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Published by SnowmanCR, 2022-01-16 09:44:12

Fallout TTRPG Core Rulebook

Fallout TTRPG Core Rulebook

Keywords: Fallout,Fallout RPG,Fallout TTRPG,Fallout RPG Core Rulebook

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

Chapter Ten  DENIZENS OF THE WASTELAND 399



Chapter Eleven

WITH A BANG,
OR A WHIMPER

ACT ONE: A GHOULISH CRIME. . . 403
ACT TWO: THE PLOT THICKENS. . . 407
ACT THREE: THE INSTITUTE. . . 414
CONCLUSION. . . 419

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

Chapter Eleven

WITH A BANG,
OR A WHIMPER

With a Bang, or a Whimper is a short quest told in SAedtatipntginagnTdhiTsimCealminpeaign’s
three acts, designed to be used with the core rules,
dice, and tokens. This quest can also serve as a sequel This quest is set before the start of Fallout 4, in the
to the Fallout 2d20 Starter Set campaign, Once Upon a Commonwealth, which consists of the ruins in and around
Time in the Commonwealth, by setting it in the town Boston, Massachusetts. However, GMs familiar with the set-
created by the characters at the end of that quest and ting and lore can easily adapt the campaign to fit the needs
populating it with Non-player characters with whom of their game’s setting and timeline.
the player characters are familiar.

The gamemaster should read the quest through at
least once before running the game. If the GM is play-
ing with a group new to the system, they should begin
the quest with Action Points (AP) in the gamemaster’s
pool equal to the number of players. For an experi-
enced team looking for more of a challenge, the GM
should instead begin with two AP per player.

402 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

QUEST OVERVIEW QUEST GOALS

In a hopeful and booming Commonwealth town, a Over the course of With a Bang, or a Whimper, the PCs
string of grisly tragedies leads the town’s elders to have the opportunity to:
a discovery that threatens the minds and lives of
everyone they know. To stop the signal that is stealing ƒ Develop meaningful connections with their town
peoples’ memories and driving them to psychosis, the
protectors must choose to either abandon the town and its NPCs.
and let die one of the region’s last bastions of hope, or
confront the mysterious Institute and its vision for a ƒ Unravel a gruesome and heart-breaking mystery.
world ruled by synthetics. ƒ Discover an insidious secret about the power source

This quest is a murder mystery full of shocking twists, that provides their town with life.
deadly encounters, and an ultimate choice that will
test the characters’ ideas of morality in post-apocalyp- ƒ Infiltrate an Institute facility and encounter synth
tic America.
replicas of themselves and the townsfolk.

ƒ Make a decision that will greatly impact the future

of the Commonwealth.

ACT ONE: A GHOULISH CRIME

Any of the notable NPCs and features of the town may ƒ What is the name of the settlement?
easily be changed by the GM to suit the settlement
they and the players envision. The town was created ƒ What are the founding principles for the
one year ago by the activation of a Garden of Eden
Creation Kit that combined all matter within the area settlement?
and transformed it into a green paradise perfect for a
settlement. Before you begin the quest, ask the players ƒ What goods does the settlement produce?
the following questions about the town and their char-
acters. The GM should encourage the players to work ƒ What types of groups and factions live in the
together to answer the following questions about
their settlement: settlement?

ƒ What are the settlement’s government and laws

like?

ƒ What are three challenges the settlement faced in

its first year?

ƒ In what capacity do each of you work for the settle-

ment’s militia?

The GM should note the group’s answers and use
their world-building to help flavor the quest to fol-
low. Throughout the quest, the GM is encouraged to
prompt the players with more questions to help them
become invested in the well-being and world-building
of their settlement.

Chapter Eleven  WITH A BANG, OR A WHIMPER 403

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

SCENE ONE: HOME-WRECKED ƒ What is one moment from your past when you

The quest begins with the PCs ordered by the set- were pushed too far, and how did you react?
tlement’s mayor, Jesse Pedigrue, to investigate a
break-in at a small residential farm belonging to an ƒ What does your character look like as they see the
old ghoul couple, Joseph and Theresa. The rest of
the settlement is busy celebrating its first annual grisly scene before them, and what is their demeanor?
Founders’ Day Celebration, and the mayor wants the
matter looked into quietly. Each time a player describes their character’s demea-
nor in a way that seems frightened or paranoid, add
If it better suits the quest and the world-building your two AP to the gamemaster’s pool.
group has done, Jesse could be head of the local mili-
tia instead of mayor. There are no lights on inside the house, requiring PCs
to turn on a flashlight or other device if they wish to
PROLOGUE investigate. If a PC shines a light through the open
doorway, they get a glimpse of a mess inside. If the
The scene begins as the PCs enter the small farm- PCs resist entering, add 2 AP to the gamemaster’s pool
house. Read or paraphrase the following: and describe the sound of something like glass falling
and shattering from within the house.
Tonight, the town celebrates its first Founders’
Day and one year of survival in the deadly waste- SCENE OF THE CRIME
lands outside of the ruins of Boston, known as the
Commonwealth. Unfortunately, your celebrations When the PCs enter the farmhouse, read or para-
ended early when Jesse Pedigrue, the leader of the phrase the following:
town, informed you of a break-in at the tarberry
farm on the settlement’s outskirts. Jesse did not want The small adobe farmhouse is a wreck. In the living
anyone in town to panic during the party and has room, furniture has been overturned, and the floor
asked you to all investigate the break-in quietly. is scattered with broken picture frames, simple
jewelry, and blood-soaked farm tools. A slow, quiet
Each of you stand now just outside the small farm dripping sound draws a light to an archway leading
of Joseph and Theresa, a kind, old ghoul couple who to a quaint kitchen. On the wall, beside the archway,
never showed up for the celebration. Before you, the is an old ghoul woman wearing a bloody nightgown,
front door of the one-story adobe farmhouse is shat- her rotted skin falling away from her face in folds
tered into a pile of wooden scraps that lie just beyond that flap about in the wind. A garden hoe is thrust
the dark interior of the home. Lively music and the through her sternum, impaling her to the wall.
sounds of revelry drift from the center of town, just
audible over the whistling winds of a coming storm. You recognize the impaled ghoul as Theresa. Theresa’s
eyes are frozen, wide with fear, and her chin is
From within the farmhouse there is only silence. slumped down towards her chest. She’s not breathing.

After the prologue, invite the players to introduce their Theresa was murdered while attempting to console
characters. Ask each of them the following questions: her husband Joseph, who suffered a psychotic break.
The electricity to the home has been cut, meaning
ƒ By what name do others in town know your PCs will have to use their flashlights to investigate.
Allow each character to choose one of its three rooms
character? to explore; they must make a PER + (Medicine,
Science, or Survival) test with a difficulty of 0.
ƒ What is one moment from your past when you lost Encourage players to describe how they use their
chosen skill to investigate.
something important to you, and what did you lose?

404 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

If a PC passes their test, allow them to spend AP to SCENE TWO: THE RED BARN
Obtain Information. If the PCs struggle to know
what questions to ask, the GM may give them hints, or The barn in the backyard is surrounded by carefully
even share the answers outright. tended tarberry fields. The wide wooden door to the
barn is closed but unlatched, and the barn appears
Living Room. The living room is the most wrecked to have no windows. If the PCs noticed the bloody
room of the house, and obviously the site of a major footsteps in the kitchen, they follow them straight to
struggle. Answers to possible questions include: the barn door.

ƒ Theresa’s face and arms are badly bruised, signs of a Joseph is inside the barn, with a loaded shotgun
readied to shoot at anyone who enters. He does
fierce struggle before she was impaled and killed. not respond to the PCs outside the barn if they yell
through the door, but he does begin to panic and
ƒ The shattered picture frames have had all the pho- breathe heavier; the PCs may hear his breathing if
they listen at the door.
tos removed. The photos are not in the room.
ENCOUNTER-1A: OLD MAN JOSEPH
Kitchen. The back door to the kitchen is wide open,
rattling against its frame. The kitchen itself is mostly When a PC opens the door, read or paraphrase the
clean and tidy, but for an overturned drawer that has following:
scattered utensils and knives to the ground.
As the wooden barn door creaks, sliding open, an
ƒ A trail of bloody footsteps leads from the living explosion resounds from inside. The smell of gun
smoke drifts from the opening as the old ghoul
room, through the kitchen, and out the back door. Joseph steps into the moonlight.
The shape of the imprints suggest they were left by
someone not wearing shoes. Joseph makes an attack with his double-barrel shot-
gun against the PC most visible through the open barn
ƒ Beneath the counter with the overturned drawer is door. Resolve the attack and continue reading:

a large gun rack. Whatever weapon the rack held is Joseph’s eyes are wide and mad, his teeth wide with
missing. a grimace, and drool spills down from the corner
of his lips. He’s wearing several layers of shirts,
Bedroom. The couple’s bedroom is small and plain. The sweaters, and jackets over top one another. The bulk
sliding closet door still open. On its neatly made bed is of his clothing causes his jerking movements to be
a pile of glass shards and crumpled, torn-up photos. slow and awkward.

ƒ The closet contains many empty hangers. Only Joseph’s neck twitches twice to the right and his
voice cracks as he calls out, “I don’t know her! I
women’s’ clothing and shoes are within. don’t know her! I- I dunno any of ya!” He raises up a
smoking double barrel shotgun.
ƒ A heart-shaped tin locket is laying on one of the
Loss of memory has caused Joseph to suffer from
pillows. Inside the locket is a small photo of old extensive amnesia leading to a psychotic break. He’s
man Joseph with a goofy grin. The photo in the so scared and unhinged, that his actions are suicidal.
other frame has been scratched by a sharp object He fights until he is killed, focusing all his attacks on
and is not recognizable. whomever is closest to him.

Once each of the PCs has had a chance to investigate
the room of the house, the unmistakably loud noise of
a shotgun blast resounds from the direction of the red
barn in the backyard.

Chapter Eleven  WITH A BANG, OR A WHIMPER 405

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

Ghoul UNHAPPY FOUNDERS DAY

Level 2, Mutated Human, After the encounter, the PCs find nothing out of the
Notable Character (34 XP) ordinary in the barn. They may continue to explore
the house, gathering any information they missed
SPEC IAL previously. If they loot the home, they can take any
mundane household items and up to 5d20 caps they
7785574 find lying about.

Athletics SKILLS 1 Eventually, the GM should encourage them to report
Melee Weapons 1 Sneak 3 what happened to Jesse Pedigrue. The celebration
Repair  2 Survival  2 is wrapping up by the time they return, and Jesse is
Small Guns  2 Throwing 1 waiting anxiously for them. He appears stricken by
1 Unarmed (  Tag Skill) the news and asks the PCs to give him a day or two to
decide what to tell the other settlers. The last thing
HP INITIATIVE DEFENSE Jesse wants is to stir up anti-ghoul sentiment by
stoking fears that their neighbors could turn feral and
14 16 1 murder them.

CARRY WEIGHT MELEE BONUS LUCK POINTS Jesse implores the PCs to quietly ask about town the
220 lbs. 2 next day to see if any residents have noticed anything
+1  CD  strange about the old ghoul couple recently. Then he
departs, leaving the PCs to their own devices as the
PHYS. DR ENERGY DR RAD. DR POISON DR town shuts down for the night.
Immune 0
1 (Arms, 1 (Arms, When the group is ready to begin the next day of their
investigation, proceed to Act Two: The Plot Thickens.
Legs, Torso) Legs, Torso)

ATTACKS

ƒ UNARMED STRIKE: STR + Unarmed (TN 8),

3  CD  Physical damage

ƒ DOUBLE-BARRELED SHOTGUN:

AGI + Small Guns (TN 10),

5  CD  Spread, Vicious Physical damage, Range

C, Inaccurate, Two-Handed

SPECIAL ABILITIES

ƒ IMMUNE TO RADIATION: The ghoul reduces

all Radiation damage suffered to 0 and cannot
suffer any damage or effects from radiation.

ƒ GHOUL: A ghoul is healed by radiation. They

regain 1HP for every 3 points of Radiation
damage inflicted upon them.

ƒ HEEDLESS OF HARM: The ghoul suffers 1 physical

damage, ignoring all damage resistance, for each
complication rolled. However, when the ghoul
makes an attack and buys one or more dice by
spending Action Points, they may re-roll 1d20.

