENGING 3


SCAVENGING SCENES
When you enter a location to scavenge, the main thing you’ll want to do is to search for loot.

Searching requires a PER + Survival test, with a difficulty determined by the location’s Degree, as shown on the
table below. This takes an amount of time determined by the location’s Scale.

DEGREE DIFFICULTY SCALE EXAMPLE TIME TAKEN

Untouched 0 Tiny A safe 1 minute

Partly Searched 1 Small A room 10 minutes

Mostly Searched 2 Average A small shop or home, or several rooms 30 minutes

Heavily Searched 3 Large A large multi-story building, or several shops or homes 2 hours

If this test is failed, you find nothing. That doesn’t As you’re likely to be scavenging as a group, this is eas-
prevent you searching again, but each new attempt iest to resolve as a group test (p.17): one PC (typically
takes the time listed, and may come with other risks if the one with the best PER + Survival), and everyone
the location contains hazards or occupants. else assisting.

If this test is successful, then you find the minimum Complications rolled on this test can have several pos-
items for that location; each item category found in sible results. The most common complications include:
the location has a minimum and maximum number of
rolls on that category’s loot table, with a minimum of ƒ There are fewer supplies here than you expected:
0. The minimum number of rolls for each category is you cannot search this location again, until the
provided on a basic success. location has meaningfully changed (such as having
new inhabitants arrive).
AP may then be spent to gain additional rolls: each AP
ƒ It took longer to find the supplies than you
spent allows you to make one additional roll on any
expected: increase the time taken by half the origi-
one loot table for one of the item categories the loca-
nal amount per complication.
tion contains, up to the maximum for each category.
You may also spend 2 AP to halve the amount of time ƒ A group of the location’s inhabitants interrupt your
the search took. search; this might require hiding from them, talk-
ing your way out of a situation, or combat.

Example: The Sole Survivor is searching a ruined house ƒ You disturb the location in a way that makes it
on the edge of Concord. It’s an Average location, and more dangerous, triggering the effects of one of the
Partly Searched, so it requires a difficulty 1 test and location’s hazards.
takes 30 minutes to search. Its Item listing is as follows:
ƒ You find that one of the items you found is locked
1-2 Clothing, 2-4 Food, 1-3 Beverages, 2-6 Junk, 0-1
away. The GM chooses one of the item rolls you
Weapon (Ranged), 0-1 Ammo, 0-1 Chems. He passes the
get to make, and places it behind an obstacle. This
test, scoring three successes, so he receives the minimum
requires a Lockpick test, a Science test (to hack a
items from the house: 1 roll on the Clothing table, 2 rolls
computer), or finding a key or some other method
on the Food table, 1 roll on the Beverages table, and 2
of overcoming the obstacle, at the GM’s discretion.
rolls on the Junk table. He has 2 AP to spend on extra
rolls, and decides to roll once on the Weapon table, and
once on the Ammo table.

4 FALLOUT  The Roleplaying Game


Nested Locations
It is entirely possible for a location to contain smaller loca-
tions, though the GM should only do this if there’s a signifi-
cant difference between the larger location and the smaller
one within it. For example, a hospital (a Large location) may
have a sealed quarantine area (an Average location) within
it, which is untouched and higher level, but contains addi-
tional hazards, or a thoroughly-searched shop (an Average
location) may have a locked safe (a Tiny area) which is
untouched, with the safe’s lock acting as an obstacle.

These nested locations are not immediately obvious, but the


GM will reveal them to you after your first successful search
of the larger location. Whether you choose to—or even
can—search those smaller locations within is up to you.

INHABITANTS, OBSTACLES, AND HAZARDS


INHABITANTS
Of course, no location worth scavenging from is going
to be without problems. Aside from a lot of places hav-
ing already been ransacked, many places with useful
The number of inhabitants in a location is based on
resources are inhabited by animals, other survivors,
the location’s scale, and a location with a scale of Tiny
or lingering security robots. Others are secured, with
cannot have inhabitants at all; you can’t fit even a
valuable supplies locked away and difficult to reach, or
single raider or super mutant inside a safe, at least, not
protected by traps and security measures. Others still
while they’re still alive. The numbers below describe
may be in unsafe places: precarious ruins on the verge
only how many inhabitants are present when the area
of collapse, flooded areas filled with toxic or irradiated
is being searched; complications may mean that addi-
water, places still high in radiation, or filled with dan-
tional reinforcements arrive later.
gerous chemicals in toxic pools or noxious clouds.

ƒ A Small location contains 1-3 inhabitants.


If a location contains creatures or characters who might
oppose the PCs, it is considered to have inhabitants. ƒ An Average location contains 3-6 inhabitants.

ƒ A Large location contains 5-10 inhabitants.


If access to some or all the location is restricted,
obstructed, or secured in some way, these restrictions
Halve these numbers if the inhabitants have the Big
and security measures are considered obstacles.
NPC ability, or double them if they have the Little
NPC ability (p.388 for NPC special abilities).
If the location is dangerous in some way unrelated to
creatures or characters present, the dangers are con-
When you enter an inhabited location, you may
sidered hazards.
choose to enter openly, or stealthily.

ƒ If you enter openly, the inhabitants see you com-


ing. Most inhabitants are hostile, or at least wary
of strangers, and won’t take kindly to someone
scavenging in their territory.

