A Savage Worlds Fan Toolkit for Playing in the Post Apocalyptic World of Fallout

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1 A Savage Worlds Fan Toolkit for Playing in the Post Apocalyptic World of Fallout

2 Welcome to the Fallout Savage Worlds fan setting document. Fallout as you probably know already is a series of post-apocalyptic retro-futuristic roleplaying games on PC and console. The aim of this document is intended to give you everything you need to run a Fallout game with just the Savage Worlds corebook. This book does not contain a primer on the setting... yet. Stay tuned for future updates with tweaked rules, new items and an original setting module (the state of Colorado or as the locals call it, the Frontier). Until then the best place to get more info about the Fallout universe is the excellent wiki at If you have any questions, comments or suggestions please feel free to send me an at Propagandor@gmail.com Table of Contents Rules...2 Post-War Humanity...6 Gear and Equipment...9 Hazards...3 Creatures of the Wastes...5

3 Rules Skill List Athletics (Agility) Explosives (Agility) Fighting (Agility) Gambling (Smarts) Guts (Spirit) Healing (Smarts) Intimidation (Spirit) Investigation (Smarts) Knowledges (Smarts) Lockpick (Agility) Notice (Smarts) Operate (Agility) Persuasion (Spirit) Repair (Smarts) Ride (Agility) Science! (Smarts) Shooting (Agility) Stealth (Agility) Survival (Smarts) Taunt (Smarts) New and changed skills Athletics: combines Climb and swim Explosives: The use (and throwing) of explosive weapons such as grenades and dynamite. Operate: Combines boating, drive & pilot Repair: Repair attempts consume spare parts. Science: Used for hacking and understanding Old World technology No Guts? The skill list is already pretty extensive, instead use spirit based fear checks. In addition most denizens of the wastes have seen their share of violence and death. Only roll fear based fear checks in truly horrific or bizarre instances. Hindrances Chem Addict (minor) You are addicted to a certain chem, unless you have at least dose a week you take a - to all rolls Illness (Major/Minor) 2

4 The hero has contracted some non-contagious infection that saps their stamina. The illness is not life-threatening, but causes the hero to rest more often more time to experience unwanted encounters The hero may seek a cure to their illness, but the GM should make them earn their cure. Major: After any physical exertion, such as Running, Climbing or Swimming, Fighting, the Hero must pass a Vigor -2 check or lose Fatigue. Minor: After any physical exertion, such as Running, Climbing or Swimming, Fighting, the Hero must pass a Vigor - check or lose Fatigue. Medically Incompatible (Major/Minor) - Mutant Only - The mutant s physiology has deviated enough from a normal human such that human medical technology is not as effective. The Penalty does not apply when using medicine specially tailored to mutants. Minor: - to receive healing Major: -2 to receive healing New and Changed Edges Mr. Fix it (Page 30 SWEE) No longer requires Weird Science Power Armour Training Before the war power armour was the greatest technical achievement of the US military, turning the ordinary soldier into a walking tank. Utilising the armour however took special training. Arcane Background: Mutant Skill: Special (None) Starting Power Points: 20 Starting Powers: Characters with Mutant Powers gain their abilities through Exposure to radiation, biological contaminants or other strange hazards of the waste. Normally this background can only be taken at character creation but can sometimes be taken later at the GMs discretion. Mutant powers work a little differently from most other Arcane Backgrounds each power is its own skill and has no linked attribute (and thus counts as lower than its linked Attribute for purposes of Advancement). A mutant hero with the armour and bolt powers, for example, also has an Armor and a Bolt skill he uses to enable it. It s more expensive for a character to improve his powers, but he starts with more Power Points than other arcane types so he can use his abilities more often. 3

5 Scavenging Characters can attempt to scavenge abandoned buildings looking for food, fuel, ammunition, trade goods, and other useful items. Scavenging is done with the investigation skill, each attempt takes hour; the items found depend on the degree of success, the type of building searched, and whether or not scavengers have already stripped the building of its loot. The size of a building determines the number of scavenging attempts. The results are cumulative; if the character succeeds with 2 raises he also gets the benefits of a success and raise. Building Type Gas station/garage Stockpile Convenience store Restaurant Single-family home Police station Fire station Store front Pharmacy Supermarket Office Department store Hardware store Factory Hospital Warehouse Size success fuel ammo miscellaneous food food ammo medicine miscellaneous medicine food electrical miscellaneous mechanical mechanical medicine electrical raise fuel ammo food food fuel ammo fuel food food medicine mechanical food electrical electrical medicine mechanical 2 raises fuel food fuel food medicine medicine food mechanical medicine food miscellaneous fuel electrical fuel medicine miscellaneous Electrical: Electrical parts consist of miscellaneous materials needed to build and repair electrical devices. The actual scavenged items may be parts from old televisions, computers, or power transformers, but they all count as parts for the purposes of repairing computers and energy weapons. Mechanical: Mechanical parts consist of miscellaneous materials needed to build and repair mechanical devices. The actual scavenged items may be parts from non functioning guns or automobile engines, air conditioners, or other devices, but they all count as parts for the purposes of repairing large machinery, vehicles and weapons Food: You find d6 portions of preserved food. Scavenged food consists of canned goods from before the apocalypse. Medicines: Medicines are antibiotics, bandages and other chems. When you successfully scavenge medicine you gain D6 doses of the type indicate by the medical supply chart 4 Medical Supplies d% Result 0 49 Medical Supplies Stimpack Psycho Jet Med-X Rad-X Rad Away