INVENTORY
Tough clothing, Double-Barreled Shotgun, Wealth 1

406 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

ACT TWO: THE PLOT THICKENS

During this act, the PCs can explore the town and talk If the PCs speak to any of the locals, encourage the
to its residents. The GM can easily replace any of the players to continue developing the town’s setting
locations and NPCs listed in Scene One: More Problems and peoples by asking them who they find in the
with places and people that better suit their campaign town square. The GM should have the players
and world-building. describe the locals they are speaking to, what their
job is, and how their PCs know them. Take notes as
As the PCs meet up in town the following day, read or the scene progresses.
paraphrase the following:
Any PC who wants to get rumors about the hap-
The mood in town the day after the Founders Day penings in town, and the recent behavior of Joseph
Celebration is as cold and uncomfortable as the and Theresa, must make a CHA + Speech test with a
weather. The first frost of winter gathers on the difficulty of 1. Invite them to ask the locals questions
grass, and gray clouds overhead drain the color from and spend AP to Obtain Information. Some answers to
everything beneath them. Several townsfolk look at likely questions include:
you and whisper amongst themselves, proving the old
adage that rumors travel fast. ƒ Joseph has not been seen at the market in several

Jesse Pedigrue has charged you to chat with the people weeks. Theresa carried their goods herself and
in town to see what they may know about Joseph and claimed that Joseph had not been feeling himself
Theresa’s recent behavior. There are several places lately.
that seem like a good start to your continued investi-
gation: the town square, the tradepost, and the pub. ƒ The most popular local rumor is that Joseph went

SCENE ONE: MORE PROBLEMS completely feral and Theresa was keeping him
locked up in their home so that nobody found out.
Joseph’s psychotic break isn’t the first such case in Human townsfolk appear particularly afraid that
town, and some residents are beginning to see a pat- their ghoul neighbors may start ‘going feral’ and
tern. Over the past several weeks, several locals have turn on them.
been suffering memory loss that has caused a string of
strange tragedies. The PCs investigations should lead ƒ The town’s doctor was spotted visiting Joseph and
them to the medical clinic, where they will uncover
the cause of the town’s problems. Once the PCs enter Theresa’s farmhouse several nights ago.
the clinic, proceed to Scene Two: Stolen Memories.
TRADEPOST
TOWN SQUARE
The tradepost is a medium-sized, desolate building
Any number of locals gather about the flowery at the edge of town, used as a makeshift marketplace
grasses of the town square, sitting along the edge of for scavengers and traders from other settlements
its marble water fountain and chatting. With the to do business. With the recent streak of cold and
arrival of winter, the town square today is less bus- storms, business has not been good. Today, the only
tling than usual, but several recognizable faces linger two individuals in the tradepost are its quartermaster
or cross through the square as they go on about their and a leather-clad brutish-looking scavenger from
daily business. Diamond City.

The GM should continue world-building by asking
the players to describe the quartermaster, give them a
name, and ask what sort of relationship their PCs have
with them.

Chapter Eleven  WITH A BANG, OR A WHIMPER 407

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

When the PCs approach to speak to either of the Quartermaster
NPCs present, they witness an argument over pay-
ment break out between the two. The scavenger draws Level 4, Human,
a gun. Give the PCs the opportunity to break up the Notable Character (62 XP)
fight. Some possible approaches include:
SPEC IAL
ƒ Keeping the peace. Make a CHA + (Barter or
5669855
Speech) test with a difficulty of 2.
SKILLS
ƒ Threatening the scavenger. Make a CHA + (Weapon
Barter 4 Small Guns 3
Skill or Athletics) test with a difficulty of 2. Lockpick
Melee Weapons 1 Speech  3
ƒ Disarming the scavenger. Make an AGI + Athletics Repair
2 Survival  2
test with a difficulty of 3.
1 Unarmed 2
Two of the PCs from the group may make a single test.
Afterwards, the scavenger opens fire on the quarter- (  Tag Skill)
master, before attempting to flee the town. If the PCs
choose to attack first instead, they get to act first in HP INITIATIVE DEFENSE
the encounter.
15 13 1

CARRY WEIGHT MELEE BONUS LUCK POINTS
200 lbs. — 3

PHYS. DR ENERGY DR RAD. DR POISON DR
0 0
1 (Arms, 2 (Arms,

Legs, Torso) Legs, Torso)

ATTACKS

ƒ UNARMED STRIKE: STR + Unarmed (TN 7),

2  CD  Physical damage

ƒ 10MM AUTO PISTOL: AGI + Small Guns (TN 8),

3  CD  Burst physical damage, Range C, Fire Rate

4, Close Quarters, Inaccurate

SPECIAL ABILITIES

ƒ LET RIP: Once per combat, the Merchant may ‘let

rip’ with a volley from their 10mm Auto Pistol.
This adds the weapon’s Fire Rate of 4 to the

weapon’s damage for a single attack (for 7 CD 

total), and allows them to use the Burst damage
effect without spending ammo.

ƒ MASTER TRADER: When making an opposed

test with Barter, the merchant generates one
automatic success in addition to any they roll.

ƒ SHOPKEEP: The merchant is accompanied by a

pack brahmin or is running a shop. They have
6d20 caps on their person for trade. The GM
determines the goods available.

INVENTORY
Drifter Outfit, 10mm Auto Pistol, Wealth 6

408 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

Scavenger After the confrontation, PCs may speak to the quar-
termaster and the scavenger, if either remain alive and
Level 2, Human, present. They can approach the interrogation calmly
Normal Character (17 XP) or threateningly, by making a (CHA or STR) + Speech
test with a difficulty of 1. If a PC passes their test, they
SPEC IAL may spend AP to Obtain Information.

5565564 Questioning the quartermaster may yield the follow-
ing answers:
SKILLS
ƒ The quartermaster swears he’s never seen the
Athletics 1 Small Guns  2
Barter scavenger before, but that the man came in claim-
Melee Weapons 1 Speech 1 ing the quartermaster owes him caps. When the
Repair quartermaster stood up for himself, the scavenger
2 Survival  2 became irate and drew his weapon.

1 Unarmed 2 ƒ The quartermaster does not remember ever meet-

(  Tag Skill) ing Theresa or Joseph, even though the PCs know
that the farmers frequently traded their tarberries
HP INITIATIVE DEFENSE with the quartermaster.

8 11 1 Questioning the scavenger may yield the following
answers:
CARRY WEIGHT MELEE BONUS LUCK POINTS
200 lbs. — — ƒ The scavenger claims the quartermaster owes him

PHYS. DR ENERGY DR RAD. DR POISON DR caps. He has a receipt proving the quartermaster
0 0 owes half of the remaining payment on a shipment
1 (Arms, 1 (Arms, of Stimpaks.

Legs, Torso) Legs, Torso) ƒ The scavenger used to buy tarberries from Joseph.

ATTACKS The last time he saw Joseph, Joseph didn’t recog-
nize him. He acted confused, very much like the
ƒ UNARMED STRIKE: STR + Unarmed (TN 6), quartermaster is acting now.

2  CD  Physical damage The PCs can resolve the conflict at the tradepost in
whatever way they see fit and fair. A PC attempting to
ƒ MACHETE: STR + Melee Weapons (TN 7), diagnose the quartermaster’s condition may make an
INT + Medicine test with a difficulty of 2. If they pass
3  CD  Piercing 1 Physical damage their test, they are able to determine that the quarter-
master seems to be suffering from partial amnesia. If
ƒ DOUBLE-BARRELLED SHOTGUN: they suggest as much to the quartermaster, they act
confused, but agree to visit the medical clinic after
AGI + Small Guns (TN 8), they finish with their day’s work.

5  CD  Spread, Vicious Physical damage, Range

C, Inaccurate, Two-Handed

SPECIAL ABILITIES
None

INVENTORY
Road Leathers, Double-Barreled Shotgun, Wealth 1

Chapter Eleven  WITH A BANG, OR A WHIMPER 409

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

PUB SCENE TWO: STOLEN MEMORIES

The inside of the pub is decorated with string lights, When the PCs enter the clinic, read or paraphrase
ancient road signs, decommissioned jukeboxes, and the following:
other memorabilia from an America that died long
ago. Currently, several locals are gathered around The clinic’s sterile sitting room is flanked by a door
the circular bar, enjoying time away from work or on one side, and a long hallway leading to four
drowning their sorrows at the bottom of a glass. The curtained rooms on the other side. There is nobody
single bartender on staff today moves about quickly, sitting at the desk as you enter, but the PCs can hear
engaging in light conversation as they keep up with the sounds of gentle weeping out of the back hallway.
the demand of thirsty patrons.

The PCs can sit down to drink, relax, talk amongst them- INSIDE THE CLINIC
selves about what the investigation has yielded so far, or
converse with the bartender and other patrons present. Allow the PCs to investigate the small clinic freely.
Each of the treatment rooms contains a metal desk,
The patrons present don’t know any helpful gossip cupboards stocked with 2 Stimpaks, and a small bed
about Joseph or Theresa, but the bartender does. Ask covered in white sheets.
the players to describe the bartender, name them,
and decide what sort of relationship their characters Front Desk. Atop the desk in the sitting room are sev-
might have with them. eral files that suggest that there is an alarming number
of new cases involving town residents having trouble
The bartender is only willing to dish gossip about with memory and sudden bursts of irrational behavior.
Joseph and Theresa if the PCs agree to a drinking
game. If a PC drinks a shot of moonshine and can ask A supply cabinet sits behind the desk, securely
a question afterwards without slurring their words, locked. A PC may pick the lock by making a PER +
the bartender will answer that question. Once a PC Lockpick test with a difficulty of 2. If they pass their
slurs their question, the bartender will answer no test, they can find three Mentats, two Stimpaks, and
further questions from that character. Each shot of two RadAway.
moonshine costs 3 caps (plus tip!)
Room One. The room is empty and recently cleaned.
After drinking a shot, to ask a question a PC must suc-
ceed at an END + Speech test with a difficulty equal to Room Two. The bed in the room is occupied by a sev-
1 + the number of shots they’ve had. Some meaningful en-year-old boy staring vacantly up at the ceiling, his
answers the bartender might divulge include: eyes wide and distant. The PCs recognize him as the
son of a local wood craftsman. If the PCs ask the boy
ƒ Recently, Theresa stopped by the pub almost daily any questions, he avoids their gaze and only answers
with a single word: “Who?”
when she finished her work for the day. She stayed
late, drank a lot, and seemed troubled. Room Three. The third room is empty. The sheets on
the bed are stained with fresh blood.
ƒ Joseph wandered in three nights ago, didn’t know
Room Four. The fourth room contains the clinic’s
where he was, and violently attacked the local doc- doctor. Invite the players to describe what the doctor
tor. Joseph nearly killed the doctor, before running looks like, name them, and describe their characters’
out of the pub screaming. relationships to the doctor.

ƒ Lots of regulars have been acting very strange

lately, including the local doctor. The bartender
thinks it’s some sort of flu or fever that’s going
around, something “real nasty”.

410 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

The doctor is sobbing and clutching a clipboard to coordinates in the wilderness nearby. He does not
their chest. They appear extremely troubled and as know what the purpose of the signal is, or what lies
though they haven’t slept in days. When confronted, at the coordinates.
they tell the PCs to leave them alone. To convince
the doctor to talk, a PC must make a (CHA or INT) + ƒ After the conversation is over, the doctor appears
Speech test with a difficulty of 0 to calm them down
first. If a PC passes their test, invite them to spend AP to get confused. They mumble, “Damn, damn. What
to Obtain Information. was I doing again? I can’t remember.”

Answers to possible questions the doctor may be If the PCs remind them of where they are and what is
asked include: happening, the doctor admits that they’ve also been
experiencing memory loss over the past few days. The
ƒ Joseph was the first patient they treated that showed doctor gives the PCs the clipboard, which contains
their patient notes and the signal’s coordinates. They
symptoms of memory loss and irrational behavior. tell the PCs that if there’s a way to save the town with-
Over the past several days, the doctor has dealt with out relocating, it may have to do with discovering the
a dozen other similar cases of memory loss, several meaning of the signal.
of which have led to full on psychotic breaks, dis-
appearances, murders, catatonia, and suicide. RETURNING TO THE SITTING ROOM

ƒ The doctor originally believed their patients’ When the PCs leave Room Four and return to the clin-
ic’s waiting room, read or paraphrase the following:
memory loss to be viral in nature due to its expo-
nentially increasing rate over the past two weeks. The clinic’s sitting room is no longer empty when you
However, they have determined that the cause return. Several townsfolk, your friends, and neigh-
of the problem is a side-effect of a hidden device bors, stand between you and its door. They watch you
within the town’s cold fusion power generator. emerge from the hallway with emotionless eyes, and
with guns in their hands.
ƒ Accessing the device without destroying the gener-
Among the townsfolk is Jesse Pedigrue. He steps for-
ator is impossible. The only hope to stop the effects ward, tilts his head slightly to the left, and speaks in
is to shut down the generator. But since the genera- a strange, whispering voice that you have never heard
tor is the only source of power capable of managing before. “Come on snakes. Let’s rattle.”
the Garden of Eden Creation Kit’s systems and
creating sustainable electricity, shutting it down In perfect unison, Jesse and the townsfolk raise their
would be the end of the settlement; its residents weapons and aim them at you.
would likely have to relocate entirely.