GM’s Screen  GUIDE TO SCAVENGING 5


ƒ If you enter stealthily, make an AGI + Sneak test, robots in addition to another type of inhabitant,
opposed by the inhabitants’ PER + Survival. Both and cunning survivors may seek ways to activate the
sides make a single test; each additional character dormant robots to deal with the other inhabitants.
trying to sneak in increases the difficulty of the Sneak
test by +1, and the inhabitants may receive assistance Encounters with a group of inhabitants should be
from each NPC after the first keeping watch. Success handled as with any other scene and are likely to
allows you to enter the area, and search it, but a devolve into combat unless there’s a compelling rea-
complication on the search test alerts the inhabitants. son for violence not to happen.
Failure means they notice you as you enter.
The numbers of inhabitants encountered only rep-
The inhabitants of a location should have a level resents those present in the location at the time you
roughly equal to the level of the location—up to two arrived. Complications when searching may mean
levels less, at most. If the inhabitants have a distinct that more inhabitants present themselves; perhaps
leader, the leader’s level is equal to the location’s level they were lying in wait, or they were away from
or up to two levels higher. their home and have only just returned, or maybe
you couldn’t tell just how many radroaches were
The GM is welcome to create distinct groups of inhab- infesting that old restaurant.
itants for locations, but in general, inhabitants fall
into one of the following categories:

ƒ Animals: the location is now home to a group of


OBSTACLES
wild animals who’ve nested there. The animals are
Locks, collapsed ruins, high fences, and similar features
all of the same type, such as mole rats, radroaches,
are collectively referred to as obstacles. An obstacle is any
stingwings, or radscorpions, and they’ll defend
feature which makes accessing a location more difficult.
their home from anything that isn’t them.

ƒ Feral Ghouls: the location is home to a pack of Obstacles all require a skill test to overcome. The
feral ghouls. They may have been the original specific skill test required, the difficulty, and the time
inhabitants before the War, or they’ve gathered taken, are determined by the nature of the obstacle.
here due to savage instinct or because of high You cannot search a location until after you have over-
radiation levels. Many feral ghouls simply lay down come an obstacle securing it.
in place, indistinguishable from corpses, allowing
them to ambush any who pass by. ƒ Mechanical Lock: found securing doors, gates,
safes, and even toolboxes and other containers, a
ƒ Raiders: the location has a group of raiders using it
mechanical lock requires a key or a successful PER
as a base. On the upside, this often means there’ll
+ Lockpick test, with a difficulty determined by
be more to scavenge here, as the raiders bring their
the complexity of the lock. If the lock is damaged,
ill-gotten gains back with them. On the downside,
rusted, or otherwise in poor condition, the compli-
it’s full of trigger-happy raiders who see other
cation range of the test increases, adding to a risk
strangers as walking piles of loot. Likely to contain
of breaking lockpicking tools.
mongrel dogs as well as the raiders themselves.
ƒ Electronic Lock: often seen as more secure than
ƒ Super Mutants: a group of super mutants have set them-
a simple mechanical lock, while some electronic
selves up in this location. Accompanied by their mutant
locks can be opened manually (as with mechan-
hounds, these can pose quite a problem. Super mutant
ical locks), most are controlled from a computer
encampments tend to be obvious because they’re often
terminal nearby. Accessing the terminal to unlock
strewn with gore and huge nets and bags of raw meat.
the door requires a password, or an INT + Science
ƒ Robots: old military or security robots are present test with a difficulty determined by the complexity
in this location. If they’re active, they’ll be the only of the computer’s security.
inhabitants, but some locations may have dormant

6 FALLOUT  The Roleplaying Game


ƒ Collapsed Structure: A part of the location has
collapsed and is impassible, forcing you to find an
alternative route, or requiring some physical feat to
traverse; this might be an area where the ceiling has
fallen in, or a large crevasse in the floor that needs
to be jumped or climbed. An alternate route might
scouting around the building—a PER + Survival
test—or it may require using some brute force or
relying on your balance and coordination: a STR or
AGI + Athletics test, with a difficulty determined
by how tricky the alternative route is.

In all these cases, it normally takes a number of min-


utes equal to ten times the difficulty to bypass; this
can be halved by spending 2 AP after a success, as nor-
mal. This may be time spent picking a lock or hacking
a computer, time spent looking for the best way across
a collapsed section, or similar. If you’ve got a key or
password for a lock, that takes almost no time to use,
but you must find them first.

HAZARDS
Many locations still have supplies to loot because
they’re dangerous, deterring would-be scavengers.