6 Ammo: Ammo can be in the form of bullets or powercells for more exotic weapons. When you successfully scavenge ammo gain D6 magazines of the type indicate by the ammo chart. d% Amm o Arrow Black Powder Bullets, Small Bullets, Medium Bullets, Large Microfusion Cell Weig ht /5 /0 3/50 5/50 8/50 Cost /2 3 0/50 25/50 50/50 25 Notes 0 arrows 0 uses of for black powder weapons Includes.22 to.32 caliber weapons Includes 9mm to.45 Includes.50 and most rifle rounds Powers all energy weapons Fuel: Fusion batteries and gasoline required to power large machinery and vehicles. Miscellaneous: Miscellaneous items are just that: the miscellaneous leftovers of the age of civilization. d% Mi scellaneous Items Item d% Item Backpack Fatigues Battery Fire extinguisher Binoculars, standard 59 6 road flare Bolt cutter Flashlight Pre-War Book Map, road atlas Briefcase 75 Mechanical tool kit Chemical light sticks (5) Multipurpose tool Cigarette lighter Parka Compass 84 Rope (50 ft.) Box of Cigarettes 85 Tent, 2-person dome Camera 86 9 Toolbelt Duct tape 92 Walkie-talkie, basic Electrical tool kit Pre-War Money ($00) 5

7 Post-War Humanity Pure Strain Humans When the old world perished in nuclear fire humanity survived in vast underground vaults emerging decades later into the harsh wastes. Most of those have long since been opened (and plundered) but a few isolated vaults remain at least partially sealed. You grew up in one of those vaults but have for whatever reason found yourself out the world. You may be from a Vault that just recently opened, or an advanced scout from a still sealed vault exploring the surface for your people. The other less common source of pure humans in the wastes is the remnants of the Enclave. The Enclave were descendants of the pre-war military and political elite who survived the war in their own sealed sanctuaries. 40 years ago the Enclave emerged from isolation and went to war with the communities of the west coast. Eventually the Enclave were defeated and the survivors scattered to the four winds. Pure Strain Humans begin play with a Pipboy Tech Familiarity: Begin with either d6 Science or d6 Repair free. Advanced Training: + Free Edge Wastelanders Wastelanders is the general term for humans whose ancestors long ago left the Vaults to seek live on the surface. For generations Wastelanders have struggled to survive in whatever communities they can build. After generations of living on the surface few wastelanders understand the intricacies of pre-war technology but exposure to the hazards of the wastes have created a hardy people who are somewhat resistant to the radiation. Wastelanders can be broadly broken up into 4 main types: scavengers, tribals, settlers and raiders. Scavengers are humans who comb the wastes looking for pre-war buildings to loot for supplies. Scavengers generally travel alone or in small groups and trade the goods they uncover with communities they encounter in their travels. Tribals eschew the technology of the old world, living in the wilderness and relying on only what weapons and tools they can make for themselves. Other groups tend to think of them as primitive but tribals prefer not to rely on the limited pre-war supplies to survive. 6

