(MUH0052193) Fallout The Roleplaying Game - Fallout GM's Toolkit Booklet + Poster + Rules Supplements
(MUH0052193) Fallout The Roleplaying Game - Fallout GM's Toolkit Booklet + Poster + Rules Supplements
Data Analyst
Benn Graybeaton
Bookkeeper
Valya Mkrtchyan
© 2021 Bethesda Softworks LLC. FALLOUT and related logos are trademarks or registered trademarks of ZeniMax Media Inc. or its affiliates in the
U.S and/or other countries.
The Modiphius Entertainment logo is a trademark of Modiphius Entertainment. All Rights Reserved to their respective owners.
The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd. 2015-2021. All 2d20 system text is copyright Modiphius
Entertainment Ltd. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement
is intended. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except
for those people and events described in an historical context.
CONTENTS
Chapter One Chapter Two
GAMEMASTER EQUIPMENT
OPTIONS TABLES
Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . 4 Ammunition . . . . . . . . . . . . . . . . . . . . . . . . 25
Travel and Terrain . . . . . . . . . . . . . . . . . . . . . 9 Small Guns . . . . . . . . . . . . . . . . . . . . . . . . . 26
Navigating the Wasteland . . . . . . . . . . . . . . 15 Energy Weapons . . . . . . . . . . . . . . . . . . . . . 28
Creating Scavenging Locations . . . . . . . . . . . 17 Big Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Melee Weapons . . . . . . . . . . . . . . . . . . . . . . 34
Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Throwing Weapons . . . . . . . . . . . . . . . . . . . 39
Apparel . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Power Armor . . . . . . . . . . . . . . . . . . . . . . . . 46
Robot Armor . . . . . . . . . . . . . . . . . . . . . . . . 53
Robot Modules . . . . . . . . . . . . . . . . . . . . . . . 55
Loot Tables . . . . . . . . . . . . . . . . . . . . . . . . . 56
Chapter One
GAMEMASTER
OPTIONS
OPTIONAL RULES
There are several tools, not in the Core Rules chapter, test represents a problem that requires much greater
which do build upon them to provide optional modes effort to resolve. They can be tests that last a whole
of play or enhance your game. They can be a little session, or even a whole quest, and often provide
more complex, or require more bookkeeping, but mounting tension or pacing for a key objective.
provide you with ways to represent key experiences in
the world of Fallout. Extended tests use the same mechanics as characters
taking damage and injuries in combat, except these
injuries are called breakthroughs, and represent
EXTENDED TESTS actions that will take an uncertain amount of time and
effort to complete. To track an extended test, decide
how much effort it needs by assigning it a value of
Extended tests can provide a greater challenge for
health, between 5 and 20 points, just like you might
player characters than normal skill tests. While tests
an NPC. Then decide how many breakthroughs the
represent a single problem to overcome, an extended
players need to achieve to complete the extended task
Buy d20s (1–6 AP): Buy bonus d20s for a test. The first
ACHIEVING BREAKTHROUGHS die costs 1 AP, the second costs 2, and the third costs 3.
If the C
D score is 5 or more, or the test’s points reduce
Reduce Time (2 AP): Halve the amount of time a
to 0, then one or more breakthroughs are made. It’s
test takes to attempt.
possible that a player can reduce an extended test’s
health to 0 and score 5 or more damage at once, and Make an Additional Test (2 AP): Make one addi-
therefore score two breakthroughs in a single roll. tional skill test immediately. They can only choose
this option once during an extended test.
Example: In order to track an Institute courser, Nora must Extra Damage: Players can spend up to 3 AP to
triangulate its signal—doing so is an extended test, and it increase your dice pool by up to 3 C
D. Each AP spent
looks like this: adds 1 C
D to their damage roll.
Effort: 20
Breakthroughs: OPTIONAL BENEFITS
If you want to help the players, or if the circumstances
She travels to the C.I.T. ruins north of Diamond City, tunes of the scene make sense, breakthroughs can have one
her Pip-Boy’s radio to the frequency and moves around the of the following effects, at your discretion.
ruins. She succeeds her INT + Science test and then rolls
5C
D, scoring a total of 6 damage. This reduces the extended Difficulty Reduction: Any remaining skill tests
test’s effort by 6, down to 14, and because Nora scored 5 or made to overcome the problem have their difficulty
more damage at once, she also achieved a breakthrough! reduced by 1.
One of the three breakthroughs is checked off, and she
Resistance Reduction: The stress track’s resistance
begins to follow the signal east to Greenetech Genetics.
reduces by 2.
VARIABLE INITIATIVE mess of glass, brick, and concrete, and so the work is harder
to accomplish, represented by the 2 damage resistance.
A hostile faction will not help you and most likely attack on sight. Or, if they do help you, it’s
0 (Hostile) only to sell you out, and they wouldn’t expect any better from you. They won’t be willing to
trade and will probably try to forcibly take whatever resources you have.
This faction is careful around you, and possibly has an issue with your previous actions or
another reputation you’ve cultivated. They’ll only help you if they can gain a real windfall
1 (Cautious)
from it, they’ll charge you extortionately for supplies, and most likely won’t give you shelter if
you ask for it.
Neither of you expect anything from the other without proper compensation, but it’s possible
2 (Neutral) you can get help from this faction if they have something to gain. This faction may have been
impressed by their first interactions with you, or you have a complicated history with them.
You are friendly with this faction, and they may help you from time to time if the request
3 (Friendly) is simple enough. They’re open to trading gear and supplies and help you if it aligns with
their goals.
This faction trusts you, and you can rely on them for help from time to time. They readily
4 (Trusting) trade gear and supplies with you and sometimes offer you rare equipment or discounted
supplies. They help you if you request it or reach out to you for help if they think you can.
You get on well with this faction, trust each other implicitly, are helpful to one another, and
5 (Allied) you’ve both worked hard to keep it that way. This faction can provide you equipment and
shelter, sometimes for free. This faction will come to you for aid or help you if they can.
You can provide guidance about the scope and scale knows you by reputation, you may use your reputation
of each faction the player characters are connected to rank instead of a skill rank to create your target num-
in descriptive terms—a gang in downtown Boston has ber, rolling using your ATTRIBUTE + Reputation
less power than the Brotherhood of Steel, but the street rank, as you allow your renown to speak for you.
gang is much more pertinent to daily life in Boston
than the appearance of the Prydwen out by Boston air- IMPROVING FACTION REPUTATION
port. And it’s up to you how the different factions act,
Reputation and influence change over time, improved
what resources they have, and what their objectives are.
by helping a faction or worsened by working against
them and attacking its members. At the end of a
A faction can provide assistance, and also serve as a
quest, consider its outcomes, the decisions the player
source of quests, but remember, rather than dealing
characters took, and choose which factors may
with a single person, you’re dealing with a group of
influence a character’s reputation. You are the final
people and the politics that comes with that.
arbiter of whether an action has a positive or negative
influence on a character’s reputation with a faction,
FACTION REPUTATION but the simplest method is a list of simple yes or no
Each player character has a reputation rank between 0 questions. You can add questions as you see fit, and
and 5 with each faction they’re in contact with. Their published quests may include additional questions
reputation rank measures their standing with that fac- specific to its conclusion.
tion and how well-regarded they are by its members.
Positive Influences:
A player character begins with a reputation rank of 1
Did you complete the faction’s objectives of the quest?
with each faction they encounter.
Did you abide by the faction’s tenets or rules?
Did you kill a faction’s enemy?
When you attempt a task to convince, persuade, or
Did you complete a faction’s objective for free?
otherwise interact with someone in the faction who
Did you give the faction gear or supplies?
Once the questions have been asked, and any positive DECREASING FACTION REPUTATION
and negative influences have been counted out, you
If the total amount of negative influences outweighs
make a reputation test. Resolve this with a skill test;
the positive influences when making a reputation test,
though it doesn’t use the character’s normal attributes.
each Complication generated reduces the player char-
acter’s reputation with the faction by one.
Determine Target Number: Your target number
for this roll is your CHA + your reputation rank.
SEEKING ASSISTANCE FROM FACTIONS
Set Difficulty: The difficulty of this roll is equal to
You can go to a faction for assistance, either so they
the number of negative influences you have.
provide a companion for your quest, or will help
Assemble Dice Pool: Roll a number of d20s equal you in another way. The base difficulty of the CHA
to the number of positive influences you have. + Speech test to gain their help is equal to 5 - your
reputation rank. If you do not offer the faction any-
Check for Successes: Each d20 that rolls equal or
thing in return, the difficulty increases by 2. You may
less than your target number generates one success.
succeed at cost, by foregoing a reputation test with
Any d20 that rolls equal or less than your reputa-
this faction after the current quest, instead reducing
tion rating will generate two successes. Any d20
your reputation with them by one. If the test diffi-
that rolls a 20 generates a complication and could
culty is 0, their assistance is automatic, and you do
mean your reputation decreases.
not need to roll.
