FO2d20 GM Screen Booklet v002m DIGITAL
FO2d20 GM Screen Booklet v002m DIGITAL
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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 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
Category: Each location has one or more catego- at the GM’s discretion.
ries, which is used to determine a number of other
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-
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
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.
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.
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 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
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 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 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:
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.
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. Mechanical Lock: found securing doors, gates,
safes, and even toolboxes and other containers, a
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.
Electronic Lock: often seen as more secure than
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
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
HAZARDS
Many locations still have supplies to loot because
they’re dangerous, deterring would-be scavengers.
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)**
* 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.
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
4 X-01 Power Armor Piece 17 Vault-Tec Armor 30 T-51 Power Armor Piece
7 T-60 Power Armor Piece 20 Sturdy Raider Armor 33 Sturdy 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
Random Food
2D20 2D20 2D20
FOOD FOOD FOOD
ROLL ROLL ROLL
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
17-18 Tato
19 Hubflower
20 Bloodleaf
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
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
Random Chems
2D20 2D20 2D20
CHEM CHEM CHEM
ROLL ROLL ROLL
WEAPONS (THROWN/EXPLOSIVES)
Thrown Weapons are listed on p.119, while Explosives
are on p.120.
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
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
30 2+1 C
D Bobby Pins 41 Multi-Tool 52 Key
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
JUNK 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
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. 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.
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
1-3 Ammunition
4-5 Armor
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
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.
! Place
Don’t make it easy in their
zards
obstacles and ha
able loot inside
way to the valu
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