8 Settlers are the farmers, merchants and soldiers of the wastes. Living in walled communities, growing their own food and seeking to rebuild civilisation. Settlers trade the food and goods they produce with scavengers to gain access to old world technology and protect themselves from dangers of the wastes. Raiders are the most hated of wastelander groups. Rather than farm or salvage resources, they form savage bands of thugs that attack travellers and pillage supplies from towns in their path. With the establishment of the NCR on the west coast and Caesar's Legion in Arizona many raider groups have been pushed out from their former territories onto the frontier. Survivor: +4 to resist Radiation Survivalist: + Free Edge Ghouls Prolonged heavy radiation poisoning kills most humans but a rare few instead are transformed into Ghouls. The radiation erodes their skin giving them a decrepit, rotting, zombie-like appearance and, paradoxically, greatly extends their life (ghouls can live for centuries). Many ghouls suffer from a form of progressive mental degradation, eventually becoming animal like feral ghouls. Because of this Ghouls suffer discrimination in human dominated regions. Ghouls are naturally tougher than normal humans (who they call smoothskins ), can see extremely well in the dark and are completely immune to radiation. Children of the Atom: Immune to radiation Tough son of a bitch: d6 Vigor for star Low light vision: Can see in dim and dark areas. Outcast: (-2 to charisma rolls with non-mutated humans) Medically Incompatible: (- to healing rolls) Super Mutants Super mutants are mutated humans, products of infection by the Forced Evolutionary Virus (FEV). They are much taller, bulkier and muscular than pure strain humans, have mostly green, gray, or yellowish skin, are immune to disease, and are gifted with superhuman strength and endurance. Although they are completely sterile, the rapid regeneration of their cells caused by FEV makes them virtually biologically immortal (but not immune to death from injury). The Super mutant's in Colorado are remnants of the Master's experiments on the West Coast. The 7

9 Master sought to create a new type of life, one that could replace humanity. However he was eventually defeated more than a hundred years ago by the Brotherhood of Steel and it's allies. His army dispersed and many headed east into the wilderness. Super Mutants are widely feared as monsters by the people of the wastes because of their strength and because of the atrocities they committed in the Master's name. For the Super Mutants themselves the Master's reign is long in the past and most just want to live in peace. Hulking size: Begin with d6 strength and + Toughness Tough hide: +2 Armour Immunity (Disease) Outcast: (-2 to charisma rolls with non-mutated humans) Way too big!: Supermutants can't use pistols or armour unless they have been specially modified for their use. Mutants The great war left a legacy of toxic radiation and deadly biological weapons run rampant. Exposure to the hazards of the wastes kill most people but a rare few survive and are changed by the experience gaining mutations that allow them to survive, even thrive in the wastes. Mutants are treated with suspicion and distrust by most other humans and the unfortunate mutants who are unable to pass for human have the Outsider hindrance. What doesn't kill me... : Arcane Background (Mutant).Fallout's Mutants tend to have a very narrow focus, one or two related powers at most. Outcast: d6 Survival Mutants but no Deathclaws? As much as I enjoyed the talking Deathclaws in Fallout 2 and Fallout Tactics I didn't think they were suitable for player characters. Their inability to use man made items coupled with their monstrous appearance make playing one necessarily limiting. At the same time I included rules for humans with mutant abilities like telepathy & telekinesis. While only appearing in Fallout, I thought certain players would enjoy the opportunity to play characters with such abilities. 8

10 Gear and Equipment The Bottle Cap Standard With the destruction of the old world, money became meaningless. Once settlers became established in the post-war wasteland they mostly relied on barter as most of the pre-war paper money had been destroyed. Eventually however the bottlecap emerged as the standard currency throughout the wastes, their relative scarcity combined with the difficulty of counter fitting them caused merchants in California to adopt them as their official currency. Backed by the value of water, California's merchants spread the bottlecap standard throughout the wastes. In game terms change all prices from dollars to bottlecaps ( dollar is worth one bottlecap) Other Currencies The use of currency varies from region to region depending on the local power structure. On the west coast the NCR dollar, dominates and in Arizona the Legion issued its own currency, the denarius. Some communities also accept old world money although it has lost most of its prewar value. When trading between regions however the bottlecap is still often used. The exchange rates as of 2282 is roughly: 2 bottlecaps = 5 NCR Dollars 4 bottlecaps = Legion Denarius bottlecaps = 0 pre-war dollar Weapons & Accessories Grenades: These powerful weapons are thrown with the explosives skill. Pulse grenades are EMP weapons, they do no damage to living creatures but any Robot caught in the blast must make a Vigor roll at -2 or shut down. Mines: Mines are set with the explosives skill, once set the mine will activate if the a target gets too close. Pulse grenades do no damage to living creatures but any Robot caught in the blast must make a Vigor roll at -4 or shut down. Plasma Rifle: This powerful rifle fires bolts of super heated plasma at its target. They have an extremely short range but pack a significant punch. Weapons Grenade, Frag Grenade, Plasma Grenade, Pulse Mine, Frag Mine, Plasma Mine, Pulse Range 05/0/20 05/0/20 05/0/20 - Damage 2d6 3d6 Special 2d6 3d6 Special RoF - Cost Wt Shots - Notes Plasma Rifle 2/24/48 3d AP 4 9 AP 2 EMP AP 2 EMP