Compare to Difficulty: If the number of successes
rolled equals or beats the difficulty of the repu- REQUESTING SUPPLIES
tation test, then you have passed, and increase
You can ask a faction for supplies, gear, or the use
your reputation with the faction by one rank. If
of their resources like a vehicle or powerful device.
the number of successes scored is less than the
The base difficulty of the CHA + Barter test to gain
difficulty, you have failed and do not increase your
those supplies is equal to 5 - your reputation rank.
reputation with the faction.
If you do not offer the faction anything in return, the
difficulty increases by 2. You may succeed at cost, by
Handling Faction Reputations foregoing a reputation test with this faction after the
current quest, instead reducing your reputation with
There can be several factions involved in a quest, and it’s
them by 1. If the test difficulty is 0, their assistance is
up to you whether a reputation roll is needed for each
automatic, and you do not need to roll.
faction involved. If the faction paid little interest to what
the player characters were doing, then you may decide
the players do not need to make reputation rolls, but if ASSISTANCE REQUESTED
the quest was given by the faction or other factions paid When a faction requests your help, and you refuse, your
keen interest to the outcome, then the players should reputation reduces by one. If your reputation would fall
absolutely make reputation rolls for the interested parties. below two (Neutral), the faction may become hostile
towards you, attack you, or see you as a threat.
In clear terrain—open fields and plains, ash wastes, Whenever you gain Action Points, you reduce the
deserts, the ruins of cities, and similar—you can amount you would gain by 1 for each point of Fatigue
cross a few miles every hour, or a few hundred yards you have, to a minimum of 0.
every ten minutes, depending on your AGI, and you
Whenever you begin a scene with Fatigue, you lose 1 HP
can comfortably walk for a number of hours each day
for every 2 Fatigue you have. This is not reduced by any
equal to your END +2. These are approximate values,
form of damage resistance.
but they serve as a useful baseline for how far and how
fast you can travel outside of combat.
Character Travel Speed However, the wasteland is not a flat, featureless plain.
AGI SCORE MILES PER HOUR YARDS PER MINUTE Where you’re travelling is just as important as how
fast and how long you’re travelling. Broadly, there
4-5 2 60
are three categories of terrain which you’re likely to
6-8 3 90
encounter in the wasteland: open, rough, and hard.
9+ 4 120
Open terrain is clearer and easier to travel than
You can move more quickly than this for short periods most. Roads and commonly trod paths are the best
of time, perhaps if you’re in danger or trying to reach examples of this, along with cleared and settled
somewhere in a hurry. This faster pace is twice your areas. You can travel at one and a half times normal
normal speed, but you can only maintain it for an speed in open terrain.
hour without wearing yourself out: each additional
Rough terrain is difficult going, with many obsta-
hour in any given day you move at this hurried pace
cles to cross or bypass. You travel at three-quarters
gives you 1 Fatigue.
normal speed in rough terrain.
Similarly, you can push yourself to travel for longer, Hard terrain is extremely difficult to traverse,
but each extra hour you walk for in any given day often involving shifting or unstable ground, steep
gives you 1 Fatigue. slopes, and/or dense mazes of obstacles. You travel
at half normal speed in hard terrain.
4-5 3 90 2 60 1½ 45 1 30
6-8 4½ 135 3 90 2¼ 68 1½ 45
9+ 6 180 4 120 3 90 2 60
Naturally, having access to a vehicle can make travel Forest fires add an extra hazard to a fight. Areas containing
easier—perhaps allowing you to travel more quickly, dry undergrowth can ignite if hit by an energy weapon (as a
but always allowing you to travel with less effort— result of a complication, or a deliberate shot into the under-
though some vehicles may not be able to travel growth), inflicting 3 C
D Persistent (Energy) damage to anyone in
through some types of terrain. a burning zone at the start of their turn. The fire spreads to
one adjacent zone of foliage at the end of each turn.
The following sections cover the most common types
of terrain you’ll encounter, and how they are repre- Fires like this also produce a lot of smoke: any zone adjacent
sented in rules terms during travel and combat. to a fire which has been burning for at least one full round
is filled with smoke, which functions in the same way as mist
and fog, but also inflicts 2 C
D Poison damage from inhalation
FORESTS AND WOODLANDS to anyone in a smoke-filled zone at the start of their turn.
MOUNTAINS
zones, with scattered zones for boggy ground.
CHOOSING A PATH
often to see that you don’t get lost. Visible landmarks
and terrain features like roads and rivers, as well as
tools like compasses, make this easier. Dense terrain
Once you know where you’re going, you’ll need to
and limited visibility can make this harder. If you get
determine how you’re going to get there. If you have a
lost, you may end up somewhere other than where
map, this is a relatively straightforward process: look
you intended.
at the map and determine a path between where you
are and where you’re going, accounting for terrain
Along the path, you may cross paths with other travel-
along the way.
ers or find interesting (and/or dangerous) things along
your route. These encounters can be valuable opportu-
If you don’t have a map, the GM will provide you with
nities, or they can be dangers; and you’ll face more of
some routes based on what you can figure out of the
them the longer you travel.
nearby terrain, and any directions you’ve been given.
If you’ve traveled to your destination before, then you
already know routes already taken. You may attempt
DESTINATION an INT + Survival test, with a difficulty of 2 (modified
by how well you know the destination, as discussed in
Where you’re going is a vital part of travel. Going the previous section) to determine how many routes
somewhere without a destination in mind isn’t the the GM provides: you receive one known route on a
best or most useful approach. The more accurate success, plus one per AP spent, but each complication
your knowledge of the destination, the better—going produces an additional route containing some kind
somewhere that you only vaguely know is a recipe for of hidden problem or hazard (the GM doesn’t have
getting lost—but sometimes inaccurate knowledge is to tell you which route is which). Failure means you
the best you’ve got. succeed at a cost.
Navigation Difficulties
Failure, however, means that you have gotten lost.
NAVIGATION CONDITIONS BASE DIFFICULTY
Clear Trail 1 When you’re lost, your next test to navigate increases
in difficulty by 1. This is cumulative—the more lost
Large Landmarks 2
you get, the harder it is to get back on course, and
Small Landmarks 3
you cannot complete your journey while you are lost.
Known Direction 4 Once you succeed at a test to navigate, all difficulty
Gut Feeling 5 increases for being lost are removed.
A clear trail is any long stretch of terrain which leads In addition, any complications suffered on a test to
in the right direction and which you can follow easily. navigate has one of two effects (chosen by the GM):
This might be a road, a stream or river, a game trail or for each complication, the journey has a greater
similar natural path, or something similar. Navigating chance of random encounters (+1 C
D rolled), or the
is easy, as long as you follow that path, and don’t journey takes half as long again to cross that distance.
choose the wrong side when the path forks.
You complete the journey (or this part of the journey) in half the time, as you
Making Good Progress 2
find shortcuts and maintain a steady pace within few stops or setbacks.
Uneventful 1+
One C
D rolled to determine if a random encounter occurs may be ignored.
You may spend multiple AP on this.
You find something a little way off the path which could be useful or
Discovery 2
valuable. The GM determines the details.
You find old road signs or similar along your path which give you a better
Guidance 2 sense of your heading. The next test to navigate you make reduces the
difficulty by 1 (minimum 0).
You find an area which provides decent shelter, visibility, or both, which
Ideal Place to Stop 2
makes for an ideal place to set up camp.
9-11 Food
Location Scale
12-14 Beverages
SCALE EXAMPLE TOTAL ITEMS 15-16 Chems
Tiny A safe 6 17-18 Weapons
Small A room 12 19-20 Oddities
A small shop or home,
Average 18
or several rooms
Large
A large multi-story building,
or several shops or homes
24 HOW MUCH HAS IT BEEN SEARCHED?
Next, determine the location’s Degree, which repre-
Next, choose one of the following Categories for the
sents how much others have searched it previously.
location. These Categories affect the categories of
This makes searching the location more difficult and
items the location contains, and how many of each
reduce the minimum number of items found.
type are provided.