Hazards cause damage to those who attempt to


around the location, can all result in an occasional
scavenge a hazardous location. The type of damage
hazard inflicting damage: a spark ignites gas caus-
depends on what the hazard represents: extreme
ing an explosion or fire, an electrical surge strikes
heat or cold is Energy damage; heavy or sharp objects
you, something collapses on you. Some of these can
inflict Physical damage, toxic chemicals are Poison
be deliberate traps set to deter or harm intruders,
damage, and radiation is obviously Radiation damage.
such as tripwires attached to a shotgun, big bear-
Hazards fall into two broad categories:
traps, mines, and so forth. Most hazards and traps
inflict between 3 and 8 C
D of damage when trig-
ƒ Ongoing hazards inflict a small amount of damage
gered, and in the case of deliberate traps, weapon
constantly while you’re in the hazardous location.
stats found in the Equipment chapter (p.84) can be
For every minute, or ten minutes (GM’s choice,
used as a basis.
depending on how intense the hazard is) you
spend in the location, you suffer 1 C
D of damage.
Hazards cannot really be avoided. They can be
Rather than rolling a single die every so often,
defended against, using armor and other protective
the GM resolves this at the end of an action: if a
measures, but few hazards can be prevented before
location causes a 1 C
D per 10 minutes, and you’ve
they happen. The exception to this is deliberate traps,
just searched a house taking 30 minutes, roll 3 C
D,
which can be disarmed, in which case they are treated
rather than 1 C
D three times.
as an obstacle, requiring an AGI test, using Small
ƒ Occasional hazards only inflict damage in specific Guns, Survival, or Explosives, depending on the type
circumstances. A failed test to search, a complica- of trap; this has a difficulty of 2, and failure means
tion on a test to search, or on a skill test to move setting off the hazard and suffering the damage.

GM’s Screen  GUIDE TO SCAVENGING 7


LOOT TABLES
Of course, getting in and searching is only part of the Item categories are as follows:
story. The important part is the loot you come away
with afterwards; that’s why you were there to begin ƒ Ammunition ƒ Oddities and Valuables
with, after all. ƒ Armor ƒ Junk
ƒ Clothing ƒ Weapons
There are numerous categories of items, and the ƒ Food (split into Ranged,
location you are searching lists which categories of ƒ Beverages Melee, and Thrown/
items can be found there. A successful search yields a ƒ Chems Explosives)
minimum number of items of some of those catego-
ries, and each item is determined by rolling on the For each item category found, roll on the relevant
tables below. table. After rolling, you may spend 1 Luck point to
add or subtract an amount up to the location’s level to

Modded Items or from the roll: that is, if you’re searching a Level 6
location, you may increase or reduce your roll by up to
A few items appear in the loot tables with existing mods. 6 after rolling, by spending 1 Luck point.
These are most often the most basic forms of mods, such as
turning a laser gun into a laser rifle or providing the auto-
matic version of a 10mm pistol.

AMMUNITION
Ammunition details are on p.91.

Random Ammunition
2D20 2D20 2D20
AMMO (QUANTITY) AMMO (QUANTITY) AMMO (QUANTITY)
ROLL ROLL ROLL

2 2mm EC (6+3 C
D) 15 Flamer Fuel (12+6 C
D) 28 Fusion Cell (14+7 C
D)
3 2mm EC (6+3 C
D) 16 Flamer Fuel (12+6 C
D) 29 Railway Spike (6+3 C
D)
4 2mm EC (6+3 C
D) 17 .45 Rounds (9+4 C
D) 30 Railway Spike (6+3 C
D)
5 Plasma Cartridge (10+5 C
D) 18 .45 Rounds (9+4 C
D) 31 .44 Magnum (4+2 C
D)
6 Missile (2+1 C
D )* 19 10mm (8+4 C
D) 32 .44 Magnum (4+2 C
D)
7 Fusion Core (1)** 20 10mm (8+4 C
D) 33 5.56mm (8+4 C
D)
8 5mm (12+6 C
D ×10) 21 .38 Ammo (10+5 C
D) 34 5.56mm (8+4 C
D)
9 5mm (12+6 C
D ×10) 22 .38 Ammo (10+5 C
D) 35 Missile (2+1 C
D )*
10 .50 ammo (4+2 C
D) 23 Flare (2+1 C
D) 36 Fusion Core (1)**

11 .50 ammo (4+2 C


D) 24 .308 ammo (6+3 C
D) 37 Plasma Cartridge (10+5 C
D)
12 Syringer Ammo (4+2 C
D) 25 Shotgun Shells (6+3 C
D) 38 Mini-Nuke (1+1 C
D )**
13 Syringer Ammo (4+2 C
D) 26 Shotgun Shells (6+3 C
D) 39 Mini-Nuke (1+1 C
D )**
14 Gamma Round (4+2 C
D) 27 Fusion Cell (14+7 C
D) 40 Mini-Nuke (1+1 C
D )**

* Characters with the Scavenger perk receive only ** Characters with the Scavenger perk do not receive
+1 C
D per rank additional Missiles. any additional Fusion Cores or Mini-Nukes.

8 FALLOUT  The Roleplaying Game


ARMOR Some entries may ask for a roll for location. This means
to roll on the hit location table (p.28) to determine
Armor is listed on p.130.
which location that piece of armor covers, re-rolling
any inapplicable results (head results for Raider leather
Power Armor Frames do not come with a fusion core.
armor, as there is no corresponding helmet).

Random Armor
2D20 2D20 2D20
ARMOR ARMOR ARMOR
ROLL ROLL ROLL

2 X-01 Power Armor Piece 15 Sturdy Metal Armor 28 Heavy Leather Armor

3 X-01 Power Armor Piece 16 Heavy Raider Armor 29 Synth Armor

4 X-01 Power Armor Piece 17 Vault-Tec Armor 30 T-51 Power Armor Piece

5 Power Armor Frame 18 Sturdy Raider Armor 31 Heavy Combat Armor

6 Power Armor Frame 19 Leather Armor 32 Heavy Combat Armor

7 T-60 Power Armor Piece 20 Sturdy Raider Armor 33 Sturdy Synth Armor

8 T-60 Power Armor Piece 21 Raider Armor 34 Sturdy Synth Armor

9 Heavy Dog Armor 22 Sturdy Raider Armor 35 Sturdy Raider Armor

10 Heavy Dog Armor 23 Metal Armor 36 Power Armor Frame

11 Sturdy Combat Armor 24 Light Dog Armor 37 Power Armor Frame

12 Heavy Metal Armor 25 Sturdy Leather Armor 38 Heavy Synth Armor

13 Raider Power Armor Piece 26 Combat Armor 39 Heavy Synth Armor

14 Medium Dog Armor 27 T-45 Power Armor Piece 40 Heavy Synth Armor

CLOTHING
Clothing and outfits are on p.122.