11 Armour Radiation suit: This full body suit provides a +4 bonus to resist the effects of Radiation. However it cannot be worn with any armour Combat Armour: Advanced Pre-war armour second only to power armour in protection. Stealth Suit: This advanced combat armour was the peak of old-world technology. Utilising special emitters that refracted light around the wearer this combat armour is able to blend into any surroundings (+2 to stealth, regardless of terrain). Armour Radiation Suit Combat Armour Stealth Suit Type Cost Wt N otes +4 to resist radiation +2 to Stealth rolls Miscellaneous Gear Medical supplies are a precious resource, attempting to Miscellaneous Gear Item Cost Medical Supplies 20 Stimpack 00 Psycho 50 Jet 50 Med-X 50 Rad-X 200 Radaway 500 Wt - of the day. Armour Piercing Round Geiger Counter Ham Radio Laser Sight Rebreather Pip Boy Walkie Talkie * * 20 wound caused by Radiation Mechanical Parts Electrical Parts use the heal skill without supplies imposes a -2 penalty. Each healing attempt uses up portion of supplies that have to be replenish with scavenging or trading. Stimpack: can make a healing check in round (no effect on crippling injuries) Psycho: increase Strength by one dice for a scene Jet: increase Agility by one dice for a scene Med-X: increase Vigor by one dice for a scene Rad-X: +4 to Vigor rolls to resist Radiation for the rest Radaway: Removes d4 fatigue caused by Radiation or Withdrawal: After the scene where chems were used roll (or 20 turns, whichever comes first) any player who used a chem must make a vigor roll with a penalty equal to the number of chems taken. If the roll is a success then the player is merely shaken for d4 minutes with nausea. Success with a raise suffers no ill effect. If the roll is failed the player takes fatigue equal to the number of chems taken. If the user uses a chem too much (more than 5 doses in a week) or critically fails a withdrawal roll they become addicted. Armour Piercing Rounds: Armour Piercing Rounds double the armour penetration of guns but are twice as expensive Geiger Counter: Geiger counters measures local levels of radiation and are highly in demand by 0

12 travellers and scavengers alike. Ham Radio: This bulky piece of equipment can pick up and transmit radio signals Laser Sight: This laser sight can be attached to any ranged weapon with a repair roll and grants a + to shooting rolls. The Laser targetting marker can be seen by perceptive enemies. Pipboy: A Pipboy is a miniature computer worn on the forearm. These hardwearing devices were issued to the inhabitants of the Vaults and are a combination of personal digital assistant, radio transmitter and Geiger counter. Pipboy's are highly valued for their ability to easily interface for pre-war technology, they can not generally be bought but Pure Strain Humans start with one for free. Rebreather: A rebreather is a valuable piece of pre-war technology that allows the wearer to breath underwater. A rebreather can not be worn at the same time as a helmet. Walkie Talkie: A pair of walkie talkies allow communication over a mile range in open ground. Being underground, in buildings or near sources of radiation dramatically cut the range. Mechanical Parts: Mechanical parts are used in the repair of most guns, vehicles and large machinery, They can be bought or scavenged in ruins of the old world. Electrical Parts: Mechanical parts are used in the repair of energy weapons, computers and robots, They can be bought or scavenged in ruins of the old world.

13 Equipment Condition Most equipment characters will be using in the Fallout setting was manufactured over 200 years ago! As a result even hard wearing technology is often in need of repair. Archaic armour and weapons (leather, bows, swords, spears and the like) don't have to worry about condition. Damaged Weapons At the end of each combat a player makes a repair roll for each weapon used to see if its condition has worsened. A success means the weapon s condition has not worsened. The weapon drops one condition level on a failure or two on a natural one (regardless of the wild die). Excellent: + Damage New: No Effect Good: - Damage Fair: -2 Damage Poor: -3 damage Broken: Unusable Damaged Armour Similar to weapons at the end of each combat where the player took damage a player makes a repair roll for each weapon used to see if its condition has worsened. A success means the amour s condition has not worsened. The armour drops one condition level on a failure or two on a natural one (regardless of the wild die). An armours protection can never drop below 0. Excellent: + Armour New: No Effect Good: - Armour Fair: -2 Armour Poor: -3 Armour Broken: Unusable Repairing Damaged Equipment A player can use the repair skill to fix damaged equipment. Each repair attempt takes one hour and consumes one batch of spare parts. A success improves the item one condition level. One or more raises improves the weapon two condition levels and it capable of improving the weapon to Excellent condition. Without a Raise an item cannot be improved to Excellent condition. Each repair attempt consumes one batch of spare parts. Guns and armour from the modern era are repaired with mechanical parts. Powered armour and energy weapons are repaired with electrical components. Failing the repair roll still consumes the material. On a critical failure the item decreases one condition step and spare parts are still consumed. 2