ƒ The doctor has uncovered a signal actively

transmitting by the hidden device to specific

Chapter Eleven  WITH A BANG, OR A WHIMPER 411

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

ENCOUNTER-2A: FRIENDS AND Synth Replica
MURDERERS Level 4, Robotic Synth,
Normal Creature (31 XP)
The GM should describe the townsfolk by using their
notes of the characters the players have described BODY MIND MELEE GUNS OTHER
throughout the course of this act. There is no hint of
recognition, friendship, or empathy in the attackers’ 65 2 2 2
eyes now. These residents, including Jesse, have been
replaced by identical synth replicas in service of the HP INITIATIVE DEFENSE
nefarious Institute.
10 11 1
The Institute’s Master Plan
PHYS. DR ENERGY DR RAD. DR POISON DR
If the players previously played the Fallout: The Immune Immune
Roleplaying Game Starter Kit quest, Once Upon a 2 (Head, 3 (Head,
Time in the Commonwealth, the GM may stir up the mem-
ories of Rast and his betrayal. The Institute has infiltrated Legs, Arms); Legs, Arms);
their settlement and hijacked the Vault-Tec experimental
device located in the cold fusion power generator. The 1 (Torso) 2 (Torso)
device is stealing the memories of the town’s residents and
sending them via signal to a nearby compound, where the ATTACKS
Institute is downloading the memories to create better syn-
thetic copies of the town’s residents. ƒ INSTITUTE LASER: BODY + Guns (TN 8),

The Institute’s goal is to replace the entire town with perfect 4  CD  Vicious Energy damage, Range C, Burst,
copies. They will then turn the settlement into a beacon of
hope in the Commonwealth, drawing in other humans so Fire Rate 3, Close Quarters, Inaccurate
that they may replace them with synthetic replicas as well.
ƒ SHOCK BATON: BODY + Melee (TN 8),
There are a number of synth replicas equal to
the number of PCs in the group, including Jesse 5  CD  Energy damage, Range C
Pedigrue. At the start of each turn, the GM can spend
2 AP to have another replica enter the clinic and SPECIAL ABILITIES
attack. When a replica is destroyed, it explodes in a
shower of metal and sparks. Describe the gunfight ƒ ROBOT: The synth is a robot. They are immune to
cinematically, with each shot adding to the carnage
and complete destruction of the clinic. the effects of starvation, thirst and suffocation. They
are also immune to poison and radiation damage.
At the end of the first round of the encounter, the However, machines cannot use food and drink or
doctor runs out of Room Four and into Room Two, to other consumables, they do not heal naturally, and
protect the catatonic boy. the Medicine skill cannot be used to heal them:
damage to them must be repaired (p.34).

ƒ IMMUNE TO POISON: The synth reduces all

poison damage suffered to 0 and cannot suffer
any damage or effects from poison.

ƒ IMMUNE TO RADIATION: The synth reduces all

radiation damage suffered to 0 and cannot suffer
any damage or effects from radiation.

ƒ IMMUNE TO FEAR: The synth cannot be

intimidated or threatened in any way and either
ignores or attacks anyone who attempts to
threaten or intimidate it.

ƒ IMMUNE TO DISEASE: The synth is immune to

the effects of all diseases; they never suffer the
symptoms of any disease.

INVENTORY

Institute Laser Gun (Photon Exciter, Improved Barrel),
Shock Baton, 3d20 Fusion Cells. Synth Leg x2,
Synth Arm x2, Synth Helmet x1

412 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

Jessie Pedigrue, Synth Replica SPECIAL ABILITIES

Level 4, Human, ƒ ROBOT: The synth is a robot. They are immune to
Notable Character (62 XP)
the effects of starvation, thirst and suffocation. They
SPEC IAL are also immune to poison and radiation damage.
However, machines cannot use food and drink or
6776675 other consumables, they do not heal naturally, and
the Medicine skill cannot be used to heal them:
Athletics SKILLS 1 damage to them must be repaired (p.34).
Energy Weapons  2 Sneak 2
Melee Weapons 3 Speech  1 ƒ IMMUNE TO POISON: The synth reduces all
Repair 2 Survival 1
Science  1 Unarmed (  Tag Skill) poison damage suffered to 0 and cannot suffer
3 any damage or effects from poison.

HP INITIATIVE DEFENSE ƒ IMMUNE TO RADIATION: The synth reduces all

16 16 1 radiation damage suffered to 0 and cannot suffer
any damage or effects from radiation.
CARRY WEIGHT MELEE BONUS LUCK POINTS
210 lbs. — 3 ƒ IMMUNE TO FEAR: The synth cannot be

PHYS. DR ENERGY DR RAD. DR POISON DR intimidated or threatened in any way and either
Immune Immune ignores or attacks anyone who attempts to
1 (Arms, 1 (Arms, threaten or intimidate it.

Legs, Torso) Legs, Torso) ƒ IMMUNE TO DISEASE: The synth is immune to

ATTACKS the effects of all diseases; they never suffer the
symptoms of any disease.
ƒ UNARMED STRIKE: STR + Unarmed (TN 7),
ƒ THIRD-GENERATION SYNTH: These synths can
2  CD  Physical damage
pass as human, and any attempt to inspect them
ƒ STUN BATON: STR + Melee Weapons (TN 8), reveals them to be human. Third-generation
synths can only be identified after death by the
6  CD  Stun energy damage recovery of their Synth Component. A third-
generation synth posing as a known figure
ƒ MODIFIED INSTITUTE LASER PISTOL: gains a bonus 2d20 to any rolls relating to
impersonating the individual, including recalling
PER + Energy Weapons (TN 10), knowledge and expressing their mannerisms.

3  CD  Burst, Vicious energy damage, Range C, ƒ LET RIP: Once per combat, the synth may ‘let rip’

Fire Rate 3, Close Quarters, Inaccurate with a volley from their Institute Laser Pistol. This
adds the weapon’s Fire Rate of 3 to the weapon’s

damage for a single attack (for 6 CD  total) and

allows them to use the Burst damage effect
without spending ammo.

INVENTORY

Tough Clothing, Modified Institute Laser Pistol
(Photon Exciter), Wealth 2

Chapter Eleven  WITH A BANG, OR A WHIMPER 413

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

In the aftermath of the massive gunfight, the true any standard equipment and weapons; the town’s trad-
townsfolk look to the PCs to lead them and save the ers will sell PCs gear for 25% of the regular price due
settlement. Paranoia of synth replicas is high, and to the desperation of the situation. Once the PCs are
people are afraid. The GM should prompt the players prepared, they must travel half a day out of town to
to describe what the rest of the day is like, what their the coordinates given to them by the doctor, proceed-
plan for saving the town is, and who they talk to. This ing to Act Three: The Institute.
is a perfect opportunity for roleplay between the PCs
and the town’s NPCs, and a chance for the players to It is possible for the PCs to choose to abandon the
take ownership of their characters’ settlement. town, relocate its people, or even destroy its genera-
tor and try to survive without access to the G.E.C.K.’s
If the PCs are at a loss for what to do next, the towns- technology and power source. If they do not inves-
people encourage the PCs to investigate the source of tigate the coordinates, proceed to the sub-chapter
the signal. They may prepare for their trip by buying Conclusion at the end of this quest.

ACT THREE: THE INSTITUTE

At the start of the act, the PCs reach their destination THE OLD-FASHIONED WAY
around mid-day, using the coordinates uncovered by
the town’s doctor. Read or paraphrase the following: The synths are well-equipped to sight potential threats
from far away. The PCs may attempt to get close
After a half day’s journey, following the doctor’s enough to make a surprise attack; to do so, each PC
coordinates, you arrive at a small, though heavily quietly moving into range to attack must make an AGI
fortified compound located in the middle of nowhere. + Stealth test with a difficulty of 1. Any PC who passes
Tall, pale grass sways in the chilly breeze. Beyond their test gains the benefit of a surprise attack in the
the grass is a steel building with no windows and a following encounter. If a PC fails their test, the synths
single, wide metal door. Several armed raiders appear immediately open fire as soon as they enter range. In
to be on guard outside of the door, chatting with each either case, proceed to Encounter-3A: Synth Guards.
other and keeping warm by standing next to several
barrels that contain blazing fires. SNEAKING INTO THE COMPOUND

SCENE ONE: Getting close enough to the compound to look for an
BREAKING AND ENTERING alternate entrance without being spotted proves diffi-
cult. Each PC approaching the compound quietly must
The PCs must decide how to get into the compound. make an AGI + Stealth test with a difficulty of 1.
They can shoot their way in through the main
entrance, or sneak around to find an alternative way If a PC passes their test, they can look for another way
in. If they approach the synth replica guards posing as inside by making a PER + Repair test with a diffi-
Gunners at the entrance, the synths act friendly and culty of 2. A PC who passes this test notices the open
allow them to get close, before suddenly opening fire; airduct near the corner of the compound is silent and
proceed to Encounter-3A: Synth Guards. not cycling any air. It’s large enough that even a super
mutant could climb through it.

Once all of the PCs have reached the compound
without being spotted, and the air duct entrance has
been uncovered, each PC must still manage to climb
up the building to enter the duct without drawing
attention to themselves. To do so, each PC must make
an AGI + Stealth test with a difficulty of 2. If all the

414 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

PCs succeed, they climb through the air vent and find Synth Strider
an exit into the compound proper; proceed to Scene Level 7, Robotic Synth,
Two: Our Town. Normal Creature (52 XP)

If any PC fails a stealth test during this section, the BODY MIND MELEE GUNS OTHER
synth guards notice them and immediately attack;
proceed to Encounter-3A: Synth Guards. 66 4 4 3

ENCOUNTER-3A: SYNTH GUARDS HP INITIATIVE DEFENSE

The synth striders are more well-equipped than the 13 12 1
replicas that the PCs faced in town and fight to the
death to keep humans out of the Institute’s secret PHYS. DR ENERGY DR RAD. DR POISON DR
compound. There are a number of guards equal to half 3 (All) 4 (All) Immune Immune
the number of PCs (rounded up). As soon as the fight
begins, a silent alarm goes out throughout the com- ATTACKS
pound, alerting its chief scientist of the intrusion. The
GM may add more synth guards to the encounter at the ƒ INSTITUTE LASER: BODY + Guns (TN 10), 6  CD  Vicious
start of each round by spending 3 AP per synth guard.
Energy damage, Burst, Fire Rate 3, Range M
As before, each time one of the synths is destroyed, it
explodes in a bright flash of metal and fire. After the ƒ SHOCK BATON: BODY + Melee (TN 10),
fight is over, the PCs can enter the compound.
5  CD  Energy damage, Melee Weapon

SPECIAL ABILITIES

ƒ ROBOT: The synth strider is a robot. They are immune

to the effects of starvation, thirst, suffocation. They
are also immune to poison and radiation damage.
However, machines cannot use food and drink
or other consumables, they do not heal naturally,
and the Medicine skill cannot be used to heal
them: damage to them must be repaired (p.34).

ƒ IMMUNE TO POISON: The synth strider reduces

all poison damage suffered to 0 and cannot
suffer any damage or effects from poison.

ƒ IMMUNE TO RADIATION: The synth strider reduces

all radiation damage suffered to 0 and cannot
suffer any damage or effects from radiation.

ƒ IMMUNE TO FEAR: The synth strider cannot be intimidated

or threatened in any way and either ignores or attacks
anyone who attempts to threaten or intimidate it.

ƒ IMMUNE TO DISEASE: The synth strider is

immune to the effects of all diseases, and they
will never suffer the symptoms of any disease.

ƒ LET RIP: Once per combat, the synth strider may ‘let

rip’ with a volley from their Institute Laser. This adds
the weapon’s Fire Rate of 3 to the weapon’s damage

for a single attack (for 9 CD total) and allows them to

use the Burst damage effect without spending ammo.

