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Published by moltenproduction, 2022-05-08 21:18:56

Fallout TTRPG System v3.3

Fallout TTRPG System v3 (1)

CFS created by Molten (Clayton Mooney)

dynamite

MFC grenade 37 Laser - 15 0.5 - 2
- 50 0.5 - 2
Nuka-grenade 175 Fire - 300 0.5 - 2
- 40 0.5 - 2
Plasma 113 Plasma
grenade - 25 0.5 - 2

Pulse 5 (robots Plasma
grenade take 55,
and are
stunned)

Tin grenade 50 Explosive

Placed Explosives

Name Damage Ammo Type Ammo Count Value Weight Durability Req
Explosive - 150 0.5 -1
Bottlecap 100
Mine

C-4 125 Explosive - 1000 0.5 - 1
Plastic
Explosive

Demolition 50 Explosive - 75 1.5 - 1
Charge
25 0.5 - 0
Detonator - Tool - 275 3.25 - 3
Nuclear - 75 0.5 - 1
Fat mine 225 Explosive - 100 5- 1
Gas - 110 0.5 - 2
Frag mine 50 Laser -
300 0.5 - 2
Gas bomb 40
25 0.5 - 1
MFC 225
cluster

Plasma 75 Plasma -
mine

Powder 38 Explosive -
charge

51

CFS created by Molten (Clayton Mooney)

Pulse mine 5 (Robots Plasma - 300 0.5 - 2
take 55,
and are 1
stunned) 1

Time bomb 75 Explosive - 750 0.5 -
Explosive - 1500 0.5 -
Time bomb 200
high yield

Bladed Melee

Name Damage Ammo Type Ammo Count Value Weight Durability Req
- - 2500 12 78
Bumper 16
Sword

Chainsaw 40 - - 2800 20 40 7
- - 20 262
Cleaver 4 - - 500 153

Combat 8
Knife

Fire Axe 27 - - 2500 895
- - 75 272
Hatchet 8 - - 2500 394
- - 20 181
Katana 11 - - 50 233
- - 75 143
Knife 4

Machete 6

Broad 8
Machete

Machete 14 - - 1000 244
Gladius

Ripper 25 - - 1200 6 30 3
- 2500 3 15 6
Shishkebab 20 (sets Flamer
on fire) Fuel

52

CFS created by Molten (Clayton Mooney)

Straight 2 - - 35 1 4 1
Razor - 35 1 5 1
- - 5500 20 50 7
Switchblade 4 -
Blunt Melee
Thermic 50
Lance

Name Damage Ammo Type Ammo Count Value Weight Durability Req
- - 55 3 32
9 Iron 9 - - 250 3 10 4
- - 450 3 12 4
Baseball Bat 11 - - 40 3 32
- - 75 3 35
Cattle Prod 3 - - 250 4 37
- - 15 1 32
Dress Cane 11 - - 70 2 61
- - 2000 9 69
Lead pipe 11 - - 10 1 52
- - 55 3 73
Nail board 12 - - 130 12 87
- - 5800 20 58
Pool cue 5 - - 40 3 93

Police Baton 5

Rebar club 21

Rolling pin 1

Shovel 6

Sledgehammer 12

Super sledge 35

Tire iron 8

Thrown Melee

Name Damage Ammo Type Ammo Count Value Weight Durability Req
10 - - 20 2 21
Throwing
Hatchet

53

CFS created by Molten (Clayton Mooney)

Throwing 8 - - 20 0.5 2 1
Knife 25 - - 25 0.5 2 1

Throwing
Spear

Unarmed

Name Damage Ammo Type Ammo Count Value Weight Durability Req
40 Explosive - 7800 6 49
Ballistic 12
Fist 1 - - 200 10 3 5
2
Bladed 9 - - 100 691
gauntlet 25
10 - - 100 0.25 12 1
Boxing 15
gloves 20 - - 120 192
12
Boxing 17 - - 3500 654
tape
- - 50 351
Brass
knuckles - - 750 10 3 4

Displacer - - 800 645
glove - - 500 173

Dog tag Laser - 5200 654
fist

Mantis
gauntlet

Power fist

Spiked
knuckles

Zap glove

54

CFS created by Molten (Clayton Mooney)

Unique Weapons

Unique Weapons in the CFS system are weapons that either have to be found, or bought from specific
vendors in the wasteland. They are generally unique in looks, and do more damage than the standard
counterpart. The weapons are not always easy to get, and if traded away after getting it the weapon will
be removed from world space. Or moved much farther, forcing players to look harder the second time to find
it.