14 Hazards Radiation Radiation is classified with two attributes, Level and Intensity. The Intensity roll is opposed to the hero s Vigor roll. Radioactive Level determines the length of exposure before the intensity begins causing damage. Once out of the affected area, the hero recovers Fatigue at the listed rate. Low radiation areas represent old, degraded sites. High radiation areas are caused by the recent remnants of weapons or breached power cores or radioactive fuel. Extreme radiation fields are caused by active nuclear cores, nuclear fuel and nuclear weapon explosions. The following list determines the frequency and effects of radiation exposure by the intensity of the radiation. Once incapacitated, all Fatigue results become a Wound, and a Critical Failure for a Vigor test means death. Low Level Radiation Vigor test per hour exposure (Recover Fatigue per hour) Fatigue Vigor roll: Success: No Effect Fail: Fatigue (to Exhaustion) Critical Fail: Shaken, Fatigue High Level Radiation Vigor test at -2 per minute exposure (Recover Fatigue per day) Fatigue Vigor roll: Raise: No Effect Success: Shaken Fail: Fatigue Critical Fail: Wound Extreme Level Radiation Vigor test at -4 per round exposure (Recover Fatigue per week) Fatigue Vigor roll: Raise: No Effect Success: Shaken Fail: Shaken, Fatigue Critical Fail: Shaken, Wound 3

15 Food and Water An average-sized man requires two quarts of water a day and pound of food. If enough water or food isn t available, the hero begins to suffer from dehydration. Starting the first day after the water runs out, he must make a Vigor roll. Subtract 2 if the hero has less than half the required amount. Failure means the character gains a Fatigue level. After the first day, the character must make he required Vigor roll every 6 hours. The Survival Skill: A successful Survival roll each day provides enough water (and food) for one person, or enough or five with a raise. Recovery: Two quarts of water allows a character to recover a Fatigue level every hour. Incapacitation Effects: Death in 2d6 hours. Some water sources may be irradiated, when drinking irradiated water the player rolls a Vigor test, success indicates they suffer no ill effect. On a failure the player takes fatigue damage. 4

16 Creatures of the Wastes Bighorner Mutated bighorn sheep, descending from the areas' high mountains. While settlers use them for their horns, meat, and hides, it has been observed that the bull can usually be found in close proximity to a banana yucca fruit, making for rather effective herb tracking. Attributes: Agility d6, Smarts d4(a), Spirit d6, Strength d8 Vigor d0 Skills: Fighting d6, Guts d8, Notice d6, Stealth d6 Pace: 6; Parry: 5; Toughness: 7 Special Abilities: Berserk: When a Bighorner is Shaken, it goes berserk. It gains +2 to all Fighting and Strength rolls and its Toughness, but Parry is reduced by 2. Gore: If a Bighorner can charge at least 6 before attacking, it adds +4 to damage. Horns: Str+d4. Bloatfly The bloatfly is a giant mutated blowfly. They are covered in a green-brown carapace. Bloatflies typically live in small groups of two to four individuals but can be encountered on their own. Attributes: Agility d8, Smarts d4(a), Spirit d6, Strength d8, Vigor d6 Skills: Fighting d6, Notice d8 Pace: 3; Parry: 5; Toughness: 4 Treasure: Meager, in lair Special Abilities: Flight: Bloatflys have a Flying Pace of 6 and Climb of 3. Size : Giant bees are 3 long. Sting: Str+d4. Cazadore Cazadores are mutated insects wit distinctive amber-orange wings, a blue-black carapace and blood-red eyes. They have a speedy and rather erratic flight movement, making them difficult to hit in combat, and a venomous attack which can lead to a quick death if it succeeds in poisoning the target. The spikes on their back inflate and deflate when idle and attacking. 5

17 Attributes: Agility d0, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6 Skills: Fighting d6, Notice d6 Pace: 2; Parry: 5; Toughness: 5 Special Abilities Sting: Str Fearless Fly: Pace 0 Poison: Victims hit by the Cazadores sting attack with a raise must make a Vigor check or suffer level of Fatigue. Which lasts until treated with the Healing skill. Centaur Not all people treated with the F.E.V. become super mutants instead some unlucky victims undergo rapid and unpredictable mutations and transform into a nightmarish mix of limbs and flesh called a Centaur. Only as intelligent as a dog centaurs are sometimes kept as pets by Super Mutants. Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Notice d2, Shooting d6 Pace: 2 ; Parry: 5; Toughness: 6 Special Abilities: Acidic Spit: Centaurs secret a powerful acid which does 2d6 damage; this requires a touch attack to administer (+2 to shooting rules) Fearless: Centaus have no true intellect to speak of; they are thus immune to Fear, and cannot be Intimidated or Taunted. Size + Slow: Crawlers have a Pace 2, and cant run. Deathclaw A mutated large, agile and strong species of mutant Jackson's Chameleon created through genetic engineering, with the addition of DNA of various other species. However, due to mutation, they have lost their color-changing ability. The deathclaws were originally created before the Great War by the United States Military in order to replace humans during high risk, close combat, and search-and-destroy missions. Intelligent deathclaws are an extremely rare variant of deathclaw but they avoid humans where possible 6