INVENTORY

Institute Laser Gun, Shock Baton, 3d20 Fusion Cells,
Sturdy Synth Helmet x1, Sturdy Synth Chest Piece x1,
Sturdy Synth Leg x2, Sturdy Synth Arm x2

Chapter Eleven  WITH A BANG, OR A WHIMPER 415

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

SCENE TWO: OUR TOWN THE DEVIL’S BARGAIN

When the PCs enter the compound, read or para- If the PCs allow the Chief Scientist to show them the
phrase the following: compound, they find that it is an exact replica of town
square. The GM is encouraged to use the notes they
The inside of the fortified compound is an unex- have taken during previous scenes and the PCs’ back-
pected sight. Artificial sunlight shines down from grounds to create an uncomfortable sense of deja vu as
the ceiling, filling the single, large room with its the PCs witness the compound and its replicas.
warmth. At the center of the room is a tall, spiraling
machine of blinking lights that looks almost alien The Chief Scientist leads them to the edge of the
in origin. Around the machine is the flowery grass compound, where he reveals replicas of the PCs
and buildings of your town’s central square; every themselves. The PCs’ replicas are incomplete, lack-
detail is perfect, down to scratches of lovers’ names ing their full memories. They walk around aimlessly,
in the trunk of a replicated tree. Wandering the fake like zombies, and only snapping from their daze to
town square, going about their business and having appear frightened if accosted by a PC wearing their
conversations as though everything were ordinary, same face. Once the PCs have seen their replicas, the
are a number of figures that are identical to people Chief Scientist explains the Institute’s Master Plan.
you know from town. Humanity is nearly extinct, but synthetic repli-
cas mean that the spirit of humanity can live on in
As you take in the unsettling sight, a quiet, nasally cybernetic bodies capable of surviving nuclear fallout,
voice speaks from behind you. “I see that you have radiation, and the monstrous threats the world poses.
found my little miracle. Ah, how wonderful.” The
older fellow speaking is diminutive and physically After discussing his work with the PCs, the Chief
weak in appearance. He wears a clean white lab coat Scientist offers them a simple choice: abandon the
and holds a mini-computer in one hand. town to relocate its people elsewhere, but leave the
G.E.C.K. and its generator. The Chief Scientist promises
He coughs twice and gestures to the faux town to take the technology and leave the Commonwealth to
square. “I’m one of the Institute’s Chief Scientists. proceed with his grand experiment in another part of
Come, friends, please, please! Let me show you the country. He is willing to make some compromises
around. I believe you will find my work... absolutely but will not go so far as to allow the PCs to harm the
fascinating.” replicas or remain in their settlement.

The Institute’s Chief Scientist of this compound has If the PCs are unwilling to compromise, or if they
been working furiously to bring the shadow faction’s attack, proceed to Encounter-3B: Just Like Us. If the
bleak vision for the future to life. Despite being a PCs strike a suitable bargain with the Chief Scientist,
human, he has a secret disdain for other humans, he allows them to leave; proceed to Conclusions.
much preferring his “perfect creations.” However, he
is entirely aware of the threat the PCs pose to his proj- ENCOUNTER-3B: JUST LIKE US
ect, still in its infancy. Instead of ordering the replicas
to attack, he allows them to continue living out their The GM should play up the terror of the PCs hav-
practice lives and invites the PCs to see his work. If ing to fight synthetic copies of themselves and their
they refuse, he appears disappointed, and orders the friends and neighbors. There are a number of synth
replicas to attack, triggering Encounter-3B: Just Like Us. replicas equal to two times the number of PCs in the
group, including the replicas of the PCs themselves.
On his turn, the Chief Scientist attempts to flee the
compound; if no one stops him by the end of his third
turn, he escapes out into the wilderness.

416 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

Incomplete Synth Chief Scientist
Level 2, Robotic Synth,
Normal Creature (31 XP) Level 2, Human,
Notable Character (34 XP)
BODY MIND MELEE GUNS OTHER
SPEC IAL
54 2 1 1
5766856

HP INITIATIVE DEFENSE SKILLS
1 Science 
891 Barter 1 Sneak 4
Energy Weapons  1 Speech 1
PHYS. DR ENERGY DR RAD. DR POISON DR Explosives 2 Survival 1
0 0 Immune Immune Medicine 2 1
Repair  (  Tag Skill)
ATTACKS
HP INITIATIVE DEFENSE
ƒ UNARMED: BODY + Melee (TN 7),

2  CD  Physical damage, Range C

14 14 1

SPECIAL ABILITIES CARRY WEIGHT MELEE BONUS LUCK POINTS
200 lbs. — 3
ƒ ROBOT: The synth is a robot. They are immune to
PHYS. DR ENERGY DR RAD. DR POISON DR
the effects of starvation, thirst and suffocation. They 0 0 0 0
are also immune to poison and radiation damage.
However, machines cannot use food and drink or ATTACKS
other consumables, they do not heal naturally, and
the Medicine skill cannot be used to heal them: ƒ UNARMED STRIKE: STR + Unarmed (TN 5),
damage to them must be repaired (p.34).
2  CD  Physical damage
ƒ IMMUNE TO POISON: The synth reduces all
ƒ INSTITUTE LASER PISTOL:
poison damage suffered to 0 and cannot suffer
any damage or effects from poison. PER + Energy Weapons (TN 9),

ƒ IMMUNE TO RADIATION: The synth reduces all 3  CD  Burst Energy damage, Range C,

radiation damage suffered to 0 and cannot suffer Close Quarters, Inaccurate
any damage or effects from radiation.
SPECIAL ABILITIES
ƒ IMMUNE TO FEAR: The synth cannot be
ƒ LET RIP: Once per combat, the chief scientist
intimidated or threatened in any way and either
ignores or attacks anyone who attempts to may ‘let rip’ with a volley from their Institute
threaten or intimidate it. Laser Pistol. This adds the weapon’s Fire Rate of
3 to the weapon’s damage for a single attack
ƒ IMMUNE TO DISEASE: The synth is immune to
(for 6 CD  total) and allows them to use the Burst
the effects of all diseases; they never suffer the
symptoms of any disease. damage effect without spending ammo.

INVENTORY ƒ Protect Me! When attacked while at least one

ƒ SALVAGE: Salvaging an incomplete synth yields robotic synth is within the same zone, the chief
scientist may spend 1 Luck point to increase their
2 CD  uncommon materials. Defence by +2 against that attack.

INVENTORY

Labcoat, Institute Laser Pistol, Robot Repair Kit,
Stimpak, Dose of Mentats, Wealth 3

Chapter Eleven  WITH A BANG, OR A WHIMPER 417

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

These first-generation synths are usually encountered caricatures, with mechanical parts where organs would
in packs of four or more in Institute-controlled or be, and metal frames for bones. While intelligent and
protected areas. They resemble humans in form and combat capable, they do not possess the higher sen-
shape only, with most not even possessing synthetic tience of third generation synths.
skin, instead they appear like terrifying robotic
SPECIAL ABILITIES
Synth Replicas
Level 4, Robotic Synth, ƒ IMMUNE TO FEAR: The synth cannot be
Normal Creature (31 XP)
intimidated or threatened in any way and will
BODY MIND MELEE GUNS OTHER either ignore or attack anyone who attempts to
threaten or intimidate it.
65 2 2 2
ƒ IMMUNE TO DISEASE: The synth is immune to the
HP INITIATIVE DEFENSE
effects of all diseases, and they will never suffer
10 11 1 the symptoms of any disease.

PHYS. DR ENERGY DR RAD. DR POISON DR ƒ THIRD-GENERATION SYNTH: These synths can
Immune Immune
2 (Head, 3 (Head, pass as human, and any attempt to inspect them
reveals them to be human. Third-generation
Legs, Arms); Legs, Arms); synths can only be identified after death by the
recovery of their Synth Component. A third-
1 (Torso) 2 (Torso) generation synth posing as a known figure
gains a bonus 2d20 to any rolls relating to
ATTACKS impersonating the individual, including recalling
knowledge and expressing their mannerisms.
ƒ INSTITUTE LASER: BODY + Guns (TN 8),
ƒ DOPPELGANGERS: Some of the synth replicas
4  CD  Vicious Energy damage, Range C, Burst,
are built to replicate the player characters!
Fire Rate 3, Close Quarters, Inaccurate Replace the attacks for a doppelganger with the
weapons used by the player character they are
ƒ SHOCK BATON: BODY + Melee (TN 8), replicating. In addition, a doppelganger gains
+1 Defense against any attacks made by the PC
5  CD  Energy damage, Range C they are replicating: it’s just too weird to attack
someone that looks just like you.
SPECIAL ABILITIES
INVENTORY
ƒ ROBOT: The synth is a robot. They are immune to Institute Laser Gun (Photon Exciter, Improved Barrel),
Shock Baton, 3d20 Fusion Cells, Synth Leg x2, Synth
the effects of starvation, thirst, suffocation. They Arm x2, Synth Helmet x1
are also immune to poison and radiation damage.
However, machines cannot use food and drink or
other consumables, they do not heal naturally, and
the Medicine skill cannot be used to heal them:
damage to them must be repaired (p.34).

ƒ IMMUNE TO POISON: The synth reduces all

poison damage suffered to 0 and cannot suffer
any damage or effects from poison.

ƒ IMMUNE TO RADIATION: The synth reduces all

radiation damage suffered to 0 and cannot suffer
any damage or effects from radiation.

418 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

The PCs may choose to target the information core at the GM does not spend AP this way, the replicas go
the center of the compound that is downloading the eerily catatonic, freezing in whatever positions they
townsfolk’s memories. It has a defense rating of 2 and previously held.
15 health points. If they manage to destroy it, it erupts
Destroying the information core shuts down the
in a massive explosion that deals 5 CD  energy dam- signal stealing the settlers’ memories, and effectively
ends the threat against the town.
age to all characters within the same zone. After its
destruction, the synth replicas function erratically and
may only attack each round if the GM spends 1 AP. If

CONCLUSION

If the PCs accept the Chief Scientist’s bargain, they
can return to the town and try to convince its peo-
ple to disperse and look for a new home in the
Commonwealth, though many of the townsfolk might
refuse to leave. Any characters, including the PCs, who
decide to stay in the town will continue to lose their
memories until they go insane and the town falls to
violent chaos.

If the PCs do not blow up the information core, they
can still save the townsfolk from losing their mem-
ories if they shut down or destroy the cold fusion
generator. This marks them forever as an enemy to the
Institute, and synthetic replicas of the townsfolk will
siege the town, staging a massive battle for the future
of the settlement.

If the PCs destroy the compound’s information core
and save their town from going insane, the Institute’s
influence in the region becomes weakened, but only
for a short period of time. The PCs must deal with
leading the town and the settlers’ paranoia that any
of them could be replaced by synthetic replicas at any
time. The PCs may look for allies to help them deal
with the Institute, leading to future quests with the
Brotherhood of Steel or The Railroad.

Chapter Eleven  WITH A BANG, OR A WHIMPER 419



Chapter Three

APPENDICES

INDEX. . . 422
CHARACTER SHEETS. . . 430

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

Chapter Twelve

APPENDICES

INDEX ƒ metal armor. . . . . . . . . . . . 131 ƒ Blitz see under perks
ƒ power armor table . . . . . . 137 ƒ bloatfly (creature). . . . . . . . . . 340
ƒ ¡La Fantoma! ƒ power armor frame. . . . . .138 ƒ bloodbug (creature). . . . . . . . 339
ƒ raider armor. . . . . . . . . . . . 130 ƒ Bloody Mess see under perks
see books and magazines ƒ robot armor. . . . . . . . 146–148 ƒ body see under non-player character
ƒ shadowed armor. . . . . . . . 133 ƒ books and magazines ����172–180
ƒ 0 health points see dying ƒ synth armor. . . . . . . . . . . . 132 ƒ Boston
ƒ above level 21?. . . . . . . . . . . . . . 49 ƒ Armorer see under perks
ƒ Action Boy/Girl see under perks ƒ Assaultron (creature). . . . . . . 357 ƒ Back Bay. . . . . . . . . . . . . . . 296
ƒ Action Points (AP). . . 13, 18, 316 ƒ Assist see under major actions ƒ Beacon Hill . . . . . . . . . . . . 297
ƒ assistance. . . . . . . . . . . . . . . . . . 16 ƒ Boston Airport . . . . . . . . . 275
ƒ gamemaster’s ƒ Astoundingly Awesome Tales ƒ Boston Common. . . . . . . . 299
ƒ Boston Harbor. . . . . . . . . . 302
action point pool . . . . . . . . 19 see books and magazines ƒ Charlestown. . . . . . . . . . . . 285
ƒ Diamond City. . . . . . . . . . 288
ƒ group pool. . . . . . . . . . . . . . 19 ƒ Athletics see under skills ƒ Esplanade. . . . . . . . . . . . . . 295
ƒ in opposed tests . . . . . . . . . 16 ƒ Attack see under major actions ƒ Fens, the. . . . . . . . . . . . . . . 287
ƒ options. . . . . . . . . . . . . 18, 317 ƒ Financial District. . . . . . . 300
ƒ saving . . . . . . . . . . . . . . . . . . 19 see also Making an Attack ƒ Goodneighbor. . . . . . . . . . . . .
ƒ actions . . . . . . . . . . . . . . . . . 25–26
ƒ Adamantine Skeleton ƒ attribute + skill combination 300. . . . . . . . . . . . . . . . . . . . . . .

see under perks see target number ƒ North End . . . . . . . . . . . . . 298
ƒ Theatre District. . . . . . . . . 302
ƒ add extra damage. . . . . . . . . . . 18 ƒ attributes, ƒ Buffout

see also increasing damage see S.P.E.C.I.A.L. Attributes see chems under consumables