Pistols

Name Damage Ammo Type Ammo Count Value Weight Durability Req.
Lucky 15 53
.357 6 1500 2.5
Magnum 6 10
Round 66

Mysterious 500 .44 Magnum 6 1,000,000 4 56
Magnum Round 10 2
68
Less 21 .44 Magnum 6 3200 4 86
Mysterious Round
Magnum

That Gun 15 5.56mm 5 1750 5
13 1000 1.5
Maria 10 9mm 7 16,000 3.2
5 1200 4
Li’l Devil 22 12.7mm

Ranger 31 .45-70
Sequoia Gov’t

Rifles

Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
Count per Attack
1
Medicine 39 .45-70 8 20000 5.5 9 6
stick Gov’T 5

Bozar 9 5.56mm 30 20000 15 20 8
Round

55

CFS created by Molten (Clayton Mooney)

This 27 .308 8 2800 9.5 15 61
Machine

Abilene 1 BB 100 500 2 5 1 1
Kid LE BB
Gun 5 1
6 1
La Longue 16 .357 11 1500 5 8 4 2
Carabine Magnum 9 6 1
3 10
Paciencia 27 .308 24 12000 6.2 8 1
5900 6
All 13 5.56mm Bullets fired
American per Attack
4
Gobi 24 .308 6 6200 4.5 3
Campaign
Scout
Rifle

RatSlayer 11 5.56mm 8 995 4.5 93
Durability Req
SMGs

Name Damage Ammo Type Ammo Value Weight
Count
Vance’s 7 1500 4 19 3
9mm SMG 9mm 60

Sleepytyme 11 10mm 40 8250 5 12 5

Shotguns

Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
38 Count per Attack
Dinner 30 4800 7.5 8 5 1
Bell 12 Gauge 5
Big 2500 4 4 4 2
Boomer 12 Gauge 4

56

CFS created by Molten (Clayton Mooney)

Heavy Weapons

Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
Count 40 10 per Attack
CZ57 6
Avenger 5mm Round 120 8500 18 10

Energy Pistols

Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
Count 12 1 per Attack
1
Alien 38 Alien PC 10 - 2
Blaster 300 1
Archimedes 1 - 15 13 1
Euclid's II Charge
C-Finder

Energy Rifles

Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
MFC Count 45 per Attack
MFC 53 1
YCS/186 70 MFC 4 (1 3000 8 62
shot) 1

AER14 18 24 (12 2200 8.5 1
shot)
Prototype

Q-35 20 12 3000 7
matter
modulator

Energy Heavy Weapons

Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
Count per Attack
Cleansing
Flame 12 (sets Flamer Fuel 100 9500 22 8 72
on fire)

57

CFS created by Molten (Clayton Mooney)

Sprtel-Wood 8 ECP 90 20,000 15 25 67
9700

The Smitty 17 MFC 20 20,000 20 10 82
Special ECP 81

Tesla-Beaton 45 20 (4 12,525 8 2
Prototype Shot)

Projectile Explosive

Name Damage Ammo Type Ammo Count Value Weight Durability Req Bullets fired

per Attack

Esther 540 Mini-Nuke 1 18,000 40 7 81

Mercy 52 40mm 18 5200 15 11 81

Mercenary’s 26 40mm 1 300 5.5 5 31
Grenade Rifle

Thump-Thump 26 40mm 1 800 5.5 7 31

Annabelle 175 Missile 1 5200 15 5 51

Bladed Melee

Name Damage Ammo Type Ammo Value Weight Durability Req.
Count
Blade of the East 2500
32 (Sets on - - 12 20 9
Chopper fire) 800
Chance’s Knife 900
Knock-Knock 7 -- 3200 26 2
Liberator 1000 15 3
Gehenna 11 - - 12,000 86 5
24 3
33 - - 4.4 10 6

9 --

21 (sets on Flamer 16
fire) Fuel

58

CFS created by Molten (Clayton Mooney)

Name Damage Blunt Melee Weight Durability Req.