Degree of Search
Location Category
SEARCH ITEM MINIMUMS
CATEGORY ITEM CATEGORIES* DEGREE
DIFFICULTY REDUCED*
Clothing (1), Food (1), Untouched 0 2
Residential
Beverages (1), Junk (2),
(homes and gardens) Partly Searched 1 3
Other (1)
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), * As before, the number of items reduced are for a Tiny
(factories, garages)
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 one
Agriculture
Junk (1), Other (1) item category the location contains, and reduce the min-
Ammunition (1), Armor (1), imum number of items from that category by 1, to a min-
Military Clothing (1), Weapons (1), imum of 0. If the minimum number of items is 0, reduce
Other (2) the maximum number instead, to a minimum of 1.
However, level also affects the nature of any problems A location with Inhabitants will have a number of
with the location which the PCs must overcome. A inhabitants present equal to the number of PCs, of
location with a high level but no problems is a wind- a level equal to that of the location. You may reduce
fall for the players—good loot with no risk or conse- the level of the inhabitants further to increase their
quences—and should occur only rarely. numbers, adding +1 normal NPC per level reduced.
You may reduce the total number of NPCs present
You can choose to create your location as you see fit, by two to include a leader; this leader will be a
or you can roll to determine the location’s level. Note Notable NPC or Mighty creature and have a level
that a location can have a level of 0 or less, though no up to two higher than the location.
NPC or PC has a level of less than 1; if a location’s level
is under 1, it cannot have occupants as there are no Having followed these steps, you should now have a
NPCs of a low enough level. location ready for characters to search. If the location
has inhabitants, you may wish to prepare a simple
Take a number of C
D equal to the PCs’ levels, and map and note down which NPCs are present, if com-
add a number of additional C
D equal to the difficulty bat is likely.
associated with the chosen Degree (i.e., if the location’s
Degree is Mostly Searched, add +2 C
D ), and roll those
OTHER OPTIONS
dice. The total rolled is the level of the location.
When the player characters are away from a friendly or Choke Point: Foes waiting at points in the terrain
neutral settlement—any location which allows them where there are few options to go around, such
to rest safely and securely, and which is defended from as bridges, mountain passes, and similar. These
wandering wildlife and most aggressors—you or one of encounters have the potential to turn hostile, but
the other players can roll 1 C
D every so often. This may they do not automatically become fights.
be once per day, once during each watch while camped
Animosity: These encounters all have one thing
out at night, every few hours of travel and exploration,
in common: they represent a clash between two
or at some other interval. If an Effect is rolled, then a
opposed factions. The PCs can get involved, or leave
random encounter occurs somewhere nearby.
well alone, at their discretion. For these encoun-
ters, roll 2d20 on the table, re-rolling any matching
If an Effect is rolled on this die, then a random
results if necessary.
encounter occurs somewhere nearby: roll on the
DEAD WASTELANDER: The PCs encounter a recently dead body, of a settler or scavenger. The body may
1-3 have a few items (a couple of junk items, maybe a weapon, 2d20 caps), and a note. The note can be
anything but may contain details of a treasure (a scavenging location) or serve as the start of a new quest.
RAIDERS VS SETTLERS: The PCs hear gunfire, and find a group of raiders attacking a small group of
4
settlers—farmers, traders, etc. It’s up to the PCs if they intervene, and who they help.
WOUNDED DOG: A wounded mongrel dog is encountered. Hurt, it is wary of the PCs and will fight or
flee if it thinks they’re hostile, but if well-treated and its wounds are healed, it may reappear in a future
5
combat scene to assist them. If any PC wishes to keep the dog as a permanent companion, suggest
they take the Dogmeat perk when they next level up.
MOLE RAT AMBUSH: An especially aggressive group of mole rats burst from the ground nearby to
6
attack the PCs.
DEAD MEAT: The PCs find a brahmin, radstag, yao guai, or another large carcass. The body hasn’t
7
been looted or butchered.
8 WILD DOGS: The PCs come across a hungry pack of wild dogs.
SUPER MUTANTS: The PCs find a group of Super Mutants with a captive. They’ve stopped to rest for a
9
bit and can be ambushed. If freed, their captive may help the PCs in some way.
DUELING DEATHCLAWS: A pair of deathclaws are fighting over territory, a kill, or something else; the
10 losing deathclaw may retreat if hurt badly enough. Neither deathclaw will notice the PCs while the
fight continues, but if the PCs want to avoid this, they should leave quickly.
VICIOUS DOGS AND FARMER: A group of wild dogs are attacking a farmer or other settler who is
11
ill-equipped to fend them off. If saved, the farmer offers the PCs a reward.
TRAVELLING MERCHANT: The PCs meet a merchant and their guard, headed to another trading post,
12 a settlement, or even a vault. The merchant may have things to sell and will reveal the location they’re
headed to.
COMBATIVE CRITTERS: Two groups of wild animals are fighting over prey, territory, or just because
13 they’re belligerent. This might be two groups of smaller animals, two big animals, or one large animal
(like a yao guai or radscorpion) fighting a group of smaller ones (a swarm of stingwings).
VERTIBIRD DEPLOYMENT: A Brotherhood of Steel aircraft flies by overhead, and then descends
14 nearby, dropping off some Brotherhood personnel. This might be a group of soldiers, or a couple of
soldiers escorting some scribes. Either way, they clearly have business nearby.
FERAL GHOUL AMBUSH: A group of feral ghouls have made a crude ambush near the remains of a
15
dead farmer and his brahmin. They’ll pounce on anyone who gets too close.
WANDERING EYEBOT: An eyebot floats around, putting out advertisements for pre-War companies, or
16
even for post-War businesses who’ve managed to reprogram one of these little robots.
DEAD MEAT AND FRIENDS: The PCs find a brahmin, radstag, yao guai, or other large carcass.
17 The body hasn’t been looted or butchered, but it is currently being fed on by a swarm of bloatflies,
bloodbugs, radroaches, or other insects.
MISTER GUTSY ON PATROL: The PCs encounter a Mister Gutsy unit, patrolling the area looking
18 for Chinese infiltrators. It may become hostile if it doesn’t get adequate proof that the PCs aren’t
infiltrators… and these old robots often have a very odd sense of what counts as proof.
TRAVELLING MERCHANT: The PCs meet a merchant and their guard, headed to another trading post,
19 a settlement, or even a vault. The merchant may have things to sell and will reveal the location they’re
headed to.
WANDERING IMPOSTER: The PCs meet someone claiming to be a person they already know,
20 searching for donations or recruits for that person’s faction or group.They’ll flee if they believe that
their ruse has been seen through.
LOCKED FRIDGE: A scavenger is trying to get into a locked refrigerator which is sat in the middle of
the wasteland. Wary of people trying to steal from them, the scavenger assumes everyone they see is
1-3 a thief unless convinced otherwise.
The fridge is locked, requiring a difficulty 3 PER + Lockpick test to unlock. Within is one random gun
(see the Weapons (Ranged) loot table, p.60), 1d20 ammo for that weapon, and 3d20 Caps.
THE HATCH: The PCs find a heavy metal hatch in the ground, and a scavenger nearby who claims
that the hatch belongs to them. The hatch leads to an old bomb shelter, but the door won’t without,
ironically, a bomb. The scavenger is working to build one powerful enough.
4-5
A mini-nuke, or three grenades or mines wired together (a difficulty 2 INT + Explosives test), will
suffice to blow the door, so long as the charge is placed correctly (a difficulty 3 PER + Explosives test).
If the door is blasted open, the shelter contains a skeleton, 3 junk items, and 2 random food items.
SAFE LANDING: The PCs come across a small crater in the ground, containing a dented but still intact safe.
6-9 Picking the lock of the safe requires a PER + Lockpick test with a difficulty set by the GM. The safe
contains Xd20 caps, where X is the difficulty needed to pick the lock.
POP-UP BAR: The PCs encounter a makeshift stall marked “Bar”, and the wastelander who owns it.
10-11 They sell a variety of alcoholic drinks and can provide news and rumors from the local area. The
bartender has 3d20 caps but isn’t inclined to buy anything.
CRASHED VERTIBIRD: The PCs come across the wreckage of a recently crashed Brotherhood of Steel
aircraft. The bodies of two Brotherhood knights are still intact enough to loot, and the Vertibird’s
15
storage compartments hold the following: 1 random weapon, 1 random armor piece, 1 random chem
(for these rolls, the encounter’s Level is equal to the PCs’ level +2).
RADIOACTIVE BARRELS: The PCs find several barrels of radioactive waste. There are 3+3 C D barrels
there in total, and each contains 1 unit of radioactive materials, but retrieving those materials takes
one minute per barrel, and being near the barrels inflicts 2 C
D radiation damage every minute (if there
16
for several minutes, add up the dice and inflict the damage all at once).