ƒ Addictol ƒ Awareness see under perks ƒ Bunker Hill see Charlestown
ƒ Backwoodsman ƒ Burst see under damage effects
see chems under consumables ƒ buying d20s. . . . . . . . . . . . . 13, 18
see books and magazines
ƒ Additional Caps by Starting ƒ without Action Points. . . . 19
ƒ Barbarian see under perks ƒ bonus d20s see buying d20s
Level table. . . . . . . . . . . . . . . . . 81 ƒ Bartar. . . . . . . . . . . . . . . . . . . . . 86 ƒ Boxing Times
ƒ see also under skills
ƒ Adrenaline Rush ƒ Basher see under perks see books and magazines
ƒ Better Criticals see under perks
see under perks ƒ big guns. . . . . . . . . . . . . . 106–110 ƒ brahmin (creature). . . . . . . . .341
ƒ Breaking see under damage effects
ƒ Aim see under minor actions ƒ big guns complications. . 106 ƒ breaking things. . . . . . . . . . . . . 31
ƒ allies see reactions ƒ big guns table . . . . . . . . . . 106 ƒ Brotherhood of Steel. . . 382–385
ƒ fat man. . . . . . . . . . . . . . . . 107
under non-player characters ƒ flamer. . . . . . . . . . . . . . . . . 107 ƒ elder (NPC). . . . . . . . . . . . 382
ƒ gatling laser. . . . . . . . . . . . 108 ƒ initiate (equipment pack).76
ƒ ammunition . . . . . . . . . . . . 27, 91 ƒ heavy incinerator. . . . . . . 108 ƒ knight (NPC). . . . . . . . . . . 383
ƒ Ammunition Availability ƒ Junk Jet. . . . . . . . . . . . . . . . 108 ƒ lancer (NPC). . . . . . . . . . . 385
ƒ minigun. . . . . . . . . . . . . . . 109 ƒ paladin (NPC). . . . . . . . . . 383
and Rarity table. . . . . . . . . . 91 ƒ missile launcher. . . . . . . . 110 ƒ scribe (equipment pack). . 76
ƒ Big Guns (skill) see under skills ƒ scribe (NPC) . . . . . . . . . . . 384
ƒ NPCs and ammunition. . 337 ƒ Big Leagues see under perks ƒ see also Brotherhood initiate
ƒ Animal Friend see under perks ƒ Black Widow/Lady Killer
ƒ apparel 122–129 under origins
see under perks
ƒ clothing, outfit, ƒ Bulk Buy!. . . . . . . . . . . . . . . . . . 85
ƒ Blacksmith see under perks
and headgear table. . . . . . 124

ƒ Aquaboy/Aquagirl

see under perks

ƒ ArcJet Systems . . . . . . . . . . . . 235
ƒ armor. . . . . . . . . . . . . . . . 130–136

ƒ armor for dogs. . . . . . . . . . 123
ƒ armor for super mutants

and robots . . . . . . . . . . . . . 122

ƒ armor upgrade mods. . . . 136
ƒ combat armor . . . . . . . . . . 131
ƒ leather armor. . . . . . . . . . . 130

422 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

ƒ bystanders see reactions under ƒ melee weapons ƒ Defend see under major actions
ƒ defense see under derived statistics
non-player characters complications. . . . . . . . . . 112 ƒ Demolition Expert

ƒ Calmex see chems under consumables ƒ small guns see under perks
ƒ Cambridge. . . . . . . . . . . . . . . . 282
ƒ Can Do! see under perks complications. . . . . . . . . . . 96 ƒ derived statistics . . . . 47–48, 74
ƒ Cap Collector see under perks ƒ carry weight. . . . . . . . . . 47, 74
ƒ caps see Nuka-Cola caps ƒ throwing weapon ƒ damage resistance. . . . . 48, 74
ƒ defense. . . . . . . . . . . 27, 48, 74
ƒ counterfeits. . . . . . . . . . . . 239 complications. . . . . . . . . . 119 ƒ health points. . . . . . . . . 48, 74
ƒ caravan merchant (NPC) . . . 395 ƒ initiative. . . . . . . . . . 24, 48, 74
ƒ carry weight ƒ Comprehension see under perks ƒ melee damage. . . . . . . . 48, 74
ƒ Concentrated Fire see under perks
see under derived statistics ƒ Concord. . . . . . . . . . . . . . . . . . 267 ƒ Diamond City see under Boston
ƒ consumables. . . . . . . . . . 149–171 ƒ dice pool . . . . . . . . . . . . . . . 13, 15
ƒ Cautious Nature see under perks ƒ difficulty . . . . . . . . . . . 13, 14, 314
ƒ Center Mass see under perks ƒ beverages . . . . . . . . . . . . . . 160
ƒ character see also ƒ chems. . . . . . . . . . . . . 164–170 ƒ example difficulty
ƒ food items . . . . . . . . . . . . . 149
under non-player character ƒ other consumables. . . . . . 170 increases. . . . . . . . . . . . . . . 314
ƒ cover see under environment
ƒ player character. . . . . . . . . . . 8 ƒ Cover Values table. . . . . . . . . . 38 ƒ increased in opposed tests.16
ƒ character advancement. . . . . . 49 ƒ crafting. . . . . . . . . . . . . . . 209–227 ƒ examples. . . . . . . . . . . . . . . . 14
ƒ character creation . . . . . . . 42–81 ƒ recipes. . . . . . . . . . . . . 211–227 ƒ zero. . . . . . . . . . . . . . . . 15, 315
ƒ workbenches. . . . . . . . . . . 209 ƒ difficult terrain
ƒ character creation ƒ creature see non-player character
ƒ creatures with see under environment
summary. . . . . . . . . . . . . . . . 50
other hit locations. . . . . . . . . . 28 ƒ diseases. . . . . . . . . . . . . . 193–194
ƒ step 1: choose your origin. . 51 ƒ distances and ranges see range
ƒ step 2: increase ƒ critical failure see complication ƒ Dodger see under perks
ƒ critical hit. . . . . . . . . . . . . . . . . 32, ƒ dog (creature). . . . . . . . . . . . . 343
S.P.E.C.I.A.L. attributes . . . 58 ƒ critical success . . . . . . . 13, 14, 47 ƒ Dogmeat. . . . . . . . . . . . . . . . . . . 63
ƒ Curie see Vault 81 under Vault-Tec
ƒ step 3: tag skills ƒ currency. . . . . . . . . . . . . . . . 84–85 see also under perks

and buy skill ranks. . . . . . . 58 ƒ caps see Nuka-Cola caps ƒ Draw Item see under minor actions
ƒ pre-war money. . . . . . . . . . 84 ƒ Duck and Cover!
ƒ step 4: choose ƒ gold. . . . . . . . . . . . . . . . . . . . 84
ƒ new money. . . . . . . . . . . . . . 84 see books and magazines
your first perk. . . . . . . . . . . 59 ƒ scrip. . . . . . . . . . . . . . . . . . . . 84
ƒ Daddy-O ƒ Dunwich Borers LLC. . . . . . . 233
ƒ step 5: derived statistics . . 74 ƒ Ug-Qualtoth . . . . . . . . . . . 234
ƒ step 6: choose equipment. 76 see chems under consumables
ƒ traits . . . . . . . . . . . . . . . . 51–57 ƒ dying. . . . . . . . . . . . . . . . . . . . . . 32
ƒ Chem Resistant see under perks ƒ damage. . . . . . . . . . . . . . . . . 27, 32 ƒ effects see damage effect
ƒ Chemist see under perks ƒ increasing damage . . . . . . . 29 ƒ Enclave, the. . . . . . . . . . . 232, 251
ƒ chems see under consumables ƒ damage rating. . . . . . . . . . . 88 ƒ Entomologist see under perks
ƒ chem duration. . . . . . . . . . 164 ƒ damage types. . . . . . . . . 30, 89 ƒ environment. . . . . . . . . . . . 36–39
ƒ chem items table . . . . . . . 164
ƒ Children of Atom (NPC) . . . 391 ƒ damage effects . . . . . . 29, 30, 88 ƒ cover. . . . . . . . . . . . . . . . . . . 38
ƒ Close range see under range ƒ Burst. . . . . . . . . . . . . . . . 30, 88 ƒ dangerous objects. . . . . . . . 39
ƒ clothing see apparel ƒ Breaking. . . . . . . . . . . . . 30, 88 ƒ difficult terrain. . . . . . . . . . 38
ƒ combat. . . . . . . . . . . . . . . . . . . . 24 ƒ Persistent. . . . . . . . . . . . 30, 89 ƒ environmental conditions. . . 38
ƒ Combat Dice. . . . . . . . . . . . . 9, 29 ƒ Piercing. . . . . . . . . . . . . 30, 89 ƒ examples. . . . . . . . . . . . . 38-39
ƒ Command an NPC ƒ Radioactive. . . . . . . . . . 30, 89 ƒ hazards. . . . . . . . . . . . . . . . . 39
ƒ Spread. . . . . . . . . . . . . . . 30, 89 ƒ obstacles. . . . . . . . . . . . . . . . 38
see under major actions ƒ Stun. . . . . . . . . . . . . . . . . 30, 89 ƒ encumbrance see carry weight
ƒ Vicious . . . . . . . . . . . . . . 30, 89
ƒ Commando see under perks under derived statistics
ƒ Commonwealth, the. . . 264–310 ƒ Damage Resistance (DR). . . . . 30
ƒ see also under derived statistics ƒ enemies see non-player characters
ƒ generic locations. . . . . . . . 305 ƒ energy damage see damage types
ƒ key events. . . . . . . . . . . . . . 264 ƒ damaging an object ƒ energy weapons. . . . . . . 101–105
ƒ locations. . . . . . . . . . 265–308
ƒ plots. . . . . . . . . . . . . . . . . . . 309 see breaking things ƒ energy weapon mods
ƒ random encounters. . . . . 308
ƒ companions see under non- ƒ dangerous objects see under mods

player characters see under environment ƒ energy weapons table. . . . 101
ƒ gamma gun. . . . . . . . . . . . . 104
ƒ complication. . . . . . . . . 13, 15, 315 ƒ Daring Nature see under perks ƒ institute laser. . . . . . . . . . .102
ƒ big guns complications. . . 106 ƒ Day Tripper ƒ laser gun. . . . . . . . . . . . . . . 103
ƒ complication range. . . 17, 315 ƒ laser musket. . . . . . . . . . . . 102
ƒ energy weapon see chems under consumables ƒ plasma gun. . . . . . . . . . . . . 103

complications . . . . . . . . . . 102 ƒ deathclaw (creature) . . . . . . . 342
ƒ default attribute + skill. . . . . . 14
ƒ explosives

complications . . . . . . . . . . 120

Chapter Twelve  APPENDICES 423

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

ƒ Energy Weapons (skill) ƒ followers ƒ ideal range see under range
ƒ Infiltrator see under perks
see under skills see under non-player characters ƒ initiative. . . . . . . . . . . . . . . . . . 24

ƒ equipment. . . . . . . . . . . . . 84–187 ƒ Forced Evolutionary ƒ statistic
ƒ apparel . . . . . . . . . . . . . . . . 122
ƒ armor. . . . . . . . . . . . . . . . . .130 Virus, the. . . . . . . . . . . . . . . . . 247 see under derived statistics
ƒ availability and rarity. . . . . 85
ƒ big guns . . . . . . . . . . . . . . . 106 ƒ Fort Hagen . . . . . . . . . . . . . . . 271 ƒ injury . . . . . . . . . . . . . . . . . . . . . 32
ƒ books and magazines. . . . 172 ƒ Fortune Finder see under perks ƒ injury recovery
ƒ chems. . . . . . . . . . . . . . . . . 164 ƒ Future Weapons Today
ƒ consumables . . . . . . . 149–172 difficulty table. . . . . . . . . . . 35
ƒ explosives. . . . . . . . . . . . . . 120 see books and magazines
ƒ melee weapons . . . . . . . . . . 111 ƒ treating an injury
ƒ modifying equipment. . . . 87 ƒ gamemaster. . . . . . . . 12, 314–319
ƒ obtaining equipment. . . . . 84 ƒ Garden of Eden Creation Kit. . 261 see under healing
ƒ rarity. . . . . . . . . . . . . . . . . . . 85 ƒ General Atomics
ƒ small guns . . . . . . . . . . . . . . 95 ƒ Institute (C.I.T.), the. . . . . . . 245
ƒ tools and utility items. . . 181 International. . . . . . . . . . . . . . 236 ƒ C.I.T. Ruins. . . . . . . . . . . . . 283
ƒ weight. . . . . . . . . . . . . . . . . . 91 ƒ scientist (NPC). . . . . . . . . 394
ƒ Ghost see under perks
ƒ equipment packs . . . . . . . . 76–81 ƒ ghouls. . . . . . . . . . . . . . . . 355–356 ƒ Intense Training see under perks
ƒ Brotherhood of Steel ƒ Interact see under minor actions
ƒ feral (creature). . . . . . . . . . 355 ƒ irradiated food and drink. . . 149
initiate . . . . . . . . . . . . . . . . . 76 ƒ glowing one (creature). . . 356 ƒ Iron Fist see under perks
ƒ Graygarden . . . . . . . . . . . . . . . 272 ƒ Jet see chems under consumables
ƒ Brotherhood of Steel ƒ Grim Reaper’s Sprint ƒ Junktown Jerky Vendor