Random Clothing
2D20 2D20 2D20
CLOTHING CLOTHING CLOTHING
ROLL ROLL ROLL

2 Brotherhood of Steel Fatigues 15 Road Leathers 28 Heavy Coat

3 Welder’s Visor 16 Casual Clothing 29 Heavy Coat

4 Brotherhood Scribe’s Hat 17 Casual Clothing 30 Utility Overalls

5 Brotherhood of Steel Hood 18 Hides 31 Utility Overalls

6 Brotherhood Scribe’s Armor 19 Hides 32 Casual Hat

7 Brotherhood of Steel Uniform 20 Harness 33 Hood or Cowl

8 Hard Hat 21 Harness 34 Vault Jumpsuit

9 Army Helmet 22 Sack Hood 35 Formal Clothing

10 Lab Coat 23 Sack Hood 36 Formal Clothing

11 Lab Coat 24 Military Fatigues 37 Formal Hat

12 Engineer’s Armor 25 Military Fatigues 38 Gas Mask

13 Engineer’s Armor 26 Tough Clothing 39 Cage Armor

14 Road Leathers 27 Tough Clothing 40 Hazmat Suit

GM’s Screen  GUIDE TO SCAVENGING 9


FOOD
Food items are listed on p.149. Many
Food
There is one additional table here separate from the items listed in the Equipment chapter are not listed
rarity tables: Foraging. The Foraging table contains food on the tables below. They can only be obtained
items which can be found by foraging in the wilderness. through cooking, described in the Crafting section
later in this chapter, or butchering the bodies of dead
creatures.

Random Food
2D20 2D20 2D20
FOOD FOOD FOOD
ROLL ROLL ROLL

BlamCo Brand Mac and


2 Tarberry 15 28 Brain Fungus
Cheese

3 Perfectly Preserved Pie 16 Sugar Bombs 29 Corn

4 Melon (non-irradiated) 17 Potted Meat 30 Gourd

5 Carrot (non-irradiated) 18 Pork ‘n’ Beans 31 Melon

6 Institute Food Packet 19 InstaMash 32 Silt Bean

7 Sugar Bombs (preserved) 20 Dandy Boy Apples 33 Tato

8 Mutfruit (non-irradiated) 21 Canned Dog Food 34 InstaMash (preserved)

Fancy Lads Snack Cakes


9 22 Fancy Lads Snack Cakes 35 Salisbury Steak (preserved)
(preserved)

10 Sweet Roll 23 Gum Drops 36 Food Paste

11 Razorgrain 24 Mutfruit 37 Noodle Cup

12 Iguana Bits 25 Potato Crisps 38 Corn (non-irradiated)

BlamCo Brand Mac and


13 Cram 26 Salisbury Steak 39
Cheese (preserved)

14 Squirrel Bits 27 Yum-Yum Deviled Eggs 40 Tarberry

Foraging
The Foraging table, below, is used for gathering food
from wild plants while in the wasteland. An hour’s D20 ROLL FOOD FOUND
foraging and a PER + Survival test with a difficulty 1 Brain Fungus
of 1 finds a number of items this table equal to your 2 Glowing Fungus
Survival score, +1 item per AP spent. Roll once to
3-4 Carrot
determine which item is found.
5-6 Corn

7-8 Gourd

9-10 Melon

11-12 Mutfruit

13-14 Razorgrain

15-16 Silt Bean

17-18 Tato

19 Hubflower

20 Bloodleaf

10 FALLOUT  The Roleplaying Game


BEVERAGES
Beverages are listed on p.160.

There is one additional table here separate from the Some Beverage items listed in the Equipment chapter
rarity tables: Nuka-Cola. This is used specifically when are not listed on the tables below. They can only be
searching Nuka-Cola machines. obtained through cooking, described in the Crafting
section later in this chapter.

Random Beverages
2D20 2D20 2D20
BEVERAGE BEVERAGE BEVERAGE
ROLL ROLL ROLL

2 Wine 15 Blood Pack 28 Brahmin Milk

3 Wine 16 Beer 29 Brahmin Milk

4 Whiskey 17 Beer 30 Brahmin Milk

5 Whiskey 18 Beer 31 Rum

6 Nuka-Cherry 19 Dirty Water 32 Rum

7 Nuka-Cherry 20 Dirty Water 33 Rum

8 Nuka-Cherry 21 Dirty Water 34 Moonshine

9 Nuka-Cola 22 Dirty Water 35 Moonshine

10 Nuka-Cola 23 Dirty Water 36 Moonshine

11 Nuka-Cola 24 Purified Water 37 Vodka

12 Bourbon 25 Purified Water 38 Vodka

13 Bourbon 26 Purified Water 39 Wine

14 Bourbon 27 Blood Pack 40 Wine

The Nuka-Cola table, below, is used when a Nuka- Nuka-Cola


Cola machine is found while scavenging. Roll twice to D20 ROLL ITEM
determine the machine’s contents. 1-8 Empty

1+2 C
D glass bottles (junk, scavenge
9-12
for 2 common materials each)

13-15 1 Nuka-Cola

16-17 2 Nuka-Cola

18 1 Nuka-Cola, 1 Nuka-Cherry

19 2 Nuka-Cola, 1 Nuka-Cherry

20 1 Nuka-Cola Quantum

GM’s Screen  GUIDE TO SCAVENGING 11


CHEMS Many Chems items listed in the Equipment chapter
are not listed on the tables below. They can only be
Chems are listed on p.164.
obtained through crafting, described in the Crafting
section later in this chapter.