18 Attributes: Agility d8, Smarts d8(a), Spirit d6, Strength d0, Vigor d8 Skills: Climbing d6, Fighting d8, Guts d6, Notice d8, Stealth d8 Pace: 8; Parry: 6; Toughness: 9 (2) Special Abilities: Armor +2: Deathclaws have thick scaly hides. Rake: Str+d8. Size +: Deathclaws are about 7 tall Dog Dogs changed little compared to other creatures in the post war world, though many have become feral and vicious in order to survive in the harsh environment of the Wasteland. Even so, just as they have in ages past, many dogs have remained faithful and beloved companions to men and women. Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Notice d0 Pace: 8; Parry: 5; Toughness: 4 Special Abilities Bite: Str+d4. Fleet-Footed: Roll a d0 when running instead of a d6. Go for the Throat: Dogs instinctively go for an opponent s soft spots. With a raise on its attack roll, it hits the target s most weakly armored location. Size : Dogs are relatively small Eyebot Built by the REPCONN before the war, Eyebots are hovering propaganda-spewing reconnaissance and surveillance robots with whip-like radio antennas resembling long "whiskers" pointing to its back, and loudspeakers in the front. Eyebots are associated with Enclave who frequently used them as scouts. Attributes:. Agility d6, Smarts d6(a), Spirit d8, Strength d0,vigor d8 Skills: Notice d8, Shooting d6 Pace: 0; Parry: 5; Toughness: 6 Treasure: None 7

19 Special Abilities: Construct:. +2 to recover from being Shaken. No additional damage from called shots. No wound penalties. Immune to poison and disease. Immune to Fear and Intimidation. Integrated Laser Pistol: Range. 2/24/48 Damage 2d6, ROF 3, Charge 24 Fly: Pace 0 Feral Ghoul Feral ghouls (also known as ghoul crazies, zombies or simply ferals) are ghouls that have lost their ability to reason and have become aggressive. This has caused much discrimination toward other ghouls which have retained their mental faculties by humans. Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6 Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6 Pace: 4; Parry: 5; Toughness: 7 Special Abilities Claws: Str. Fearless: Feral Ghouls are immune to Fear and Intimidation. Weakness (Head): Shots to a zombie s head are +2 damage. Immune: Radiation. Gecko Before the Great War, geckos could be found in warm climates throughout the world, range from.6 cm to 60 cm, with the particularity among other lizards to making chirping sounds in social interactions with other. After the Great War, they're mutated, causing them to grow giant and taking a humanoid form, but still only rudimentary intelligence. Gecko hides are particularly prized by hunters for their durability and light weight. Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6 Skills: Climbing d6, Fighting d6, Notice d6, Taunt d6, Stealth d0, Throwing d6, Swimming d6 Pace: 5; Parry: 5; Toughness: 4 Special Abilities Sharp Teeth (Str+d4). Size : Geckos stand 3-4 tall. 8

20 Giant Ant Giant ants are large mutated arthropod insects of the Formicidae family, genus Camponotus, most likely black carpenter ants. Some scientists theorize this mutation comes from the effects of extended exposure to radiation. The following stats are for Worker Ants which are commonly encountered outside hives scavenging for food. Soldier ants are significantly stronger but only found inside the Hives. Attributes: Agility d8, Smarts d4(a), Spirit d8, Strength d0, Vigor d8 Skills: Fighting d8, Guts d6, Notice d8, Stealth d0 Pace: 8; Parry: 6; Toughness: 7 Special Abilities: Armor +: Giant ants have thick shells. Claws: Str+2. Size +: These creatures weigh over 400 pounds Glowing One Glowing ones are ghouls who have absorbed so much radiation that they glow in the dark. They are often considered outsiders even by other ghouls. The glowing ones also emit radiation, so they can still be dangerous to normal humans even after their death. Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d0 Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6 Pace: 4; Parry: 5; Toughness: 7 Special Abilities Claws: Str. Fearless: Feral Ghouls are immune to Fear and Intimidation. Weakness (Head): Shots to a zombie s head are +2 damage. Radioactive!: Feral Ghouls are radioactive. The area 50ft around them is treated as a High Radiation area. Immune: Radiation. Horse While once thought to have died out during the great war wild herd of horses have since been rediscovered in the isolated parts of the rocky Mountains. While domesticated horses are a rarity they are seeing increased use throughout the Mid West. Attributes: Agility d8, Smarts d4(a), Spirit d6, Strength d2, Vigor d8 9