scribe. . . . . . . . . . . . . . . . . . . 76 see under perks see under perks

ƒ mercenary . . . . . . . . . . . . . . 79 ƒ Grognak the Barbarian ƒ Jury Rigging see under perks
ƒ Miss Nanny. . . . . . . . . . . . . 77 ƒ Laser Commander see under perks
ƒ Mister Farmhand. . . . . . . . 77 see books and magazines ƒ laser turret. . . . . . . . . . . . 380–381
ƒ Mister Gutsy. . . . . . . . . . . . 77 ƒ Lead Belly see under perks
ƒ Mister Handy 77 ƒ group tests see under skill test ƒ legendary NPC
ƒ Nurse Handy. . . . . . . . . . . . 77 ƒ Glowing Sea, the. . . . . . . . . . . 277
ƒ raider. . . . . . . . . . . . . . . . . . . 79 ƒ Gun Fu see under perks see non-player character
ƒ settler . . . . . . . . . . . . . . . . . . 79 ƒ Gun Nut see under perks
ƒ starting equipment ƒ Guns and Bullets ƒ level. . . . . . . . . . . . . . . . . . . . . . . 49
ƒ level and experience table. . . 49
at higher levels. . . . . . . . . . 81 see books and magazines ƒ leveling up 49
ƒ leveling up NPCs . . . . . . . 338
ƒ super mutant brute . . . . . . 78 ƒ Gunner (NPC). . . . . . . . . . . . 392 ƒ non-player character. . . . 332
ƒ super mutant skirmisher. 78 ƒ Gunslinger see under perks
ƒ trader. . . . . . . . . . . . . . . . . . . 79 ƒ Hacker see under perks ƒ Lexington . . . . . . . . . . . . . . . . 265
ƒ vault-tec resident 78 ƒ haggling. . . . . . . . . . . . . . . . . . . 85 ƒ Libertalia. . . . . . . . . . . . . . . . . 274
ƒ vault-tec security . . . . . . . . 78 ƒ HalluciGen, Inc. . . . . . . . . . . 237 ƒ Liberty Prime. . . . . . . . . . . . . 241
ƒ wanderer. . . . . . . . . . . . . . . . 79 ƒ hazards see under environment ƒ Life Giver see under perks
ƒ Esplanade. . . . . . . . . . . . . . . . . 295 ƒ Healer see under perks ƒ Light Step see under perks
ƒ experience points (XP). . . . . . 49 ƒ healing. . . . . . . . . . . . . . . . . 33–35 ƒ Live & Love
ƒ rewards. . . . . . . . . . . . . . . . 329
ƒ XP by NPC Level . . . . . . . 334 ƒ healing robots. . . . . . . . . . . 34 see books and magazines
ƒ explosives . . . . . . . . . . . . 120–121 ƒ long-term recovery. . . . . . . 35
ƒ explosives weapons table.120 ƒ recovering from rads. . . . . 35 ƒ Lockpick see under skills
ƒ Explosives (skill) see under skills ƒ regaining health. . . . . . . . . 34 ƒ Long range see under range
ƒ exposure. . . . . . . . . . . . . . . . . . 192 ƒ treating an injury. . . . . . . . 34 ƒ loot tables ��������������������� 200–208
ƒ Extreme range see under range ƒ see also First Aid ƒ Luck . . . . . . . . . . . . . . . . . . . . . . 20
ƒ eyebot (creature) . . . . . . . . . . 359
ƒ Fast Metabolism see under perks under major actions ƒ see also under
ƒ Faster Healing see under perks
ƒ fatigue. . . . . . . . . . . . . . . . . . . . 190 ƒ health points. . . . . . . . . . . . . . . 32 S.P.E.C.I.A.L. attributes
ƒ Finesse see under perks
ƒ fire rate. . . . . . . . . . . . . . . . . . . . 89 see also under derived statistics ƒ Luck points . . . . . . . . . . . . . 20
ƒ fire rate 0?. . . . . . . . . . . . . . 89 ƒ options. . . . . . . . . . . . . . . . . 21
ƒ First Aid ƒ Heave Ho! see under perks ƒ regaining. . . . . . . . . . . . . . . . 21
ƒ hit location. . . . . . . . . . 27, 28, 54 ƒ Luck of the Draw see Luck
see also under major actions ƒ Lucky Timing see Luck
ƒ arm . . . . . . . . . . . . . . . . . 28, 32 ƒ machine gun turret. . . . 377–380
ƒ Fixin’ Things ƒ head. . . . . . . . . . . . . . . . . 28, 32 ƒ magazines
ƒ hit location die. . . . . . . . . . 27
see books and magazines ƒ Hit Locations table. . . . . . . 28 see books and magazines
ƒ leg . . . . . . . . . . . . . . . . . . 28, 32
ƒ Mister Handy hit locations. . 54 ƒ major actions . . . . . . . . . . . 24, 26
ƒ torso . . . . . . . . . . . . . . . . 28, 32 ƒ Assist. . . . . . . . . . . . . . . . . . . 26
ƒ Hubris Comics. . . . . . . . . . . . 243 ƒ Attack. . . . . . . . . . . . . . . . . . 26
ƒ hunger . . . . . . . . . . . . . . . . . . . 191 ƒ Command an NPC. . . . . . . 26
ƒ Hunter see under perks ƒ Defend . . . . . . . . . . . . . . . . . 26

424 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

ƒ First Aid. . . . . . . . . . . . . . . . 26 ƒ minor actions. . . . . . . . . . . 24, 25 ƒ switchblade mods. . . . . . . 114
ƒ Pass. . . . . . . . . . . . . . . . . . . . 26 ƒ Aim . . . . . . . . . . . . . . . . . . . . 25 ƒ sword mods. . . . . . . . . . . . 112
ƒ Rally . . . . . . . . . . . . . . . . . . . 26 ƒ Draw Item . . . . . . . . . . . . . . 25 ƒ synth armor mods . . . . . . 135
ƒ Ready. . . . . . . . . . . . . . . . . . . 26 ƒ Interact. . . . . . . . . . . . . . . . . 25 ƒ T-45 power armor mods. 140
ƒ Sprint . . . . . . . . . . . . . . . . . . 26 ƒ Move. . . . . . . . . . . . . . . . . . . 25 ƒ T-51 power armor mods. . 141
ƒ Test . . . . . . . . . . . . . . . . . . . . 26 ƒ Take Chem. . . . . . . . . . . . . . 25 ƒ T-60 power armor mods. 142
ƒ major NPC see non-player character ƒ tire iron mods. . . . . . . . . . 117
ƒ Making an Attack. . . . . . . . . . . 27 ƒ minute man (NPC) . . . . . . . . 393 ƒ walking cane mods. . . . . . 117
ƒ Malden Township . . . . . . . . . 270 ƒ mirelurks. . . . . . . . . . . . . 344–347 ƒ vault jumpsuit mods . . . . 129
ƒ mapping your environment ƒ X-01 power armor mods. 143
ƒ hatchling (creature). . . . . 344 ƒ mole rat (creature). . . . . . . . . 348
see environment ƒ hunter (creature) . . . . . . . 345 ƒ mongrel dogs (creature). . . . 343
ƒ mirelurk (creature). . . . . . 345 ƒ movement. . . . . . . . . . . . . . . . . 37
ƒ Massachusetts Surgical Journal ƒ queen (creature). . . . . . . . 346 ƒ see also Move under minor actions
ƒ Miss Fortune. . . . . . . . . . . . . . . 21 ƒ Moving Target see under perks
see books and magazines ƒ Miss Nanny (NPC). . . . . . . . . 361 ƒ mutant hound (creature). . . 349
ƒ Mister Gutsy (NPC). . . . . . . . 361 ƒ Mysterious Stranger
ƒ Master Thief see under perks ƒ Mister Handy (NPC). . . . . . . 360
ƒ Med-Tek. . . . . . . . . . . . . . . . . . 237 ƒ see also under origins see under perks
ƒ Med-X see chems under consumables ƒ Mister Sandman see under perks
ƒ Medic see under perks ƒ modifying equipment ƒ NCR dollars
ƒ Medicine see under skills
ƒ Medium range see under range see under equipment see new money under currency
ƒ Meeting People see books and
ƒ mods. . . . . . . . . . . . . . . . . . . . . 87, ƒ Nerd Rage! see under perks
magazines ƒ armor upgrade mods. . . . 136 ƒ Night Person see under perks
ƒ ballistic weave mods . . . . 126 ƒ Ninja see under perks
ƒ Meltdown see under perks ƒ baseball bat mods. . . . . . . 114 ƒ non-player character (NPC). 332
ƒ melee damage ƒ baton mods . . . . . . . . . . . . 116
ƒ board mods . . . . . . . . . . . . 114 ƒ ammunition. . . . . . . . . . . . 337
see under derived statistics ƒ boxing glove mods. . . . . . 118 ƒ animals and insect. . 339–354
ƒ combat armor mods. . . . . 134 ƒ body. . . . . . . . . . . . . . . . . . . 336
ƒ melee weapons. . . . . . 27, 111–119 ƒ combat knife mods. . . . . . 112 ƒ Brotherhood
ƒ baseball bat. . . . . . . . . . . . . 114 ƒ deathclaw gauntlet mods. . . 118
ƒ baton. . . . . . . . . . . . . . . . . . 116 ƒ energy weapon mods. . 104–105 of Steel . . . . . . . . . . . . 382–385
ƒ board. . . . . . . . . . . . . . . . . . 114 ƒ flamer mods. . . . . . . . . . . . 107
ƒ boxing glove. . . . . . . . . . . . 118 ƒ gamma gun mods. . . . . . . 104 ƒ characters. . . . . . . . . . . . . . 337
ƒ combat knife. . . . . . . . . . . 112 ƒ gatling laser mods. . . . . . 108 ƒ creatures. . . . . . . . . . . . . . . 336
ƒ deathclaw gauntlet. . . . . . 118 ƒ Junk Jet mods. . . . . . . . . . 109 ƒ defeating or overcoming. . 334
ƒ knuckles. . . . . . . . . . . . . . . 118 ƒ knuckles mods . . . . . . . . . 118 ƒ followers and
ƒ lead pipe. . . . . . . . . . . . . . . 115 ƒ laser musket capacitor
ƒ machete . . . . . . . . . . . . . . . 113 companions. . . . . . . . . . . . 338
ƒ melee weapon mods. . . . . . . . . . . . . . . . . . 103
ƒ grouped NPCs. . . . . . . . . . 335
complications. . . . . . . . . . 112 ƒ lead pipe mods . . . . . . . . . 115 ƒ keywords . . . . . . . . . . . . . . 333
ƒ leather armor mods. . . . . 133 ƒ leveling up. . . . . . . . . . . . . 338
ƒ melee weapons table . . . . . 111 ƒ machete mods. . . . . . . . . . 113 ƒ mind. . . . . . . . . . . . . . . . . . . 36
ƒ pipe wrench. . . . . . . . . . . . 115 ƒ metal armor mods . . . . . . 134 ƒ mutated humanoids. . . 355–356
ƒ pool cue . . . . . . . . . . . . . . . 115 ƒ minigun mods. . . . . . . . . . 109 ƒ other rewards. . . . . . . . . . .355
ƒ power fist. . . . . . . . . . . . . . 119 ƒ missile launcher mods. . . 110 ƒ raiders. . . . . . . . . . . . 386–390
ƒ Ripper. . . . . . . . . . . . . . . . . 113 ƒ pipe wrench mods. . . . . . 115 ƒ reactions. . . . . . . . . . . . . . . 333
ƒ rolling pin . . . . . . . . . . . . . 116 ƒ pool cue mods. . . . . . . . . . 115 ƒ robots . . . . . . . . . . . . . 357–365
ƒ Shishkebab. . . . . . . . . . . . . 113 ƒ power armor system ƒ special abilities. . . . . . . . . 338
ƒ sledgehammer. . . . . . . . . . 116 ƒ super mutants. . . . . . 366–371
ƒ Super Sledgehammer. . . . 117 mods. . . . . . . . . . . . . . 144–145 ƒ synths. . . . . . . . . . . . . 372–376
ƒ switchblade. . . . . . . . . . . . 114 ƒ turrets. . . . . . . . . . . . . 377–381
ƒ sword. . . . . . . . . . . . . . . . . . 112 ƒ Power Fist mods. . . . . . . . 119 ƒ types of. . . . . . . . . . . . . . . . 332
ƒ tire iron. . . . . . . . . . . . . . . . 117 ƒ raider armor mods. . . . . . 133 ƒ wastelanders . . . . . . . 391–398
ƒ walking cane. . . . . . . . . . . 117 ƒ raider power armor ƒ XP by NPC Level table . . 334
ƒ Melee Weapons (skill) ƒ notable NPC see non-player character
mods. . . . . . . . . . . . . . . . . . 139 ƒ Nuclear Physicist see under perks
see under skills ƒ Nuka-Cola. . . . . . . . . . . . . . . . 162
ƒ Ripper mods . . . . . . . . . . . 113 ƒ Nuka-Cola caps. . . . . . . . . . 84
ƒ Mentats ƒ robot modules. . . . . . . . . . 185 ƒ Nuka-Cola Corporation. . 238
ƒ rolling pin mods. . . . . . . . 116 ƒ Quantum . . . . . . . . . . . . . . 163
see chems under consumables ƒ shadowed armor. . . . . . . . 133 ƒ obstacles see under environment
ƒ Shishkebab mods. . . . . . . 113 ƒ obtain information . . . . . . . . . 18
ƒ mercenary (NPC). . . . . . . . . . 392 ƒ sledgehammer mods. . . . 116
ƒ mighty NPC see non-player character ƒ small guns mods. . . . 100–101
ƒ milestone progression ƒ Super Sledgehammer