Random Chems
2D20 2D20 2D20
CHEM CHEM CHEM
ROLL ROLL ROLL

2 Super Stimpak 15 Daddy-O 28 Buffout

3 Calmex 16 Rad-X (diluted) 29 Jet

4 Day Tripper 17 Rad-X (diluted) 30 Jet

5 Addictol 18 Healing Salve 31 Mentats

6 Stimpak 19 Healing Salve 32 Mentats

7 Stimpak 20 Dirty Water 33 Rad-X

8 RadAway 21 Dirty Water 34 Rad-X

9 RadAway 22 Dirty Water 35 Stimpak

10 Psycho 23 Stimpak (diluted) 36 Stimpak

11 Psycho 24 Stimpak (diluted) 37 Antibiotics

12 Med-X 25 RadAway (diluted) 38 Overdrive

13 Med-X 26 RadAway (diluted) 39 Fury

14 Daddy-O 27 Buffout 40 X-Cell

12 FALLOUT  The Roleplaying Game


WEAPONS (RANGED) Ranged weapons found come with a standard quantity
of their ammunition (standard quantities shown on
Ranged Weapons are listed on p.95.
the ammunition table in this chapter and on p.91).

Random Ranged Weapons


2D20 2D20 2D20
RANGED WEAPON RANGED WEAPON RANGED WEAPON
ROLL ROLL ROLL

Institute Laser Rifle (Long Pipe Rifle (Long Barrel,


2 Fat Man 11 20
Barrel, Standard Stock) Standard Stock)

3 Fat Man 12 Syringer 21 Pipe Gun

Auto Pipe Gun (Automatic


4 Missile Launcher 13 Hunting Rifle 22
Receiver)

5 Missile Launcher 14 Assault Rifle 23 Pipe Revolver

Pipe Bolt Action Rifle (Long


6 Railway Rifle 15 Laser Musket 24
Barrel, Standard Stock)

10mm Auto Pistol


7 Junk Jet 16 Submachine Gun 25
(Automatic Receiver)

8 Flamer 17 10mm Pistol 26 Double-Barreled Shotgun

9 Plasma Pistol 18 Pipe Bolt Action 27 .44 Pistol

10 Laser Rifle 19 Auto Pipe Rifle 28 Combat Rifle

Scoped Hunting Rifle (Long


29 33 Minigun 37 Heavy Incinerator
Barrel, Short Scope)

Plasma Rifle (Long Barrel,


30 Combat Shotgun 34 38 Heavy Incinerator
Standard Stock)

31 Institute Laser Pistol 35 Gatling Laser 39 Gamma Gun

32 Laser Pistol 36 Gauss Rifle 40 Gamma Gun

GM’s Screen  GUIDE TO SCAVENGING 13


WEAPONS (MELEE)
Melee Weapons are listed on p.111.

Random Melee Weapons


2D20 2D20 2D20
MELEE WEAPON MELEE WEAPON MELEE WEAPON
ROLL ROLL ROLL

2 Deathclaw Gauntlet 15 Walking Cane 28 Pipe Wrench

3 Shishkebab 16 Walking Cane 29 Knuckles

4 Shishkebab 17 Pool Cue 30 Knuckles

5 Sledgehammer 18 Pool Cue 31 Tire Iron

6 Sledgehammer 19 Switchblade 32 Tire Iron

7 Ripper 20 Switchblade 33 Sword

8 Ripper 21 Board 34 Sword

9 Boxing Glove 22 Board 35 Aluminum Baseball Bat

10 Boxing Glove 23 Lead Pipe 36 Aluminum Baseball Bat

11 Baton 24 Lead Pipe 37 Power Fist

12 Baton 25 Rolling Pin 38 Power Fist

13 Machete 26 Rolling Pin 39 Super Sledge

14 Machete 27 Pipe Wrench 40 Super Sledge

WEAPONS (THROWN/EXPLOSIVES)
Thrown Weapons are listed on p.119, while Explosives
are on p.120.

Items are found in the quantity listed.