21 Skills: Fighting d4, Notice d6 Pace: 0; Parry: 4; Toughness: 8 Special Abilities Fleet-Footed: Horses roll a d8 when running Kick: Str. Size +2: Riding horses weigh between 800 and 000 pounds. Lakelurk Lakelurks are mutated aquatic creature who live around bodies of water (Mirelurks are their seagoing relatives). They attack by emitting long-distance sonic pulse waves to stun and destroy their enemies. They are fiercely territorial and aggressive, attacking anyone or anything that comes near, and are usually found in groups of two to three. Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8 Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6 Pace: 8 (in water), 4 (on land); Parry: 5; Toughness: 6 Special Abilities Claws: Str+2. Sonic Burst: 2d6 damage (can only be used once d4 minutes) Aquatic: Lurks can breed air and water equally Waterbound: After an hour out of the water they must begin making Vigor checks every 0 minutes or start taking Fatigue Low Light Vision: Take no penalties from dim or dark surroundings. Mister Handy Mister Handy are utility robots created as part of a joint project between General Atomics International and RobCo Industries. Although they were designed as general-chore automatons, they are quite capable of defending themselves with their flamethrower and buzzsaw, but nowhere as combat efficient as the military variant "Mister Gutsy". Attributes: Agility D6, Smarts d8 (A), Spirit D6, Strength D6, Vigor D8 Skills: Fighting d6, Notice d8 Pace: 4; Parry: 4; Toughness: 8 (2) Special Abilities: Armour +2 20

22 Construct:. +2 to recover from being Shaken. No additional damage from called shots. No wound penalties. Immune to poison and disease Immune to Fear and Intimidation. Hover: Pace 4, not impeded by terrain Fearless: Immune to Fear and Intimidation. Buzzsaw: Str+d6 Flamethrower 2d0 cone Mutated Wolf Before the war the Colorado Rockies were home to the Wolf. These much maligned creatures were not the monsters that humans portrayed them as, their mutated descendants however are actually far worse. In the absence of man wolfs have spread far and wide particularly in the midwest. Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8 Skills: Fighting d8, Intimidation d8, Notice d6 Pace: 0; Parry: 6; Toughness: 6 Special Abilities Bite: Str+d6. Go for the Throat: With a raise, it hits the target s most weakly armored location. Fleet-Footed: Dire wolves roll d0s instead of d6s when running. Nightstalker Night stalkers are the genetic hybrids of rattlesnake and coyote DNA created by scientists before the war and have since escaped into the wild. They growl, howl, and whimper like regular coyotes, but hiss and rattle like snakes. Their bodies are mostly dog-like, covered in a combination of fur and scales. Their head and tail are that of a rattlesnake, including fangs and a forked tongue. Be warned nightstalkers hunt in packs. Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Notice d8 Pace: 4; Parry: 6; Toughness: 2 Special Abilities Bite: Str. Poison: Anyone wounded or Shaken by a stinger attack must make a Vigor roll or immediately 2

23 become Incapacitated. Quick: Snakes are notoriously fast. They may discard Action Cards of 5 or lower and draw another. They must keep the replacement card, however. Size : Anyone attacking a snake must subtract from his attack rolls. Protectron Created by the RobCo corporation, protectron robots were designed (as their name suggests) for protection, although they can also be seen being used in a manual labor role as well. Typically used in office-type settings, their secondary programming is modular, making them useful as greeters, ticket collectors, bartenders, celebrity or historical figure impersonators, or even sexual partners. In terms of combat, protectrons are usually weak and easy to defeat, because of their slow movement speed. Attributes:.Agility d6, Smarts d6(a), Spirit d8, Strength d0,vigor d8 Skills: Fighting d6, Notice d8, Shooting d8 Pace: 4; Parry: 5; Toughness: 8 (2) Treasure: None Special Abilities: Armour +2 Construct:. +2 to recover from being Shaken. No additional damage from called shots. No wound penalties. Immune to poison and disease. Immune to Fear and Intimidation. Integrated Laser Pistol: Protectrons have a small laser pistol in their chasis. Range. 2/24/48 Damage 2d6, ROF 3, Charge 24 Pincers: Str Thermal Vision:.Halves penalties for darkness against living creatures. Radscorpion These mutated scorpions are commonly found in and around abandoned structures. They originated from the North American Emperor scorpion which were prolific in many pet stores before the war. They have since mutated to become much larger, faster and more venomous than ever before. Attributes: Agility d8, Smarts d4(a), Spirit d8, Strength d2+, Vigor d0 22