If one or more Effects are rolled, there’s a creature there, which will attack on sight—a Mighty version
of an animal of your choice, with the Feral and Glowing special rules.
PILE OF BURNING TIRES: A large heap of tires, currently ablaze. It could be a valuable source of
rubber to trade or use in crafting, if it wasn’t on fire. There are 3d20 tires in the heap (minimum 10),
each of which can be salvaged to produce 3 Rubber, but attempting to grab an unburned tire from the
17-18 blaze requires an AGI + Athletics test with a difficulty of 2, suffering 3 C
D Persistent energy damage and
failing to retrieve the tire on a failed test.
Putting out the fire will require large amounts of sand or dirt to smother the flames—a difficult prospect
without heavy machinery.
WRECKED CAR: A pre-War car, wrecked and no longer functional. Most of what remains of the
car can be turned into scrap metal (1+1 C
D Steel for ten minutes of work). Roll 1 C
D when the car is
encountered:
19-20 On a 1 or 2, the car is being stripped for parts by a scavenger.
On an Effect, the car seems abandoned, but there are several Feral Ghouls (equal to number PCs
+1) laying in ambush nearby.
On any other result, the car is abandoned.
NONE SHALL PASS: The PCs come across a trio of raiders demanding a toll to pass the area. The toll
costs 50 caps multiplied by the level of the highest-level raider.
1-4 Refusal to pay means they turn hostile and attack. They can be haggled down with a CHA + Barter
or CHA + Speech test opposed by the raider leader’s roll. Success reduces the toll to 40 caps x the
raider’s level, while failure means they refuse to change the price and will not haggle any more.
ROBOTIC IMPERATIVE: A military robot of some kind, often a Mister Gutsy, is in the area, under strict
orders not to let anyone pass. Attempting to pass anyway will result in the robot becoming hostile. The
5-8 robot might be persuaded to allow passage if it can be convinced that you have a legitimate reason,
but what a given robot regards as legitimate depends on its programming and any behavioral quirks
it has developed.
DISPUTE: A trio of raiders are attempting to shake down a pair of farmers moving through the area.
As the area is a choke point, there’s no way around this, but violence hasn’t broken out yet… but the
9-12
raiders might respond with hostility if they spot the PCs approaching. If the farmers are saved, they’ll
reward the PCs with 2d20 caps.
NERVOUS SETTLERS: The choke point is the path to a nearby settlement, and there are a small group
13-16 of settlers out here on guard. They’ll allow people to pass so long as they holster their weapons and
show no ill-intent. They’re reluctant to fight, but they will do so against anyone who doesn’t comply.
ANIMALS: A pack of dangerous wild animals is part of the fight. These will be something powerful,
1-3 like deathclaws, yao guai, or radscorpions. You don’t have to re-roll duplicates for this result, but each
side should be a different type of animal.
FERAL GHOULS: A large pack of feral ghouls, possibly accompanied by one or two glowing ones, is
4-6
part of the fight.
RAIDERS: A band of fighters from one of the local raider warbands is part of this fight. You don’t have
7-9
to re-roll duplicates for this result, but each side should be from a different local raider warband.
CHILDREN OF ATOM: the radiation-worshipping zealots of the Church of the Children of Atom are
10
part of this fight. They fare very poorly against any foe that is resistant or immune to radiation.
THE BROTHERHOOD OF STEEL: often deployed by Vertibird, Brotherhood forces are involved in this
fight. This might be a group of field scribes trying to make a fighting retreat or hold off foes until
11-12
reinforcements arrive, or it may be a group of knights led by a paladin in Power Armor striking back
against the dangers of the wasteland.
ROBOTS: A group of protectrons, Mister Gutsy units, assaultrons, or even malfunctioning domestic
13-14
robots are part of this fight. In the Commonwealth, this could also refer to a group of Institute synths.
SUPER MUTANTS: A group of super mutants are part of this fight. The group might consist only of
15-17
super mutants, or it may contain a few mutant hounds as well.
MASSIVE MONSTERS! An especially massive or deadly creature, such as a behemoth, a mirelurk queen,
20
an albino or chameleon deathclaw, or other dangerous creature makes up one side of this fight.
EQUIPMENT TABLES
AMMUNITION
Ammunition Availability and Rarity
AMMUNITION QUANTITY AMMUNITION QUANTITY
WEIGHT COST RARITY WEIGHT COST RARITY
TYPE FOUND TYPE FOUND
.38 10+5 C
D <1 1 0 Syringer Ammo 4+2 C
D <1 Varies 2
10mm 8+4 C
D <1 2 0 .44 Magnum 4+2 C
D <1 3 3
.308 6+3 C
D <1 3 1 .50 4+2 C
D <1 4 3
Flare 2+1 C
D <1 1 1 5.56mm 8+4 C
D <1 2 3
.45 8+4 C
D <1 3 2 Fusion Core 1 4 200 3
Small Close
.44 Pistol 6C
D Vicious Physical 1 C 4 99 2
Guns Quarters
Close
Small
10mm Pistol 4C
D – Physical 2 C Quarters, 4 50 1
Guns
Reliable
Small
Flare Gun 3C
D – Physical 0 M Reliable 2 50 1
Guns
Small
Assault Rifle 5C
D Burst Physical 2 M Two-Handed 13 144 2
Guns
Small
Combat Rifle 5C
D – Physical 2 M Two-Handed 11 117 2
Guns
Small
Gauss Rifle 10 C
D Piercing 1 Physical 1 L Two-Handed 16 228 4
Guns
Small
Hunting Rifle 6C
D Piercing 1 Physical 0 M Two-Handed 10 55 2
Guns
Small Inaccurate,
Submachine Gun 3C
D Burst Physical 3 C 12 109 1
Guns Two-Handed
Small Inaccurate,
Combat Shotgun 5C
D Spread Physical 2 C 11 87 2
Guns Two-Handed
Small
Pipe Bolt-Action 5C
D Piercing 1 Physical 0 C Unreliable 3 30 0
Guns
Close
Small
Pipe Gun 3C
D – Physical 2 C Quarters, 2 30 0
Guns
Unreliable
Close
Small
Pipe Revolver 4C
D – Physical 1 C Quarters, 4 25 0
Guns
Unreliable
Debilitating,
Small
Railway Rifle 10 C
D Breaking Physical 0 M Two-Handed, 14 290 4
Guns
Unreliable
Small
Syringer 3C
D – Physical 0 M Two-Handed 6 132 2
Guns
RECEIVER MODS
Hardened Hardened +1 C
D damage – +20 –
Powerful Powerful +2 C
D damage +1 +25 Gun Nut 1
Advanced Advanced +3 C
D damage, +1 Fire Rate +2 +35 Gun Nut 2
-1 C
D damage, +2 Fire Rate,
Automatic Auto +1 +30 Gun Nut 1
Gain Burst, Gain Inaccurate
Change Damage to 4 C
D,
.38 Receiver .38 +3 +20 Gun Nut 4
Ammo changes to .38
Change damage to 7 C
D,
.308 Receiver .308 +4 +40 Gun Nut 4
Ammo changes to .308
Change damage to 4 C
D,
.45 Receiver .45 +2 +19 Gun Nut 2
+1 Fire Rate, Ammo changes to .45
Change damage to 8 C
D,
.50 Receiver .50 +4 +30 Gun Nut 4