Random Thrown and Explosive Weapons


2D20 THROWN/EXPLOSIVE 2D20 THROWN/EXPLOSIVE 2D20 THROWN/EXPLOSIVE
ROLL WEAPON ROLL WEAPON ROLL WEAPON

2 1 Nuka Grenade 15 2+1 C


D Javelins 28 2+1 C
D Molotov Cocktails
3 1 Pulse Mine 16 2+1 C
D Javelins 29 2+1 C
D Molotov Cocktails
4 1 Pulse Mine 17 2+1 C
D Javelins 30 2+1 C
D Tomahawks
5 1 Plasma Mine 18 2+1 C
D Javelins 31 2+1 C
D Tomahawks
6 1 Plasma Mine 19 2+1 C
D Javelins 32 2+1 C
D Tomahawks
7 1 Bottlecap Mine 20 4+2 C
D Throwing Knives 33 1 Frag Mine

8 1 Bottlecap Mine 21 4+2 C


D Throwing Knives 34 1 Frag Mine

9 1 Bottlecap Mine 22 4+2 C


D Throwing Knives 35 1 Frag Mine

10 2+1 C
D Frag Grenades 23 2+1 C
D Baseball Grenades 36 1 Plasma Grenade

11 2+1 C
D Frag Grenades 24 2+1 C
D Baseball Grenades 37 1 Plasma Grenade

12 2+1 C
D Frag Grenades 25 2+1 C
D Baseball Grenades 38 1 Pulse Grenade

13 2+1 C
D Molotov Cocktails 26 2+1 C
D Baseball Grenades 39 1 Pulse Grenade

14 2+1 C
D Molotov Cocktails 27 2+1 C
D Baseball Grenades 40 1 Nuke Mine

14 FALLOUT  The Roleplaying Game


ODDITIES AND VALUABLES
These tables cover a variety of different items not cov-
ered in other lists. Unlike the other loot tables, this
table requires rolling 3d20 rather than 2d20.

Unusual Items
A small number of items appear on the Oddity table which survivor in the area and aren’t part of the normal items
are not described elsewhere. found in that location. The GM chooses an item category:
the container holds an item rolled from that category’s table
Note or Holotape at the rarity of the container.
This is one or more pieces of paper, or a single holotape
recording, from someone who was in this location previously. Container, Locked
They may be relics from before the Great War, or journals Ammo boxes, foot lockers, locked toolboxes, and similar.
kept by other survivors who passed through years or even Someone took the time to secure this container, so there must
decades earlier. They have no inherent value, but they can be something good inside. A successful PER + Lockpick
often provide useful information. The GM determines what test with a difficulty equal to the container’s rarity opens the
information is found in a note or on a holotape, which could lock, and within are two items from categories determined
include directions to a previously unknown location, clues by the GM, of a rarity equal to that of the container.
towards a secret to uncover, a rare crafting recipe, some-
thing which inspires a new question, or simply a bit of extra Key
worldbuilding information about the wasteland. A key or a note containing a password for a computer sys-
tem. For the sake of the game, each key opens a lock with a
Container difficulty of the key’s rarity or lower (or unlocks a computer
A large duffel bag, a cooler or picnic hamper, or some system of that difficulty if it’s a password). This can be used
other kind of unsecured container. Normally portable, these in the same location, or it can be used in a later location.
containers are likely to have been dropped by a previous

Random Oddities and Valuables


3D20 3D20 3D20
ODDITY/VALUABLE ODDITY/VALUABLE ODDITY/VALUABLE
ROLL ROLL ROLL

3 Regeneration Field 12 Diagnosis Mod 21 Lockpick Set

4 Regeneration Field 13 Geiger Counter 22 Holotape Player

Pre-War Money worth


5 14 Doctor’s Bag 23 Large Backpack
5d20 Caps

Pre-War Money worth Pre-War Money worth


6 15 Magazine (see p.172) 24
5d20 Caps 3d20 Caps

Pre-War Money worth


7 5d20 Caps 16 25 3d20 Caps
4d20 Caps

8 5d20 Caps 17 4d20 Caps 26 Integral Boiler Mod

9 5d20 Caps 18 Container 27 1+2 C


D Signal Flares
Pre-War Money worth
10 Stealth Field 19 Hazard Detection Mod 28
2d20 Caps

11 Recon Sensors 20 Radio 29 2d20 Caps

GM’s Screen  GUIDE TO SCAVENGING 15


3D20 3D20 3D20
ODDITY/VALUABLE ODDITY/VALUABLE ODDITY/VALUABLE
ROLL ROLL ROLL

30 2+1 C
D Bobby Pins 41 Multi-Tool 52 Key

31 1d20 Caps 42 Hacking Module 53 Key

Pre-War Money worth


32 43 Lockpick Module 54 Key
1d20 Caps

33 4+2 C
D Bobby Pins 44 Container, Locked 55 10+5 C
D Bobby Pins
34 Small Backpack 45 8+4 C
D Bobby Pins 56 10+5 C
D Bobby Pins
35 Torch 46 Stealth Boy 57 10+5 C
D Bobby Pins
36 Note or Holotape 47 Deluxe Toolkit 58 Stimpak Diffuser