Nephi’s Golf Driver 15 Ammo Ammo Value 13 2
The Humble Cudgel 13 Type Count 34 5
Nuka Breaker 25 - - 500 89 9
Oh, Baby! 40 - - 350 20 5 8
- - 7800
- - 6200

Name Damage Ammo Type Unarmed Durability Req.
Plasma 1 4
Paladin toaster 40 Explosive Value Weight 4 9
- 6800 6 4 5
Two-Step Goodbye 120 - 20,000 6 6 1
- 800 10 6 2
Cram Opener 14 - 100 6 5 1
4200 6
Golden Gloves 2 250 3

Pushy 30

Recompense of 12
the Fallen

Embrace of the 21 - 8500 12 4 4
Mantis King!

Greased 16 - 15,000 6 9 5
Lightning

Love and Hate 15 - 750 1 8 3

59

CFS created by Molten (Clayton Mooney)

Holdout Weapons

A holdout weapon is one that can be carried into casinos, below is a list of the weapons above
that qualify as a Holdout Weapon regardless of sneak skill.

Brass Knuckles, Cosmic Knife, Cosmic Knife Clean, Cosmic Knife super-heated, Figaro, Knife, Li’l Devil,
Love and Hate, MFC Grenade, Nuka-Grenade, Police Pistol, Silenced .22 Pistol, Spiked Knuckles, Straight
Razor, Switchblade, Throwing Knife, Tin Grenade.

Below is the list of improved holdout weapons you can take after getting more than 50 in the sneak
skill.

.357 Magnum Revolver, .44 Magnum Revolver, .45 Auto Pistol, 5.56mm Pistol, 9mm Pistol, 10mm Pistol, A
light Shining in the Darkness, Bowie Knife, Blood-Nap, C-4 Plastic explosive, Chance’s Knife, Chopper,
Cleaver, Combat Knife, Compliance Regulator, Corrosive Glove, Detonator, Dr. Klein’s glove, Dr. Mobius’
glove, Dynamite, Fat mine, Fire bomb, Flare Gun, Flash bang, Frag Grenade, Greased Lightning, Hatchet,
Industrial Hand, Laser Pistol, Lead Pipe, Long-fuse Dynamite, Loyal’s Detonator, Lucky, Maria, MF
Hyperbreeder Alpha, MFC Cluster, Mysterious Magnum, Lesser Mysterious Magnum, Pew Pew, Plasma Grenade,
Plasma Pistol, Police baton, Power Fist, Pulse Grande, Ripper, Salt-Upon-Wounds’ Power fist, Saturnite
Fist, Super-heated Saturnite Fist, Sawed-off shotgun, scientist glove, She’s Embrace, Sleepytyme, Sonic
Emitter, Sterilizer Glove, The Humble Cudgel, Time bomb high yield, Tire Iron, Two-step Goodbye, War Club,
Yao guai gauntlet.

Misc. Equipment

Name Type of Crafting Weight Value Effects/Use Addictive?
Buffout Equipment 20
Requirement 1
Chem
Research 50 0.1 +3 END (4m), Yes
+2 STR (4m)

Coyote Misc. Survival 45 0.1 +1 PER (4m), Yes
+1 AGI (4m),
Tobacco chew Can be used
in place of
a short
rest.

Hydra Chem Research 80 0.1 55 Ignore limb Yes
wound effects
for 1m

60

CFS created by Molten (Clayton Mooney)

Jet Chem Research 25 0.1 20 +20ft Yes
Movement
(4m)

Ultra Jet Chem Research 80 0.1 200 +40ft Yes

Movement

(4m)

Med-X Chem Medicine 40 0 20 +5 DT (4m) Yes

Mentats Chem Research 25 0.1 20 +2 INT (1m), Yes
+2 PER (1m),
+5 CHA (1m)

Nuka-Cola Chem - 1 20 +3 Rads, +1 Yes

Cap,

Refreshing.