see character advancement mods. . . . . . . . . . . . . . . . . . 117

ƒ mind see under non-player character

Chapter Twelve  APPENDICES 425

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

ƒ obtaining equipment ƒ Gun Fu . . . . . . . . . . . . . . . . . 64 ƒ Piercing Strike see under perks
ƒ Gun Nut. . . . . . . . . . . . . . . . 65 ƒ Pilot see under skills
see under equipment ƒ Gunslinger. . . . . . . . . . . . . . 65 ƒ poison damage see damage types
ƒ Hacker. . . . . . . . . . . . . . . . . 65 ƒ power armor. . . . . . . . . . 137–145
ƒ opposed skill tests see under skill test ƒ Healer. . . . . . . . . . . . . . . . . . 65
ƒ origins . . . . . . . . . . . . . . . . . 51–57 ƒ Heave Ho!. . . . . . . . . . . . . . . 65 ƒ raider power armor . . . . . 139
ƒ Hunter . . . . . . . . . . . . . . . . . 65 ƒ T-45 power armor. . . . . . . 140
ƒ see also character creation ƒ Infiltrator. . . . . . . . . . . . . . . 65 ƒ T-51 power armor. . . . . . . 141
ƒ brotherhood initiate . . . . . 51 ƒ Inspirational. . . . . . . . . . . . 66 ƒ T-60 power armor. . . . . . . 142
ƒ ghoul. . . . . . . . . . . . . . . . . . . 52 ƒ Intense Training. . . . . . . . . 66 ƒ X-01 power armor. . . . . . . 143
ƒ Mister Handy . . . . . . . . . . . 54 ƒ Iron Fist. . . . . . . . . . . . . . . . 66 ƒ power armor mods
ƒ super mutant. . . . . . . . . . . . 53 ƒ Junktown Jerky Vendor. . . 66
ƒ survivor. . . . . . . . . . . . . . . . 56 ƒ Jury Rigging. . . . . . . . . . . . . 66 see under mods
ƒ vault dweller . . . . . . . . . . . . 57 ƒ Laser Commander . . . . . . . 66
ƒ outfits see apparel ƒ Lead Belly. . . . . . . . . . . . . . . 66 ƒ Poseidon Energy . . . . . . . . . . 231
ƒ over-encumbered see carry ƒ level requirements. . . . . . . 59 ƒ pre-war money
ƒ Life Giver. . . . . . . . . . . . . . . 66
weight under derived statistics ƒ Light Step. . . . . . . . . . . . . . . 67 see under currency
ƒ Master Thief . . . . . . . . . . . . 67
ƒ Overdrive ƒ Medic . . . . . . . . . . . . . . . . . . 67 ƒ Programmer’s Digest
ƒ Meltdown. . . . . . . . . . . . . . . 67
see chems under consumables ƒ Mister Sandman. . . . . . . . . 67 see books and magazines
ƒ Moving Targer. . . . . . . . . . . 67
ƒ Pain Train see under perks ƒ Mysterious Stranger. . . . . . 67 ƒ prone . . . . . . . . . . . . . . . . . . . . . 25
ƒ Paralyzing Palm see under perks ƒ Nerd Rage. . . . . . . . . . . . . . . 68 ƒ Protectron (creature). . . . . . . 363
ƒ Party Boy/Party Girl see under perks ƒ Night Person. . . . . . . . . . . . 68 ƒ personalities. . . . . . . . . . . . . . 364
ƒ Pass see under major actions ƒ Ninja. . . . . . . . . . . . . . . . . . . 68 ƒ Psycho
ƒ Pathfinder see under perks ƒ Nuclear Physicist. . . . . . . . 68
ƒ personal trinkets see trinkets ƒ Pain Train. . . . . . . . . . . . . . . 68 see chems under consumables
ƒ Pharma Farma see under perks ƒ Paralyzing Palm . . . . . . . . . 69
ƒ Pickpocket see under perks ƒ Party Boy/Party Girl . . . . . 69 ƒ Pulowski Preservation
ƒ perks. . . . . . . . . . . . . . . . 49, 59–73 ƒ Pickpocket. . . . . . . . . . . . . . 69
ƒ Piercing Strike. . . . . . . . . . . 70 Services . . . . . . . . . . . . . . . . . . 240
ƒ Action Boy/Girl. . . . . . . . . . 59 ƒ Pyromaniac. . . . . . . . . . . . . 70
ƒ Adamantine Skeleton . . . . 59 ƒ Quick Draw. . . . . . . . . . . . . 70 ƒ Pyromaniac see under perks
ƒ Adrenalin Rush. . . . . . . . . . 59 ƒ Quick Hands. . . . . . . . . . . . 70 ƒ qualities. . . . . . . . . . . . . . . . . . . 90
ƒ Animal Friend. . . . . . . 59–60 ƒ Rad Resistance . . . . . . . . . . 70
ƒ Aquaboy/Aquagirl. . . . . . . . 60 ƒ Refractor. . . . . . . . . . . . . . . . 70 ƒ canceling out qualities. . . . 88
ƒ Armorer . . . . . . . . . . . . . . . . 60 ƒ Ricochet. . . . . . . . . . . . . . . . 70 ƒ quests. . . . . . . . . . . . . . . . 324–329
ƒ Awareness. . . . . . . . . . . . . . . 60 ƒ Rifleman. . . . . . . . . . . . . . . . 70
ƒ Barbarian . . . . . . . . . . . . . . . 60 ƒ Robotics Expert. . . . . . . . . . 70 ƒ design. . . . . . . . . . . . . . . . . 324
ƒ Basher. . . . . . . . . . . . . . . . . . 60 ƒ Science!. . . . . . . . . . . . . . . . . 71 ƒ receiving a quest. . . . . . . . 325
ƒ Better Criticals . . . . . . . . . . 60 ƒ Scoundrel. . . . . . . . . . . . . . . 71 ƒ Quick Draw see under perks
ƒ Big Leagues . . . . . . . . . . . . . 61 ƒ Scrapper. . . . . . . . . . . . . . . . 71 ƒ Quick Hands see under perks
ƒ Black Widow/Lady Killer. 61 ƒ Scrounger. . . . . . . . . . . . . . . 71 ƒ Quincy. . . . . . . . . . . . . . . . . . . 279
ƒ Blacksmith. . . . . . . . . . . . . . 61 ƒ Shotgun Surgeon. . . . . . . . . 71 ƒ Rad Resistance see under perks
ƒ Blitz. . . . . . . . . . . . . . . . . . . . 61 ƒ Skilled. . . . . . . . . . . . . . . . . . 71 ƒ Rad-X see chems under consumables
ƒ Bloody Mess. . . . . . . . . . . . . 61 ƒ Size Matters. . . . . . . . . . . . . 72 ƒ radiation damage. . . . . . . . . . . 30
ƒ Can Do!. . . . . . . . . . . . . . . . . 61 ƒ Slayer. . . . . . . . . . . . . . . . . . . 72 ƒ see also damage types
ƒ Cap Collector. . . . . . . . . . . . 61 ƒ Smooth Talker. . . . . . . . . . . 72 ƒ recovering from rads
ƒ Cautious Nature . . . . . . . . . 62 ƒ Snakeater. . . . . . . . . . . . . . . 72
ƒ Center Mass. . . . . . . . . . . . . 62 ƒ Sniper. . . . . . . . . . . . . . . . . . 72 see under healing
ƒ Chem Resistant. . . . . . . . . . 62 ƒ Solar Powered. . . . . . . . . . . 72
ƒ Chemist . . . . . . . . . . . . . . . . 62 ƒ Steady Aim. . . . . . . . . . . . . . 72 ƒ Radioactive
ƒ Commando . . . . . . . . . . . . . 62 ƒ Strong Back. . . . . . . . . . . . . 73
ƒ Comprehension . . . . . . . . . 62 ƒ Tag!. . . . . . . . . . . . . . . . . . . . . 73 see under damage effects
ƒ Concentrated Fire. . . . . . . . 62 ƒ Terrifying Presence . . . . . . 73
ƒ Caring Nature . . . . . . . . . . . 62 ƒ Toughness . . . . . . . . . . . . . . 73 ƒ radroach (creature) . . . . . . . . 350
ƒ Demolition Expert. . . . . . . 63 ƒ Persistent see under damage effects ƒ radscorpion (creature) . . . . . 351
ƒ Dodger . . . . . . . . . . . . . . . . . 63 ƒ physical damage see damage types ƒ radstag (creature). . . . . . . . . . 352
ƒ Dogmeat. . . . . . . . . . . . . . . . 63 ƒ pickin’ pockets. . . . . . . . . . . . . 69 ƒ raiders. . . . . . . . . . . . . . . 386–390
ƒ Entomologist. . . . . . . . . . . . 64 ƒ Piercing see under damage effects
ƒ Fast Metabolism. . . . . . . . . 64 ƒ boss (NPC). . . . . . . . . . . . . 387
ƒ Faster Healing. . . . . . . . . . . 64 ƒ psycho (NPC) . . . . . . . . . . 388
ƒ Finesse . . . . . . . . . . . . . . . . . 64 ƒ raider (NPC) . . . . . . . . . . . 386
ƒ Fortune Finder. . . . . . . . . . 64 ƒ scavver (NPC). . . . . . . . . . 389
ƒ Ghost. . . . . . . . . . . . . . . . . . . 64 ƒ veteran (NPC). . . . . . . . . . 390
ƒ Grim Reaper’s Sprint. . . . . 64 ƒ raider power armor see

power armor under armor

ƒ Railroad agent (NPC) . . . . . . 394
ƒ Railroad, the. . 264, 276, 285, 299

ƒ HQ. . . . . . . . . . . . . . . . . . . . 299
ƒ random trinkets see under trinkets
ƒ range. . . . . . . . . . . . . . . . 27, 28, 37