37 6+3 C
D Bobby Pins 48 Flashlight 59 Stimpak Diffuser

38 Robot Repair Kit 49 Behavioral Analysis Mod 60 Tesla Coils

39 First Aid Kit 50 Radiation Coils

40 Lantern 51 Sensor Array

JUNK ƒ If you have the Scrapper perk, you also receive one
Junk items have little immediate benefit, beyond uncommon material for each effect rolled. If you
amusement or nostalgia, but they’re still potentially have two ranks in the Scrapper perk, you’ll also
valuable for the materials they’re made from. receive one rare material for every two Effects
rolled.
Junk items have no rules effect on their own. Their
ƒ Consumable items cannot be salvaged: you can-
only effect is to be found and broken down into useful
not unmix chems, nor uncook meat.
materials, which can be used for crafting and repairing
other items. ƒ You cannot salvage ammunition: the means to do
so requires tools that are nearly impossible to find
When you find junk while scavenging, roll 2d20. That is in the wasteland.
the quantity of junk items you scavenge. Junk items have
a weight of 2 and are worth 2 caps each in trade. You Common materials include wood, steel, plastic,
may spend 1 Luck point to increase the number of junk rubber, cloth, concrete, bone, and ceramics; substances
items scavenged by an amount equal to your LCK score. that are easy to find and easy to salvage. A single unit of
common materials has a cost of 1 cap, and a weight of 1.
You can salvage materials from junk items and from
other items you wish to dispose of to use them later for Uncommon materials are rarer and harder to salvage,
repairs and for crafting. Salvage requires that you have and include copper, aluminum, lead, silver, as well
appropriate tools or facilities, such as a workbench. as cork, glass, fertilizer, fiberglass, and small compo-
nents such as gears, springs, and screws. A single unit
Salvaging items takes 10 minutes per item being of uncommon materials has a cost of 3 caps, and a
salvaged and requires an INT + Repair test with a dif- weight of 1.
ficulty of 0. Roll 1 C
D for each junk item salvaged: you
receive common materials equal to the total rolled. Rare materials are the rarest and most difficult to
You may roll +1 C
D for every AP spent after succeed- salvage. Asbestos, ballistic fiber, circuitry, fiber optics,
ing on this test, as you salvage more efficiently and corrosive and antiseptic chemicals, and even nuclear
secure more materials. material are found in many items, but are difficult to
salvage. A single unit of rare materials has a cost of 5
caps and a weight of 1.

16 FALLOUT  The Roleplaying Game


CREATING SCAVENGING LOCATIONS
The Scavenging rules on p.195 of the Fallout: The 3. What is the risk and reward? At this point, you
Roleplaying Game rulebook provide a way to should determine the Location’s level. Level will
structure searching places for treasures and useful dictate how difficult or dangerous any hazards or
resources, helping to determine what obstacles or occupants are to overcome, but it will also affect
hazards need to be overcome and what kinds of loot the quality of the loot found within the location—
can be found afterwards. risk and reward go hand-in-hand.

4. What problems are there? Determine if the loca-


Obviously, this requires a little effort on the part of
tion is occupied, if there are any hazards present,
you, the GM, to devise these locations and populate
and/or if there are obstacles that make it harder to
them with difficulties for the players to overcome.
access the location.
This section provides you with additional tools and
guidance for using the scavenging rules.

Creating a Location can be done in a short series of steps: WHAT IS THE LOCATION?
1. What is the location? Decide on a basic concept First, decide on what the Location is. Is it a house in
for what the Location represents. This basic con- an abandoned suburb, or the office of a major newspa-
cept will help shape several decisions later, but for per in a ruined city? Is it a military facility, or an old
the moment, the main choice to make is the loca- medical clinic?
tion’s Scale and categories, which will determine
how many items are there and what kinds. The first way this is reflected in the rules is by the
scale of the Location. Select a Scale from those on the
2. How much has it been searched? Select a basic
table below: Tiny, Small, Average, or Large, though
Degree for the location, based on the degree to
Tiny is rarely used for a location by itself (it may
which the location has been searched in the past.
be used for a location within a larger location, as
This increases the difficulty of searching the location
described in the Fallout: The Roleplaying Game
and reduces the minimum number of items found.
rulebook, p.36). The Scale chosen determines the
number of item rolls a location contains.

Location Scale
SCALE EXAMPLE TOTAL ITEMS

Tiny A safe 6

Small A room 12

A small shop or home,


Average 18
or several rooms

A large multi-story building,


Large 24
or several shops or homes

Next, choose one of the following Categories for the


location. These Categories affect the categories of
items the location contains, and how many of each
type are provided.

GM’s Screen  GUIDE TO SCAVENGING 17


Location Category Degree of Search
CATEGORY ITEM CATEGORIES* SEARCH ITEM MINIMUMS
DEGREE
DIFFICULTY REDUCED*
Clothing (1), Food (1),
Residential
Beverages (1), Junk (2), Untouched 0 2
(homes and gardens)
Other (1) Partly Searched 1 3
Commercial Food (1), Beverages (1), Mostly Searched 2 4
(shops, restaurants, etc.) Junk (2), Other (2)
Heavily Searched 3 5
Clothing (1), Armor (1),
Industry
Beverages (1), Junk (2),
(factories, garages) * As before, the number of items reduced are for a Tiny
Other (1)
location. Multiply them by 2 for a Small location, by 3
Medical (hospitals, Clothing (1), Chems (2),
for an Average location, and by 4 for a Large location.
clinics, ambulances) Junk (2), Other (1)
Food (3), Beverages (1), For each point of Item Minimums Reduced, choose
Agriculture
Junk (1), Other (1) one item category the location contains, and reduce
Ammunition (1), Armor (1), the minimum number of items from that category
Military Clothing (1), Weapons (1), by 1, to a minimum of 0. If the minimum number of
Other (2) items is 0, reduce the maximum number instead, to a
minimum of 1.
* The numbers in the table are for a Tiny location.
Multiply them by 2 for a Small location, by 3 for an
Example: Sam is creating a location for his players
Average location, and by 4 for a Large location. These
numbers represent the maximum of each item category to search. It’s a Small Industry area—a garage—and
characters can find. Minimums will be determined later. contains the following items: Clothing x2, Armor x2,
Beverages x2, Junk x4, Weapons x1, Ammunition x1. He’s
In each case, where you see ‘Other’ listed, roll on decided that it’s been Mostly Searched, and thus reduces
the following table to determine which category the 8 item categories (4, x2 because the location is Small).
player characters have found: He splits up those points and ends up with the following
minimums and maximums for each category: Clothing
‘Other’ Found Items 1-2, Armor 0-2, Beverages 0-2, Junk 3-4, Weapons 0-1,
D20 ROLL ITEM CATEGORY Ammunition 0-1.