Psycho Chem Research 55 0.1 20 +8 Damage Yes
(2m)

RadAway Chem Medicine 35 0.1 20 -1 Rad per No
minute
(50mins)
[Stackable]

Rebound Chem Medicine 95 0.1 20 +1 Bonus Yes
action (1
Turn)

Slasher Chem Research 45 0.1 20 +5 DT (2m), Yes
Research 45 0.1 20 +25% Damage
(2m)

Steady Chem +10 to hit Yes
with range
(2m)

Turbo Chem Research 50 0.1 20 +1 Standard Yes
20 Action (1
Turn)

Absinthe Drink - 1 +1 INT, +1 Yes
PER, +1 CHA
(4m)

61

CFS created by Molten (Clayton Mooney)

Battle Brew Drink Survival 80 1 150 +5 DT, +1 Yes
Major Wound
Threshold
(4m), +1 STR
(20s), +1
Standard
Action (1
Turn), -1
INT (4m)

Beer Drink - 1 2 +1 CHA, +1 Yes
1 STR, -1 INT
1 (4m)

Dixon’s Drink - 1 10 +1 STR, -2 Yes
Whiskey Drink - INT (4m)

Irradiated - +10 Rad Yes
Scotch
(Instant),

+1 CHA, +1

STR, -1 INT

(4m)

Irradiated Drink - - +10 Rad Yes
Whiskey
(Instant),

+1 CHA, -1

INT, +1 STR

(4m)

Large Drink Survival 75 2 20 +3 STR, +1 Yes
Wasteland CHA, -3 INT
Tequila (4m), +2 DT,
+5 to Resist
Poisons (2m)

Moonshine Drink Survival 40 1 20 +2 CHA, +2 Yes
STR, -2 INT
(4m)

Scotch Drink - 1 10 +1 CHA, +1 Yes
STR, -1 INT
(4m)

Sierra Madre Drink Survival 75 1 20 +2 Major Yes
martini
Wound

62

CFS created by Molten (Clayton Mooney)

Threshold,
+4 END, +2
STR (4m)

Vodka Drink - 1 20 +1 CHA, +1 Yes

STR, -1 INT

(4m)

Wasteland Drink Survival 50 1 10 +2 STR, +1 Yes
tequila CHA, -2 INT
(4m), w/
Whiskey Rose
+3 DT (4m),
+2 to Resist
Poisons (1m)

Whiskey Drink - 1 10 +1 CHA, +1 Yes

STR, -1 INT

(4m) w/

Whiskey Rose

+3 DT (4m),

+2 to Resist

Poisons (1m)

Wine Drink - 1 10 +1 STR, +1 Yes

CHA, -1 INT

(4m)

Addictol Chem Medicine 75 0.1 125 Removes all No

Addictions.

Antidote Chem Medicine 35 0.1 50 Removes all No
Poisons.

Antivenom Drink Survival 15 0.1 25 Removes all No
animal
Poisons.

Ant queen Chem - 1 75 +3 CHA, -3 No

Pheromones PER, -3 INT

(10m)

Atomic Drink - 1 25 +2 DT No

Cocktail against

energy

weapons, +5

DT against

fire-based

63

CFS created by Molten (Clayton Mooney)

weapons
(2m), +10
Rads
(Instant)

Blood shield Drink Survival 45 0.5 50 No
Research 35 0.1 20 No
Cateye Chem Survival 45 0.5 20 No
Medicine 65 0.1 20 No
Datura hide Drink Research 15 0.1 20 No
Survival 45 0.03 20 No
Fixer Chem
Survival 15 0.03 5
Ghost Sight Chem
- 0.5 100
Healing Edible
Poultice

Healing Edible No
Powder

Nightstalker Edible +3 No
squeezin’s Radiation,
w/ Mile in
Their Shoes,
+1 PER, +5
to resist
Poison, +5
Sneak (2m),
+1 Bottle
Cap.

Ice cold Drink - 1 20 +2 Rad, +1 Yes
Bottle cap,
Nuka-Cola Counts as a
Short Rest.

Nuka-Cola Drink - 1 30 +8 Rad, +1 Yes
Bonus Action
Quantum (on next
turn)

Nuka-Cola Drink - 1 40 +10 Rad, Low Yes
Light Vision
Quartz (2m), +2 DT
(2m)

Nuka-Cola Drink - 1 75 +10 Rad, +1 Yes
Bonus Action
Victory

64

CFS created by Molten (Clayton Mooney)

(on next
turn), -1
PER (2m),
Heals one
Light wound
instantly.