Gain Vicious, Ammo changes to .50
Automatic Piston Automatic +2 Fire Rate, Reduce Range by 1 step +2 +75 Gun Nut 2
BARREL MODS
Ported Ported Increase Range by 1 step, +1 Fire Rate +1 +35 Gun Nut 4
Gun Nut 3,
Shielded Barrel Shielded +1 C
D damage – +37
Repair
Finned Finned +1 C
D damage, Increase Range by 1 step +2 +15 Gun Nut 2
MAGAZINE MODS
Large
High Capacity +1 Fire Rate, Unreliable 1 -3 Gun Nut 2
Magazine
Quick-Eject
Quick Gain Reliable – +8 Gun Nut 1
Mag
Long Scope Scoped Gain Accurate, Increase Range by 1 step +1 +29 Science! 2
Short Night
Night Vision Gain Accurate, Gain Night Vision +1 +38 Science! 2
Vision Scope
MUZZLE MODS
Muzzle Break Muzzled Remove Inaccurate, +1 Fire Rate +1 +30 Gun Nut 1
ENERGY WEAPONS
ENERGY WEAPON DAMAGE DAMAGE DAMAGE FIRE
RANGE QUALITIES WEIGHT COST RARITY
WEAPON TYPE RATING EFFECTS TYPE RATE
Close
Energy
Institute Laser 3C
D Burst Energy 3 C Quarters, 4 50 2
Weapon
Inaccurate
Energy
Laser Musket 5C
D Piercing 1 Energy 0 M Two-Handed 13 57 1
Weapon
Energy Close
Laser Gun 4C
D Piercing 1 Energy 2 C 4 69 2
Weapon Quarters
CAPACITOR MODS
BARREL MODS
Bracketed
– Allows the weapon to take a Muzzle mod — +6 –
Short Barrel
Remove Close-Quarters,
Long Barrel Long +2 +20 –
Increase Range by 1 step
Splitter Scattergun -1 C
D , Gain Spread, Gain Inaccurate +1 +31 –
-1 C
D , Remove Close-Quarters,
Automatic Barrel Automatic +1 +24 Science! 1
Increase Range by 1 step, +1 Fire Rate
+2 C
D , Remove Close Quarters,
Sniper Barrel Sniper +2 +30 Science! 1
increase Range by 1 step, -1 Fire Rate
-2 C
D , +2 Fire Rate, Gain Burst,
Flamer Barrel Thrower Gain Spread, Reduce range by 1 step, +1 +35 Science! 2
Gain Inaccurate
GRIP MODS
STOCK MODS
Recoil
Recoil Gain Two-Handed, Remove Inaccurate,
Compensating +2 +3 Gun Nut 3
Compensated +1 Fire Rate, Remove Close Quarters
Stock
SIGHT MODS
Long Scope Scoped Gain Accurate, Increase Range by 1 step +1 +29 Science! 2
Short Night
Night Vision Gain Accurate, Gain Night Vision +1 +38 Science! 2
Vision Scope
MUZZLE MODS
-1 C
D , Gain Spread, -1 Fire Rate,
Beam Splitter Scattered +1 +15 Science! 1
Gain Inaccurate, Reduce Range by 1 step
Gyro Compensating
Targeting +1 Fire Rate, Remove Inaccurate +1 +25 Science! 1
Lens
Three-crank
Three-crank +1 C
D , consumes 3 shots per attack – +4 –
capacitor
Four-crank
Four-crank +2 C
D , consumes 4 shots per attack +1 +8 Science! 1
capacitor
Five-crank
Five-crank +3 C
D , consumes 5 shots per attack +1 +12 Science! 2
capacitor
Six-crank
Six-crank +4 C
D , consumes 6 shots per attack +2 +16 Science! 3
capacitor
DISH MODS
MUZZLE MODS
Change damage to 7 C
D,
Electric Signal
Electrified Change damage type to Energy, – +30 Science! 3
Carrier Antennae
Gain Radioactive
Signal Repeater Automatic +2 Fire Rate, Gain Burst, Remove Blast – +60 Science! 4
Breaking, Blast,
Big
Fat Man 21 C
D Radioactive, Physical 0 M Inaccurate, 31 512 4
Guns
Vicious Two-Handed
Burst, Debilitating,
Big
Flamer 3C
D Persistent, Energy 4 C Inaccurate, 16 137 3
Guns
Spread Two-Handed
Gatling,
Big Burst,
Gatling Laser 3C
D Energy 6 M Inaccurate, 19 804 3
Guns Piercing 1
Two-Handed
Burst,
Big Debilitating,
Heavy Incinerator 5C
D Persistent, Energy 3 M 20 350 4
Guns Two-Handed
Spread
Big
Junk Jet 6C
D – Physical 1 M Two-Handed 30 285 3
Guns
Gatling,
Big Burst,
Minigun 3C
D Physical 5 M Inaccurate, 27 382 2
Guns Spread
Two-Handed
Big Blast,
Missile Launcher 11 C
D – Physical 0 L 21 314 4
Guns Two-Handed
FUEL MOD
Napalm Napalmer +1 C
D +7 +59 –
BARREL MOD
NOZZLE MODS
Gun Nut 3,
Ignition Module Flaming Gain Persistent (Energy) +1 +130
Science! 1
+1 C
D , Gain Persistent,
Stealth Blade Stealth – +18 Blacksmith 2
+2 C
D on Sneak Attacks
Spiked Spiked +1 C
D , Gain Piercing 1 +1 +6 –
Puncturing Puncturing +2 C
D +1 +9 Blacksmith 1
Bladed Bladed +2 C
D , Gain Persistent +2 +10 Blacksmith 1
Spiked Spiked +1 C
D , Gain Piercing 1 +1 +4 –
Heavy Heavy +2 C
D +2 +11 Blacksmith 2
+1 C
D , On successful attack,
Hooked Hooked spend 2 AP to disarm opponent, – +9 –
knocking one held weapon away
Heavy Weighted +2 C
D +7 +12 Blacksmith 1
Puncturing Puncturing +2 C
D , Gain Piercing 1 +1 +13 Blacksmith 1
Barbed Barbed +1 C
D , Gain Piercing 1 – +2 –
Sharp Sharp +1 C
D , Gain Persistent – +3 –
Spiked Barbed +1 C
D , Gain Piercing 1 – +3 –
Sharp Sharp +1 C
D , Gain Persistent – +3 –
+2 C
D, Blacksmith 2,
Electrified Shock – +15
Change Damage Type to Energy Science! 1
+3 C
D , Gain Stun, Blacksmith 2,
Stun Pack Stun – +30
Change Damage Type to Energy Science! 1
Puncturing Puncturing +1 C
D . Gain Piercing 1 +5 +18 Blacksmith 2
Heavy Heavy +2 C
D +9 +30 Blacksmith 2
+1 C
D , Change Damage Type to
Heating Coil Heated – +180 Blacksmith 2
Energy
+2 C
D , Gain Stun, Blacksmith 3,
Stun Pack Stunning – +360
Change Damage Type to Energy Science! 1
Bladed Bladed +1 C
D , gain Persistent +1 +12 Blacksmith 2
Barbed Barbed +1 C
D . Gain Piercing 1 – +3 –
Spiked Spiked +1 C
D , Gain Piercing 1 – +3 –
Puncturing Puncturing +1 C
D , Piercing 1 – +4 Blacksmith 1
+1 C
D . On successful attack,
Extra Claw Large spend 2 AP to disarm opponent, +2 +22 –
knocking one held weapon away
Puncturing Puncturing +1 C
D , Gain Piercing 1 – +4 Blacksmith 1
Bladed Bladed +1 C
D , Gain Persistent – +5 Blacksmith 1
Puncturing Puncturing +2 C
D . Gain Piercing 1 +1 +45 Blacksmith 2
+2 C
D,
Heating Coil Heated – +100 Blacksmith 3
Change Damage Type to Energy
EXPLOSIVES
WEAPON DAMAGE DAMAGE DAMAGE
EXPLOSIVE QUALITIES WEIGHT COST RARITY
TYPE RATING EFFECTS TYPE
Breaker,
Nuka Grenade Explosive 9C
D Radioactive, Energy Blast, Thrown (M) 1 100 4
Vicious
Breaker,
Nuke Mine Explosive 9C
D Radioactive, Energy Blast, Thrown (M) 1 100 4
Vicious
Concealed,
Throwing Knives Throwing 3C
D Piercing 1 Physical <1 10 1
Suppressed, Thrown (C)
Tomahawk Throwing 4C
D Piercing 1 Physical Suppressed, Thrown (C) <1 15 2
Javelin Throwing 4C
D Piercing 1 Physical Suppressed, Thrown (M) 4 10 1
APPAREL
Clothing, Outfit, and Headgear Types
Clothing provides little protection by itself but may The only mod most items of clothing can accept is
often provide small bonuses when combined with ballistic weave lining, which improves the protection
armor worn over the top. Outfits generally grant more provided by the clothing without meaningfully
protection or larger bonuses, at the cost of being unable changing its appearance. However, the knowledge of
to combine them with armor. making this ballistic weave is scarce and highly prized.