1-3 Ammunition

4-5 Armor

6-8 Clothing WHAT IS THE RISK AND REWARD?


9-11 Food
Next, choose the location’s Level.
12-14 Beverages

15-16 Chems Level affects the rolls on the item tables, with a high-
17-18 Weapons er-level location increasing the likelihood of rarer and
more useful items being found.
19-20 Oddities

However, level also affects the nature of any problems


with the location which the PCs must overcome. A
HOW MUCH HAS IT BEEN SEARCHED? location with a high level but no problems is a wind-
fall for the players—good loot with no risk or conse-
Next, determine the location’s Degree, which repre- quences—and should occur only rarely.
sents how much others have searched it previously.
This makes searching the location more difficult and You can choose to create your location as you see fit,
reduce the minimum number of items found. or you can roll to determine the location’s level. Note

18 FALLOUT  The Roleplaying Game


that a location can have a level of 0 or less, though no Having followed these steps, you should now have a
NPC or PC has a level of less than 1; if a location’s level location ready for characters to search. If the location
is under 1, it cannot have occupants as there are no has inhabitants, you may wish to prepare a simple
NPCs of a low enough level. map and note down which NPCs are present, if com-
bat is likely.
Take a number of C
D equal to the PCs’ levels, and
add a number of additional C
D equal to the difficulty
OTHER OPTIONS
associated with the chosen Degree (i.e., if the location’s
Degree is Mostly Searched, add +2 C
D ), and roll those
dice. The total rolled is the level of the location.
You are, of course, welcome to disregard these tools
and create locations as you see fit, customizing them
If the location has any problems—obstacles to over-
to your tastes and creating unique and evocative
come, occupants to deal with, or hazards to avoid—
locales for the player characters to search. If you’re
then each Effect rolled on those C
D adds +1 to the
using an area taken from one of the Fallout games or
total rolled, making it more likely that locations with
basing your wasteland on a real place you know.
such problems are higher level.

Even if you’re not ignoring all the guidelines, feel free


to adjust the numbers as you need; perhaps increasing
WHAT PROBLEMS ARE THERE? or decreasing the number of items of a specific cate-
gory to represent a specific type of location, such as
If you have decided that the location contains a adding more weapons and ammo to an old gun shop.
problem, you should determine the nature of that
problem now. A useful option is to split locations up into smaller
pieces. An old shopping mall might be one large loca-
ƒ An Obstacle requires a skill test to overcome. The tion, or it might be several small ones. An old service
difficulty of this test is 1, +1 if location is 6th level station might be split into the convenience store at
or higher, and +1 for every 5 levels beyond that the front and the garage at the back. There might be
(11th, 16th, 21st, etc.), to a maximum of 5. a smaller locked location inside a larger one, such as
a safe behind the counter of a restaurant, or a sealed
ƒ A Hazard inflicts damage. If the hazard is ongo-
quarantine area of a hospital full of ghouls. With
ing, it inflicts 1 C
D damage per ten minutes spent
‘nested’ locations in particular, where there’s a secured
within the location, or 1 C
D damage per minute if
small location inside a bigger one, it’s OK to increase
the location’s level is eleven or higher. If the hazard
the level of the smaller location by two or three or
is occasional, each instance of the damage inflicts
giving it a more favorable degree (a locked safe in
3C
D damage, +1 C
D for every four levels the loca-
a mostly-searched building might be completely
tion has; if the hazard is a deliberate trap, you may
untouched), as it serves as a nice reward for players,
choose a weapon which inflicts similar damage for
and reflects the computer games nicely.
this purpose.

ƒ A location with Inhabitants will have a number of As a piece of advice, however: don’t plan too much in
inhabitants present equal to the number of PCs, of advance. Part of the fun of scavenging through the
a level equal to that of the location. You may reduce ruins is the discovery, of finding that rare thing you
the level of the inhabitants further to increase their wanted or needed in the place you least expected.
numbers, adding +1 normal NPC per level reduced. Leave some of scavenging up to the dice, so that it
You may reduce the total number of NPCs present isn’t just you handing out pre-planned rewards to the
by two to include a leader; this leader will be a players on your schedule.
Notable NPC or Mighty creature and have a level
up to two higher than the location.

GM’s Screen  GUIDE TO SCAVENGING 19


a s t
M ands!e r t h e
Wastel
Have handy tables for all manner
of rules and statistics for
explor ing the wasteland

Provide your players


with scavenging locations
tailored to their quests

Guide them through scavenging


scenes of heavily searched
ruins to untouched gems

Populate your scavenging


scenes with inhabitants both
hostile and friend ly

! Place
Don’t make it easy in their
zards
obstacles and ha
able loot inside
way to the valu

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