ƒ Close. . . . . . . . . . . . . . . . 28, 37

426 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

ƒ Extreme . . . . . . . . . . . . . 28, 37 ƒ Pilot. . . . . . . . . . . . . . . . . . . . 46 ƒ Stacked Deck see Luck
ƒ ideal range. . . . . . . . . . . 28, 89 ƒ Repair. . . . . . . . . . . . . . . . . . 46 ƒ starting equipment
ƒ Long . . . . . . . . . . . . . . . . 28, 37 ƒ Science . . . . . . . . . . . . . . . . . 46
ƒ Medium . . . . . . . . . . . . . 28, 37 ƒ Skill Summary table. . . . . . 44 ƒ see step 6: choose equipment
ƒ Reach. . . . . . . . . . . . . . . . . . . 37 ƒ Small Guns. . . . . . . . . . . . . . 46
ƒ ranged attacks within reach. . 28 ƒ Sneak. . . . . . . . . . . . . . . . . . . 46 under character creation at
ƒ Rally see under major actions ƒ Speech. . . . . . . . . . . . . . . . . . 46 higher levels. . . . . . . . . . . . . .81
ƒ Rarity rating. . . . . . . . . . . . 85, 91 ƒ Survival. . . . . . . . . . . . . . . . . 46
ƒ Reach see under range ƒ Throwing . . . . . . . . . . . . . . . 46 ƒ Steady Aim see under perks
ƒ Ready see under major actions ƒ Unarmed. . . . . . . . . . . . . . . 47 ƒ Stealth Boy see other
ƒ Red Rocket . . . . . . . . . . . . . . . 230 ƒ skill rank. . . . . . . . . . . . . . . 13, 44
ƒ reduce time. . . . . . . . . . . . . . . . 18 ƒ skill test. . . . . . . . . . . . . 12, 13, 314 consumables under consumables
ƒ Refractor see under perks ƒ group. . . . . . . . . . . . . . . . . . . 17
ƒ regaining health see under healing ƒ opposed . . . . . . . . . . . . 16, 317 ƒ stimpak
ƒ reloading. . . . . . . . . . . . . . . . . . 91 ƒ Size Matters see under perks
ƒ Repair see under skills ƒ Slayer see under perks see chems under consumables
ƒ resistances see Damage Resistances ƒ sleep. . . . . . . . . . . . . . . . . . . . . 192
ƒ rest see long-term recovery ƒ small guns. . . . . . . . . . . . . . 95–99 ƒ using stimpaks . . . . . . . . . . 34
ƒ .44 pistol. . . . . . . . . . . . . . . . 96 ƒ stingwing (creature) . . . . . . . 353
under healing ƒ 10mm pistol. . . . . . . . . . . . . 96 ƒ Strong Back see under perks
ƒ assault rifle. . . . . . . . . . . . . . 96 ƒ Stun see under damage effects
ƒ Ricochet see under perks ƒ combat rifle. . . . . . . . . . . . . 97 ƒ success at cost. . . . . . . . . . 17, 316
ƒ Rifleman see under perks ƒ combat shotgun . . . . . . . . . 98 ƒ successes . . . . . . . . . . . . . . . 13, 14
ƒ RobCo Industries. . . . . . . . . . 241 ƒ double-barrel shotgun. . . . 98 ƒ Sunset Sarsaparilla. . . . . . . . . 239
ƒ robots. . . . . . . . . . . . . . . . 357–365 ƒ flare gun. . . . . . . . . . . . . . . . 96 ƒ Super-Duper Mart. . . . . . . . . 244
ƒ gauss rifle. . . . . . . . . . . . . . . 97 ƒ super mutants. . . . . . . . . 366–371
ƒ healing robots ƒ hunting rifle . . . . . . . . . . . . 97
ƒ pipe bolt-action . . . . . . . . . 98 ƒ behemoth (creature) . . . . 367
see under healing ƒ pipe gun. . . . . . . . . . . . . . . . 98 ƒ brute (NPC). . . . . . . . . . . . 368
ƒ pipe revolver. . . . . . . . . . . . 99 ƒ master (NPC). . . . . . . . . . . 369
ƒ robot repair kit see other ƒ railway rifle . . . . . . . . . . . . . 99 ƒ suicider. . . . . . . . . . . . . . . . . . .
ƒ small gun mods see under mods
consumables under consumables ƒ small guns table . . . . . . . . . 96 (NPC) . . . . . . . . . . . . . . . . . 370
ƒ submachine gun. . . . . . . . . 97
ƒ see also using stimpaks ƒ syringer. . . . . . . . . . . . . . . . . 99 ƒ super mutant (NPC). . . . . 366
ƒ Small Guns (skill) see under skills ƒ Survival see under skills
under stimpaks ƒ Smooth Talker see under perks ƒ synths. . . . . . . . . . . . . . . . 372–376
ƒ Snakeater see under perks ƒ courser (NPC). . . . . . . . . . . . . 374
ƒ Robotics Expert see under perks ƒ sneak attacks. . . . . . . . . . . . . . . 29 ƒ strider (creature) . . . . . . . . . . 375
ƒ rolling Luck see Luck ƒ Sniper see under perks ƒ synth (creature). . . . . . . . . . . 373
ƒ round. . . . . . . . . . . . . . . . . . . . . 24 ƒ Solar Powered see under perks ƒ trooper (creature). . . . . . . . . . 376
ƒ safety and consent. . . . . . . . . 318 ƒ South Boston. . . . . . . . . . . . . . 304 ƒ Tag! see under perks
ƒ S.P.E.C.I.A.L. attributes. . 42, 337 ƒ Tag Skill. . 13, 14, 47, 58, 336, 337
ƒ tools. . . . . . . . . . . . . . . . . . . 319 ƒ Agility (AGI) . . . . . . . . . . . . 43 ƒ tag skill items. . . . . . . . . . . . . . 81
ƒ Salem . . . . . . . . . . . . . . . . . . . . 273 ƒ attribute arrays. . . . . . . . . . 58 ƒ take additional major action. . 18
ƒ Sanctuary Hills. . . . . . . . . . . . 265 ƒ Charisma (CHA). . . . . . . . . 43
ƒ scavenging scenes. . . . . 196–199 ƒ Endurance (END). . . . . . . . 42 ƒ see also Action Points (AP)
ƒ Science see under skills ƒ Intelligence (INT) . . . . . . . 43 ƒ take additional minor action. . 18
ƒ Science! see under perks ƒ Luck (LCK). . . . . . . . . . . . . . 43
ƒ Scoundrel see under perks ƒ Perception (PER) . . . . . . . . 42 ƒ see also Action Points (AP)
ƒ Scrapper see under perks ƒ Strength (STR). . . . . . . . . . . 42 ƒ Take Chem see under minor actions
ƒ Scrounger see under perks ƒ special abilities ƒ Tales of a Junktown Jerky Vendor
ƒ selling. . . . . . . . . . . . . . . . . . . . . 85
ƒ sentry bot . . . . . . . . . . . . . . . . 364 see under non-player characters see books and magazines
ƒ session zero. . . . . . . . . . . . . . . 318
ƒ Shotgun Surgeon see under perks ƒ Speech see under skills ƒ target number. . 13, 14, 58, 336, 338
ƒ Skilled see under perks ƒ Spread see under damage effects ƒ Terrifying Presence see under perks
ƒ skills. . . . . . . . . . . . . . . . . . . 44–47 ƒ Sprint see under major actions ƒ Tesla Science Magazine
ƒ stabilizing the dying. . . . . . . . 34
ƒ Athletics. . . . . . . . . . . . . . . . 44 see books and magazines
ƒ Barter . . . . . . . . . . . . . . . . . . 44 ƒ see also First Aid under
ƒ Big Guns. . . . . . . . . . . . . . . . 45 ƒ Test see under major actions
ƒ Energy Weapons. . . . . . . . . 45 major actions ƒ test difficulty see difficulty
ƒ Explosives. . . . . . . . . . . . . . 45 ƒ test leader . . . . . . . . . . . . . . . . . 17
ƒ Lockpick. . . . . . . . . . . . . . . . 45 ƒ thirst. . . . . . . . . . . . . . . . . . . . . 191
ƒ Medicine . . . . . . . . . . . . . . . 45 ƒ Throwing (skill) see under skills
ƒ Melee Weapons. . . . . . . . . . 45 ƒ throwing weapons. . . . . . . . . 119
ƒ True Police Stories see books

and magazines

ƒ Toughness see under perks
ƒ trader (NPC). . . . . . . . . . . . . . 395

Chapter Twelve  APPENDICES 427

INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

ƒ traits also see character creation ƒ U.S. Covert Operations Manual ƒ Vicious see under damage effects
ƒ Educated. . . . . . . . . . . . . . . . 56 ƒ Wasteland Survival Guide
ƒ Fast Shot. . . . . . . . . . . . . . . . 56 see books and magazines
ƒ Forced Evolution . . . . . . . . 53 see books and magazines
ƒ Gifted . . . . . . . . . . . . . . . . . . 56 ƒ Ug-Qualtoth
ƒ Heavy Handed . . . . . . . . . . 56 ƒ wastelander (NPC). . . . . . . . . 397
ƒ Mister Handy Robot . . . . . 55 see under Dunwich Borers LLC ƒ water
ƒ Necrotic Post-Human. . . . 52
ƒ Small Frame. . . . . . . . . . . . . 56 ƒ Unarmed see under skills see beverages under consumables
ƒ The Chain That Binds. . . . 51 ƒ Unstoppables
ƒ Vault Kid. . . . . . . . . . . . . . . . 57 ƒ weapon qualities see qualities
see books and magazines ƒ Weapon Range
ƒ treating an injury see under healing
ƒ trinkets. . . . . . . . . . . . . . . . . 21, 80 ƒ US Robotics Disposal . . . . . . 243 Difficulty table. . . . . . . . . . . . . 28
ƒ Random Trinkets table. . . . . . 80 ƒ Vault-Tec . . . . . . . . . . . . . 250–261
ƒ turrets ƒ weapon types . . . . . . . . . . . . . . 88
ƒ encounters. . . . . . . . . 256-257 ƒ weight see under equipment
see under non-player character ƒ principles and goals. . 250–251 ƒ West-Tek . . . . . . . . . . . . . . . . . 246
ƒ vault adventures. . . . . . . . 260 ƒ workbenches see under crafting
ƒ Tumblers Today ƒ vault plots. . . . . . . . . . . . . . 258 ƒ X-Cell see chems under
ƒ Vault 75. . . . . . . . . . . . 252, 270
see books and magazines ƒ Vault 81. . . . . . . . . . . . 253, 272 consumables
ƒ Vault 95. . . . . . . . . . . . 254, 277
ƒ turn. . . . . . . . . . . . . . . . . . . . . . . 24 ƒ Vault 111. . . . . . . . . . . . . . . . 254 ƒ yao guai (creature). . . . . . . . . 354
ƒ Vault 114. . . . . . 255, 266, 300 ƒ zetan (creature). . . . . . . . . . . 398
ƒ vault dweller (NPC). . . . . . . . 396

428 FALLOUT  The Roleplaying Game

VAULT-TEC THE COMMONWEALTH GAMEMASTERING DENIZENS OF THE WASTELAND ADVENTURE

Chapter Twelve  APPENDICES 429

CHARACTER NAME XP EARNED LEVEL
XP TO NEXT LEVEL
THE ROLEPLAYING GAME CHARACTER SHEETS LUCK
ORIGIN

STRENGTH PERCEPTION ENDURANCE CHARISMA INTELLIGENCE AGILITY

SKILLS COMBAT LUCK POINTS

NAME TAG RANK MELEE DAMAGE DEFENSE INITIATIVE
Athletics [STR]
Barter [CHA] POISON DR HEAD (1-2) HEALTH
Big Guns [END] Maximum HP
Energy Weapons [PER] Phys. DR Rad. DR Current HP
Explosives [PER]
Lockpick [PER] En. DR HP
Medicine [INT]
Melee Weapons [STR] LEFT ARM (9-11) RIGHT ARM (12-14)
Pilot [PER]
Repair [INT] Phys. DR Rad. DR Phys. DR Rad. DR
Science [INT]
Small Guns [AGI] En. DR HP En. DR HP
Sneak [AGI]
Speech [CHA] TORSO (3-8)
Survival [END]
Throwing [AGI] Phys. DR Rad. DR
Unarmed [STR]
En. DR HP

LEFT LEG (15-17) RIGHT LEG (18-20)

Phys. DR Rad. DR Phys. DR Rad. DR

En. DR HP En. DR HP

WEAPONS SKILL TN TAG DAMAGE EFFECTS TYPE RATE RANGE QUALITIES AMMO WEIGHT

NAME

©2021 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved. Permission granted to reproduce for personal use only.

CAPS PERKS & TRAITS RANK EFFECT

AMMO NAME

CALIBER QUANTITY

GEAR LBS.

ITEM

CURRENT CARRY WEIGHT
MAXIMUM CARRY WEIGHT

©2021 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved. Permission granted to reproduce for personal use only.

CHARACTER NAME XP EARNED LEVEL
XP TO NEXT LEVEL
THE ROLEPLAYING GAME LUCK
ORIGIN

STRENGTH PERCEPTION ENDURANCE CHARISMA INTELLIGENCE AGILITY

SKILLS COMBAT LUCK POINTS

NAME TAG RANK MELEE DAMAGE DEFENSE INITIATIVE
Athletics [STR]
Barter [CHA] POISON DR OPTICS (1-2) HEALTH
Big Guns [END] Maximum HP
Energy Weapons [PER] Phys. DR Rad. DR Current HP
Explosives [PER]
Lockpick [PER] En. DR HP
Medicine [INT]
Melee Weapons [STR] ARM 1 (9-11) ARM 2 (12-14)
Pilot [PER]
Repair [INT] Phys. DR Rad. DR Phys. DR Rad. DR
Science [INT]
Small Guns [AGI] En. DR HP En. DR HP
Sneak [AGI]
Speech [CHA] MAIN BODY (3-8)
Survival [END]
Throwing [AGI] Phys. DR Rad. DR
Unarmed [STR]
En. DR HP

ARM 3 (15-17) THRUSTER (18-20)

Phys. DR Rad. DR Phys. DR Rad. DR

En. DR HP En. DR HP

WEAPONS SKILL TN TAG DAMAGE EFFECTS TYPE RATE RANGE QUALITIES AMMO WEIGHT

NAME

©2021 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved. Permission granted to reproduce for personal use only.

CAPS PERKS & TRAITS RANK EFFECT

AMMO NAME

CALIBER QUANTITY

GEAR LBS.

ITEM

CURRENT CARRY WEIGHT
MAXIMUM CARRY WEIGHT

©2021 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved. Permission granted to reproduce for personal use only.





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