DAMAGE RESISTANCES
ITEM LOCATIONS COVERED WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION
CLOTHING
Brotherhood of
1 1 1 Arms, Legs, Torso 2 20 2
Steel Uniform
Casual Clothing 0 0 0 Arms, Legs, Torso 2 20 1
Harness 0 0 0 Arms, Legs, Torso 1 5 0
Military Fatigues 0 1 0 Arms, Legs, Torso 3 12 1
Road Leathers 1 1 0 Arms, Legs, Torso 1 5 1
Tough Clothing 1 1 0 Arms, Legs, Torso 3 20 1
Vault Jumpsuit 0 1 2 Arms, Legs, Torso 1 20 2
OUTFITS
Brotherhood of
2 2 2 Arms, Legs, Torso 4 20 3
Steel Fatigues
Brotherhood
1 2 2 Arms, Legs, Torso 4 20 2
Scribe’s Armor
Cage Armor 3 4 0 Head, Arms, Legs, Torso 33 110 3
Drifter Outfit 1 2 0 Arms, Legs, Torso 10 35 1
Engineer’s Armor 1 1 0 Arms, Legs, Torso 2 15 1
Formal Clothing 0 0 0 Arms, Legs, Torso 2 30 2
Hazmat Suit 0 0 Immune Head, Arms, Legs, Torso 5 85 3
Heavy Coat 1 1 1 Arms, Legs, Torso 2 20 1
Hides 1 0 0 Arms, Legs, Torso 4 13 0
Lab Coat 0 0 0 Arms, Legs, Torso 2 10 1
HEADGEAR
Brotherhood of
0 1 0 Head <1 12 2
Steel Hood
Brotherhood
0 2 0 Head <1 8 2
Scribe’s Hat
Ballistic Weave
Ballistic polymer weave is an armor mod which improves the defensive abilities of some clothing items. A layer of this tough
artificial fabric can be used as a lining in a variety of garments, giving them a limited ability to resist impacts, bullets, and
energy blasts.
Knowledge of this recipe is possessed only by a few, and they share these secrets only occasionally. All ballistic weave mods are
installed with the Repair skill.
Ballistic Weave Mk II +3 Physical Damage Resistance, +3 Energy Damage Resistance – +30 Armorer 1
Ballistic Weave Mk III +4 Physical Damage Resistance, +4 Energy Damage Resistance – +40 Armorer 2
Ballistic Weave Mk IV +5 Physical Damage Resistance, +5 Energy Damage Resistance – +50 Armorer 3
Ballistic Weave Mk V +6 Physical Damage Resistance, +6 Energy Damage Resistance – +60 Armorer 4
Treated Lining +1 Energy damage resistance, +1 Radiation damage resistance +1 +20 Armorer 2
Resistant Lining +2 Energy damage resistance, +1 Radiation damage resistance +1 +30 Armorer 3
Armorer 4,
Protective Lining +2 Energy damage resistance, +2 Radiation damage resistance +1 +40
Science! 2
Armorer 4,
Shielded Lining +3 Energy damage resistance, +3 Radiation damage resistance +1 +50
Science! 4
ARMOR
Most armor found or made in the wastelands is
piecemeal, consisting of individual parts covering a
single section of the body. Most who wear armor tend
to mix-and-match parts to suit their needs, often only
protecting part of their body or wearing lighter pieces
in to avoid weighing themselves down.
Raider Armor
DAMAGE RESISTANCES
ARMOR PIECE LOCATIONS COVERED WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION
Metal Armor
DAMAGE RESISTANCES
ARMOR PIECE LOCATIONS COVERED WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION
Metal Helmet 2 1 0 Head 3 15 1
Metal Chest Piece 2 1 0 Torso 6 40 1
Metal Leg 2 1 0 Leg 3 15 1
Metal Arm 2 1 0 Arm 3 15 1
Sturdy Metal Helmet 3 2 0 Head 8 65 2
Sturdy Metal Chest Piece 3 2 0 Torso 16 115 2
Sturdy Metal Leg 3 2 0 Leg 8 65 2
Sturdy Metal Arm 3 2 0 Arm 8 65 2
Heavy Metal Helmet 4 3 0 Head 12 115 3
Heavy Metal Chest Piece 4 3 0 Torso 23 190 3
Heavy Metal Leg 4 3 0 Leg 12 115 3
Heavy Metal Arm 4 3 0 Arm 12 115 3
Combat Armor
DAMAGE RESISTANCES
ARMOR PIECE LOCATIONS COVERED WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION
Combat Helmet 2 2 0 Head 4 25 2
Combat Chest Piece 2 2 0 Torso 8 60 2
Combat Leg 2 2 0 Leg 2 25 2
Combat Arm 2 2 0 Arm 2 25 2
Sturdy Combat Helmet 3 3 0 Head 5 105 3
Sturdy Combat Chest Piece 3 3 0 Torso 12 140 3
Sturdy Combat Leg 3 3 0 Leg 5 105 3
Sturdy Combat Arm 3 3 0 Arm 5 105 3
Heavy Combat Helmet 4 4 0 Head 7 185 4
Heavy Combat Chest Piece 4 4 0 Torso 16 220 4
Heavy Combat Leg 4 4 0 Leg 7 185 4
Heavy Combat Arm 4 4 0 Arm 7 145 4
DAMAGE RESISTANCES
MATERIAL MOD OTHER EFFECTS WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION
Welded +1 +1 – – +1 +3 –
Tempered +2 +2 – – +1 +6 –
Hardened +3 +3 – – +2 +9 Armorer 1
DAMAGE RESISTANCES
MATERIAL MOD OTHER EFFECTS WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION
Boiled Leather +1 +1 – – +1 +5 –
Girded Leather +2 +2 – – +1 +10 –
Treated Leather +3 +3 – – +1 +15 Armorer 1
Shadowed Leather +3 +3 – Shadowed (see sidebar) +1 +20 Armorer 1
Studded Leather +4 +4 – – +2 +25 Armorer 1
DAMAGE RESISTANCES
MATERIAL MOD OTHER EFFECTS WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION
Painted Metal +1 +1 – – +1 +10 –
Enameled Metal +2 +2 – – +2 +20 Armorer 1
Shadowed
Shadowed Metal +2 +2 – +2 +25 Armorer 1
(see sidebar)
Alloyed Metal +3 +3 – – +3 +30 Armorer 1
Polished Metal +4 +4 – – +4 +40 Armorer 2
DAMAGE RESISTANCES
MATERIAL MOD OTHER EFFECTS WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION
Reinforced +1 +1 – – +1 +15 –
Shadowed
Shadowed +1 +1 – +1 +15 Armorer 1
(see sidebar)
Fiberglass +2 +2 – – +1 +30 Armorer 1
Polymer +3 +3 – – +2 +45 Armorer 1
DAMAGE RESISTANCES
MATERIAL MOD OTHER EFFECTS WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION
Laminated +1 +1 – – +1 +5 –
Resin +2 +2 – – +1 +10 Armorer 1
Microcarbon +3 +3 – – +2 +15 Armorer 1
Nanofilament +4 +4 – – +3 +20 Armorer 1
ALL LOCATIONS
Laminated +1 +1 – – +1 +5 –
+4 to all Damage
Dense – – – +4 +7 Armorer 3
Resistances vs Blast weapons
ARMOR FRAME
The standard armor frame is a West Tek powered Impact Landing: A character wearing Power
exoskeleton. It draws power from a back-mounted Armor suffers no damage for falling or jumping
TX-28 micro-fusion reactor, which is compatible with down any height. In fact, landing from any height
standard fusion cores (Fallout: The Roleplaying Game, higher than a single-story building inflicts 3 C
D
p.130). An armor frame cannot be modded. damage to any creatures (or other damageable
objects) within Reach of you when you land. This
Operation: Entering or leaving an armor frame applies even if the armor is unpowered.
requires a major action. The armor consumes a sin-
Enhanced Strength: A character wearing Power
gle charge from its fusion core at the end of each
Armor uses the armor frame’s STR of 11 instead of their
scene it is used in. If this would reduce the fusion
own, for all purposes (such as skill tests, carry weight,
core to 0 charges, then the frame becomes unpow-
and melee damage bonus). In addition, the weight
ered. Complications on Athletics tests made while
of the armor frame and any attached armor pieces is
operating the Power Armor may result (at the GM’s
not counted towards the wearer’s carry weight. These
discretion) in extra charges being used, as strenu-
benefits are lost if the armor is unpowered.
ous activity consumes power more quickly.
Each piece of raider power armor can accept two mods: an upgrade mod and a system mod which are installed with
the Repair Skill.
Mk II Helm – – – +1 Head +1 +7 –
Mk IV Chest
+1 +1 – +3 Torso +3 +42 Armorer 2. Science! 1
Piece
Mk VI Chest
+2 +2 – +5 Torso +5 +70 Armorer 3. Science! 2
Piece
Plating can be applied separately to any individual piece of Power Armor. However, due to size differences, the cost
and weight of a plating mod applied to a chest piece is doubled. Raider Power Armor cannot take a plating mod,
due to its makeshift nature. Each mod is listed with the skill required to install it.