24 Skills: Climbing d6, Fighting d8, Intimidation d8, Notice d6, Stealth d8 Pace: 8; Parry: 6; Toughness: Treasure: Meager, in lair. Special Abilities: Armor +3: Chitinous skin. Grapple: A scorpion may grapple a foe with one or both pincers. If it uses both, each must make a successful opposed Strength roll. Escaping from a double grapple gives the prey a 4 penalty to his Strength roll to escape. A stinger attack against a grappled foe is made at +2 or +4 if the victim is held in both pincers. Improved Frenzy: Giant scorpions may make 2 Fighting attacks with no multi-action penalty. Pincers: Str+. Poison: Anyone wounded or Shaken by a stinger attack must make a Vigor roll or immediately become Incapacitated. Stinger: Str+2. Size +: Giant scorpions measure 7 in length. Raider Raiders are any group of wastelanders who pillage, plunder, murder, or otherwise ruin the day of anyone unfortunate enough to not be one of them. If there were still laws, they'd be outlaws. Raiders tend to organize into loose confederations of gangs in the post-apocalyptic wasteland and are a constant problem. Raiders typically prey upon travelers and very small towns, leaving more populous or larger areas alone. Attributes: Agility d6, Smarts d6, Spirit d6, Strengthd6, Vigor d6 Skills: Climbing d6, Fighting d6, Notice d6, Shooting d6, Stealth d6, Throwing d6 Charisma: 2; Pace: 6; Parry: 5; Toughness: 6 Hindrances: Greedy, Mean, Chem Addict Edges: Treasure: Meager per 5 bandits. Gear: Leather armor (+), various weapons 23

25 Sentry Bot Sentry bots (military serial numbers SB-XXXX) are security robots made before the Great War with the express purpose of participating in the heaviest of firefights during war. The sentry bot is a powerhouse, equipped with sturdy armour plating, powerful weapons integrated into its chassis and high mobility thanks to wheels mounted on its three legs. Attributes: Agility d4, Smarts d6, Spirit d4, Strength d6, Vigor d8 Skills: Fighting d6, Notice d0, Shooting d8 Pace: 0; Parry: 5; Toughness: 0 (4) Weapons: Machine (2d8, AP 2) or flamethrower (2d0, cone of effect, Ignores Armour) Special Abilities Armor +4 Construct: +2 to recover from being Shaken; called shots do no extra damage; Immune disease and poison. Fearless: Mechs are immune to fear and Intimidation, but may be smart enough to react to fear-causing situations appropriately. Sensors: Sentinel mechs are equipped with sensor packages that halve penalties for darkness, can detect sounds, or record conversations via directional microphones. Shaggy Brahmin Mutated descendants of Buffalo that once resided in pre-war national parks. These huge creatures standing 6 foot at the shoulder live in large herds in the mountains and on the great plains. Attributes: Agility d6, Smarts d4, Spirit d8, Strength d2, Vigor d0 Skills: Fighting d4, Notice d6 Pace: 7; Parry: 4; Toughness: 8 Treasure: None. Special Abilities: Horns: Str+d6 Gore: Shaggy Brahmin use the charge maneuver to gore their opponents with their long horns. If they can move at least 6 before attacking, they add +4 to their damage total. Large: Attackers gain +2 to attack rolls against an Brahmin due to its size. 24

26 Super Mutant Marauder The process that produces Super Mutants drives many of them dangerously insane (other go insane later from abuse of addictive chems or technology). These Marauders are extemely dangerous and widely feared by other denizens of the wastes. Attributes: Agility d6, Smarts d4, Spirit d6, Strength d2+3, Vigor d2 Skills: Fighting d8, Intimidation d8, Notice d4, Throwing d6 Pace: 7; Parry: 6; Toughness: 2 () Gear: Thick hides (+), massive club (Str+d8). Special Abilities Size +3: Most ogres are over 8 tall with pot-bellies and massive arms and legs. Sweep: May attack all adjacent characters at 2. Yao-Guai Descendants of black bears the Yao-Guai are the apex predator in much of the Wasteland. They make their home in caves and hibernate though much of the winter. Yao-Guai are solitary creatures. Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d2, Vigor d2 Skills: Fighting d8, Notice d8, Swimming d6, Stealth d6 Pace: 8; Parry: 6; Toughness: 0 Special Abilities Bear Hug: A Yao-Guai that hits with a raise has pinned his foe. The opponent may only attempt to escape the hug on his action, which requires a raise on an opposed Strength roll. Claws: Str+d6. Size +2: These creatures can stand up to 8 tall and weigh over 000 pounds 25

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