SYSTEM MODS
Calibrated
Your carry weight is increased by +50 Leg +1 +100 Science! 2 Science
Shocks
PLATING MODS
Titanium
+1HP to Armor Piece (+2 to Torso) Any 1 10 Armorer 3 Repair
Plating
Winterized
Coating +1 Energy damage resistance Any 1 10 Armorer 1 Repair
(not on X-01)
Prism
+3 Energy damage resistance Any 2 10 Science! 2 Science
Shielding
DAMAGE RESISTANCE
ARMOR TYPE LOCATION CARRY WEIGHT COST PERKS
PHYSICAL ENERGY
NOXIOUS PLATE
When a melee attack is made against a location fitted
with noxious plate, and the attacker suffers a compli-
cation, then the attacker suffers 2 C
D Persistent (Poison)
damage. In addition, melee attacks made using arms
fitted with serrated plate gain the Persistent (Poison)
damage effect.
TOXIC PLATE
When a melee attack is made against a location fitted
with toxic plate, and the attacker suffers a complica-
tion, then the attacker suffers 2 C
D Radiation damage. In
addition, melee attacks made using arms fitted with
serrated plate gain the Radioactive damage effect.
ACTUATED FRAME
Melee attacks made from arms fitted with
an actuated frame inflict +1 C
D damage. If the
robot’s Thruster is fitted with an actuated
frame, it may make both a Move minor action
and a Sprint major action in the same turn.
VOLTAIC FRAME
nflict +1 C
D if the robot is fitted with any Voltaic Frame
armor. This bonus increases by +1 C
D for every two addi-
tional locations fitted with Voltaic Frame (so +2 C
D for 3
pieces, or +3 C
D for 5 or more pieces)
Behavioral
Reduce the difficulty of Speech tests by 1 (min. 0) – 50 3 Robotics Expert 1
Analysis Mod
Diagnosis Mod Reduce the difficulty of Medicine tests by 1 (min. 0) – 50 3 Robotics Expert 1
Ammunition
Armor
Oddities and Valuables
Junk
Modded Items
A few items appear in the loot tables with existing mods.
Clothing Weapons
These are most often the most basic forms of mods, such as
Food (split into Ranged,
turning a laser gun into a laser rifle or providing the auto-
Beverages Melee, and Thrown/
matic version of a 10mm pistol.
Chems Explosives)
AMMUNITION
Ammunition details are on p.56.
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)**
CLOTHING
Clothing and outfits are listed on p.124 of the Fallout: The Roleplaying Game rulebook.
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
Random Food
2D20 2D20 2D20
FOOD FOOD FOOD
ROLL ROLL ROLL
7-8 Gourd
9-10 Melon
11-13 Mutfruit
14-15 Razorgrain
18-20 Tato
Random Beverages
2D20 2D20 2D20
BEVERAGE BEVERAGE BEVERAGE
ROLL ROLL ROLL
1+2 C
D glass bottles (junk, scavenge for
9-12
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 (RANGED)
Ranged Weapons are listed on p.95 of the Fallout: Any found Ranged weapons come with a standard
The Roleplaying Game rulebook. quantity of their ammunition.
WEAPONS (MELEE)
Melee Weapons are listed on p.111 of the Fallout: The Roleplaying Game rulebook.
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
3. ROLL THE DICE POOL: Assemble your dice pool. You Complication Range Table
start with two d20s, but you can buy up to 3 more d20s by COMPLICATION COMPLICATIONS
DESCRIPTION
spending Action Points (see p.18). After you’ve added any RANGE GENERATED ON A….
extra dice from spending Action Points, roll the entire 1 20 Normal
dice pool.
2 19–20 Risky
3 18–20 Perilous
4. CHECK FOR SUCCESSES: Each d20 that rolls equal to
or less than your target number scores one success. Any 4 17–20 Precarious
d20 that rolls a 1 is a critical success, which is worth 5 16–20 Treacherous
two successes.
If the skill you’re using is a Tag Skill (see p.14), then ASSISTANCE
you score a critical success for each die which rolls
When someone else is attempting a test, you can assist them
equal to or less than your skill rating.
if your GM allows it. Using your own attribute + skill combi-
Each d20 that rolls a 20 generates a complication nation, roll 1d20 and add any successes you generate to your
(see p.15). ally, providing they score at least 1 success themselves.
5. CHECK SUCCESSES AGAINST THE DIFFICULTY: If the You can’t buy additional d20s if
number of successes you scored equals or beats the diffi- you are assisting and you score
culty of the test, then you have passed. If the number of critical successes or compli-
successes scored is less than the difficulty, you have failed. cations as normal.
Each success above the difficulty becomes an Action
Point, (see p.14).
4d20 +2d20 3
5d20 +3d20 6
Buying Dice
Obtain Information (1 AP): Ask the gamemaster a ques- Without Action Points
tion based on your test. The GM will answer truthfully, but If you don’t have any Action Points to buy d20s, you may instead
the answer might not be complete. generate AP for the gamemaster. For each AP you want to spend in
this way, the GM adds 1 AP to their pool, which they can use later
Reduce Time (2 AP): Halve the amount of time the test
on their NPC’s actions and tests. You may only give the GM action
takes to attempt.
points to buy d20s; you can’t do this for other uses of AP.
Take Additional Minor Action (1 AP): Take one addi-
tional minor action in your turn. You can only take a
total of 2 minor actions in a single round.
LUCK
You start each quest with a number of Luck points equal to STACKED DECK
your Luck attribute. You can spend Luck points to do one of Spend 1 point of Luck to use LCK instead of the default
the following options: Attribute used for that test to determine your target number.
Close (C): The weapon is most effective against targets to increase this weapon’s damage, add +2 C
D per ten-
shot burst (to a maximum number of bursts equal to the
within the same zone.
weapon’s Fire Rate), rather than +1 C
D per shot.
Medium (M): The weapon is most effective against tar-
Inaccurate: When making an attack with an Inaccurate
gets in an adjacent zone.
weapon, you gain no benefit from the Aim minor action.
Long (L): The weapon is most effective against targets A weapon may not be both Accurate and Inaccurate.
two zones away.
Mine: When a Mine is placed onto a surface and primed,
Extreme (X): The weapon is most effective against tar- it becomes a dangerous object, inflicting its damage
gets three or more zones away. upon anyone who comes within Reach of it (and upon
additional characters, if it has the Blast quality).
An attack’s difficulty is increased by 1 for each range band
Night Vision: The sights of a weapon with Night Vision
outside its ideal range. You can only attack with melee weap-
have been made to allow you to see more clearly in the dark.
ons while in Reach of a target.
When you aim with a Night Vision weapon, you ignore
any increase in the difficulty of an attack due to darkness.
QUALITIES
Parry: When an enemy attempts a melee attack against
Qualities are rules which describe how a weapon operates,
you, and you are wielding a Parry weapon, you may spend
and how it differs from other weapons.
1 AP to add +1 to your Defense against that attack.
Accurate: If you take the Aim minor action before Recon: When you aim with a Recon weapon, you may
attacking with an Accurate weapon, you may spend up to mark the target you aimed at. The next ally to attack that
3 AP to add +1 C
D per AP spent to the attack’s damage. target may re-roll one d20 on their attack.
If you gain damage in this way, you may not spend
Reliable: During each combat encounter, a Reliable weapon
ammunition for extra damage. A weapon cannot be both
ignores the first complication you roll on a test to use that
Accurate and Inaccurate.
weapon. A weapon may not be both Reliable and Unreliable.
Blast: When you make an attack with a Blast weapon, you
Suppressed: If an enemy is not aware of you when you
do not target a single opponent. Instead, select a single
attack with a Suppressed weapon, they do not notice the
zone you can see, and make the appropriate skill test
attack unless they are the target or they pass a PER +
to attack, with a basic difficulty of 2 (adjusted for range
Survival test with a difficulty of 2.
as normal). If you succeed, every creature (and other
damageable target) in that zone suffers the weapon’s Thrown: A Thrown (C) weapon can be thrown, as a ranged
damage. If you fail, your misplaced attack is less effective: attack with an ideal range of Close. A Thrown (M) weapon
roll only half the weapon’s C
D to determine the damage can be thrown, as a ranged attack with an ideal range of
inflicted to creatures in the target zone and ignore the Medium. You make an AGI + Throwing test to attack with
weapon’s normal damage effects. the weapon, depending on the type of weapon.
Close Quarters: A Close Quarters weapon is easy to use Two-Handed: A Two-Handed weapon must be held in
up-close, and suffers no difficulty increase for being used two hands to be used effectively; attempting to attack
when within Reach of an enemy. with a Two-Handed weapon in one hand increases the
difficulty by +2.
Concealed: A Concealed weapon is small, or otherwise
easy to hide on your person. Enemies do not spot a Unreliable: When you make an attack with an Unreliable
Concealed weapon unless you’re wielding it, or if they weapon, increase the complication range of the attack by
make a thorough search and succeed at a PER + Survival 1. A weapon may not be both Reliable and Unreliable.
test with a difficulty of 2.
™
3. ROLL THE DICE POOL: Assemble your dice pool. You Complication Range Table
start with two d20s, but you can buy up to 3 more d20s by COMPLICATION COMPLICATIONS
DESCRIPTION
spending Action Points (see p.18). After you’ve added any RANGE GENERATED ON A….
extra dice from spending Action Points, roll the entire 1 20 Normal
dice pool.
2 19–20 Risky
3 18–20 Perilous
4. CHECK FOR SUCCESSES: Each d20 that rolls equal to
or less than your target number scores one success. Any 4 17–20 Precarious
d20 that rolls a 1 is a critical success, which is worth 5 16–20 Treacherous
two successes.
If the skill you’re using is a Tag Skill (see p.14), then ASSISTANCE
you score a critical success for each die which rolls
When someone else is attempting a test, you can assist them
equal to or less than your skill rating.
if your GM allows it. Using your own attribute + skill combi-
Each d20 that rolls a 20 generates a complication nation, roll 1d20 and add any successes you generate to your
(see p.15). ally, providing they score at least 1 success themselves.
5. CHECK SUCCESSES AGAINST THE DIFFICULTY: If the You can’t buy additional d20s if
number of successes you scored equals or beats the diffi- you are assisting and you score
culty of the test, then you have passed. If the number of critical successes or compli-
successes scored is less than the difficulty, you have failed. cations as normal.
Each success above the difficulty becomes an Action
Point, (see p.14).
4d20 +2d20 3
5d20 +3d20 6
Buying Dice
Obtain Information (1 AP): Ask the gamemaster a ques- Without Action Points
tion based on your test. The GM will answer truthfully, but If you don’t have any Action Points to buy d20s, you may instead
the answer might not be complete. generate AP for the gamemaster. For each AP you want to spend in
this way, the GM adds 1 AP to their pool, which they can use later
Reduce Time (2 AP): Halve the amount of time the test
on their NPC’s actions and tests. You may only give the GM action
takes to attempt.
points to buy d20s; you can’t do this for other uses of AP.
Take Additional Minor Action (1 AP): Take one addi-
tional minor action in your turn. You can only take a
total of 2 minor actions in a single round.
LUCK
You start each quest with a number of Luck points equal to STACKED DECK
your Luck attribute. You can spend Luck points to do one of Spend 1 point of Luck to use LCK instead of the default
the following options: Attribute used for that test to determine your target number.
Close (C): The weapon is most effective against targets to increase this weapon’s damage, add +2 C
D per ten-
shot burst (to a maximum number of bursts equal to the
within the same zone.
weapon’s Fire Rate), rather than +1 C
D per shot.
Medium (M): The weapon is most effective against tar-
Inaccurate: When making an attack with an Inaccurate
gets in an adjacent zone.
weapon, you gain no benefit from the Aim minor action.
Long (L): The weapon is most effective against targets A weapon may not be both Accurate and Inaccurate.
two zones away.
Mine: When a Mine is placed onto a surface and primed,
Extreme (X): The weapon is most effective against tar- it becomes a dangerous object, inflicting its damage
gets three or more zones away. upon anyone who comes within Reach of it (and upon
additional characters, if it has the Blast quality).
An attack’s difficulty is increased by 1 for each range band
Night Vision: The sights of a weapon with Night Vision
outside its ideal range. You can only attack with melee weap-
have been made to allow you to see more clearly in the dark.
ons while in Reach of a target.
When you aim with a Night Vision weapon, you ignore
any increase in the difficulty of an attack due to darkness.
QUALITIES
Parry: When an enemy attempts a melee attack against
Qualities are rules which describe how a weapon operates,
you, and you are wielding a Parry weapon, you may spend
and how it differs from other weapons.
1 AP to add +1 to your Defense against that attack.
Accurate: If you take the Aim minor action before Recon: When you aim with a Recon weapon, you may
attacking with an Accurate weapon, you may spend up to mark the target you aimed at. The next ally to attack that
3 AP to add +1 C
D per AP spent to the attack’s damage. target may re-roll one d20 on their attack.
If you gain damage in this way, you may not spend
Reliable: During each combat encounter, a Reliable weapon
ammunition for extra damage. A weapon cannot be both
ignores the first complication you roll on a test to use that
Accurate and Inaccurate.
weapon. A weapon may not be both Reliable and Unreliable.
Blast: When you make an attack with a Blast weapon, you
Suppressed: If an enemy is not aware of you when you
do not target a single opponent. Instead, select a single
attack with a Suppressed weapon, they do not notice the
zone you can see, and make the appropriate skill test
attack unless they are the target or they pass a PER +
to attack, with a basic difficulty of 2 (adjusted for range
Survival test with a difficulty of 2.
as normal). If you succeed, every creature (and other
damageable target) in that zone suffers the weapon’s Thrown: A Thrown (C) weapon can be thrown, as a ranged
damage. If you fail, your misplaced attack is less effective: attack with an ideal range of Close. A Thrown (M) weapon
roll only half the weapon’s C
D to determine the damage can be thrown, as a ranged attack with an ideal range of
inflicted to creatures in the target zone and ignore the Medium. You make an AGI + Throwing test to attack with
weapon’s normal damage effects. the weapon, depending on the type of weapon.
Close Quarters: A Close Quarters weapon is easy to use Two-Handed: A Two-Handed weapon must be held in
up-close, and suffers no difficulty increase for being used two hands to be used effectively; attempting to attack
when within Reach of an enemy. with a Two-Handed weapon in one hand increases the
difficulty by +2.
Concealed: A Concealed weapon is small, or otherwise
easy to hide on your person. Enemies do not spot a Unreliable: When you make an attack with an Unreliable
Concealed weapon unless you’re wielding it, or if they weapon, increase the complication range of the attack by
make a thorough search and succeed at a PER + Survival 1. A weapon may not be both Reliable and Unreliable.
test with a difficulty of 2.
™
BOSTON CITY SKYLINE ©2021 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved.
BOSTON CITY ENVIRONS THE ROLEPLAYING GAME
Y o u r O w n !
e m a s t e r ’ s W o r k s h o p
Ga m
develop your
Use this gamemaster’s toolkit to
LAYING GAME
FALLOUT™: THE TABLETOP ROLEP tains:
at your gaming table. This kit con
LEVEL
XP EARNED
CHARACTER NAME XP TO NEXT LEVEL
ORIGIN
NG GAME LUCK
THE ROLEPLAYI AGILITY
INTELLIGE NCE
CHARISMA
ENDURAN CE
PERCEPTI ON
STRENGTH EFFECT
& TRAITS
PERKS RANK
NAME
LUCK POINTS
CAPS
COMBAT
INITIATIVE
SKILLS DEFENSE
AMM O QUANTITY TAG RANK MELEE DAMAGE
NAME HEALTH
CALIBER Athletics [STR] Maximum HP
©2021 Bethesda
Softworks, a ZeniMax
Media company.
All Rights Reserved.
Permission granted
to reproduce for
personal use only.
WEIGHT
CARRY
GAME
THE ROLEPLAYING
ts
How to play reference shee
Without Action Points
WEAPON RULES
Obtain your dice
Information
Assemble pool. You
POOL: (1 AP): Ask the gamemaster a ques-
3. ROLL THE DICE to 3 more d20s by COMPLICATION COMPLICATIONS DESCRIPTION
tion based
you buy
canon up test.
your GENERATED ON A….
start with two d20s, but The GM will answer truthfully,
RANGEbut
the answer
(see p.18). After
might you’ve added any If you don’t have any Action
Normal
Points to buy d20s, you may instead
spending Action Points not be complete. 1 20
ISBN 978-1-912743-69-8
9 781912 743698
© 2021 Bethesda Softworks LLC, a ZeniMax Media company. Bethesda Softworks, ZeniMax and related logos are
registered trademarks or trademarks of ZeniMax Media Inc. in the U.S. and/or other countries. Fallout and related logos MUH052193
MODIPHIUS.NET are trademarks or registered trademarks of Bethesda Softworks LLC in the U.S. and/or other countries. All Rights Reserved. Printed in United Kingdom