Rad-X Chem Medicine 75 0.1 20 Lowers the No
effects of
accumulating
radiation by
1 tick per
chem used.

Rushing Drink Survival 55 1 20 +1 Standard No
Water Action (On
next Turn),
Cure one
Light Wound
instantly,
Refreshing.

Snakebite Tool Survival 25 0.1 20 Cure animal No
Tourniquet poison,
automatic
use, +30 to
resist
poison.

Stimpack Chem Medicine 100 0.1 75 Cure 1 Light No
wound.

Auto-Inject Chem - 0.2 100 Used No
Stimpack automaticall
y, cure 1
light wound.

Auto-Inject Chem - 0.6 250 Used No
Super automaticall
Stimpak y, cure 2
light
wounds.

Super Chem - 0.5 150 Cure 2 Light No
Stimpak wounds.

Ultra Chem - 1 500 Cure 1 Heavy No

Stimpak Wound.

65

CFS created by Molten (Clayton Mooney)

Sunset Drink - 1 3 50% chance No
to get a
Sarsaparilla 100 sunset star
20 bottle cap,
40 or a normal
20 bottle cap.
55
Stealth Boy Tool -1 2500 +100 sneak, No
25 Repair 1 +75 stealth
10000 field (2m)
Survival 25 5
Weapon Tool - 0.1 100 Free repair No
Repair Kit Medicine 100 1 checks to
regain
durability.

Tent Tool Used for No
outdoor
camping.

Lighter Tool Used for No

starting

fires easily.

Doctors Bag Chem Used with No
Stimpacks
overtime to
heal major
wounds.

Gas Mask Tool - 0.1 Used with a No
Filters gas mask,
+100% Rad
resistance
(2m)

Gas Mask Facewear - 1 Grants 10% No
Rad
resistance,
with filters
gives 100%
Rad
resistance
(2m)

Sewing Kit Tool - 1 Used for No

66

CFS created by Molten (Clayton Mooney)

fixing
clothing.

Gunsmith Kit Tool - 1 100 Used for No

modifying

weapons.

Gun Cleaning Tool - 1 100 Used for No

Kit fixing

weapons.

Chemist Kit Tool - 1 100 Used for No

making

chems, or

medicines.

Healer's Kit Tool - 1 100 Used for No

making

natural

remedies.

Canteen Tool - 0.1 5 Store water. No

Backpack Storage Survival 50 5 20 Store your No
stuff.
Carries 30
pounds on
the outside,
and can
store 50 on
the inside.

Rope Tool - 2 15 50ft of No

Rope, could

be useful.

Grapple Hook Tool Repair 50 5 20 Attach it to No
a rope to
climb up
from
somewhere a
bit safer.

Flashlight Tool Repair 65 0.1 5 Used to No
light the
way.

Torch Tool Survival 10 0.1 1 Used to No

67

CFS created by Molten (Clayton Mooney)

light the
way, the old
fashioned
way.

Map Tool Survival 90 0.1 1000 An accurate No
Research 20 0.1 1 map of the
-1 100 area.
- 0.5 8000
Paper (20 Tool Used for No
Pages) 12000 making
things.
15000
Mechanics Tool Used for No
Kit 50000 fixing up
cars.

Geiger Tool Used for No
Counter measuring
Radiation.
Will give
you an
accurate
reading of
up to 1000
Rads.

Pip-Boy 2000 Tool - 2 A hand-held No
computer,
very useful,
comes with a
light, and a
map.

Pip-Boy 3000 Tool - 1 Wrist No
mounted PC,
comes with
light,
Built-in
Geiger
Counter, and
a map.

Lil’ Pip Tool - 0.5 Easily No
3000 stored PC
comes with
light,

68

CFS created by Molten (Clayton Mooney)

Built-in
Geiger
Counter, and
an accurate
map.

Pip-Boy 3000 Tool - 1 20000 Wrist No

Mark IV mounted PC,

comes with

light,

Built-in

Geiger

Counter, and

a map.

Pip-Boy 2000 Tool - 1 30000 Wrist No

Mark VI mounted PC,

comes with

light,

Built-in

Geiger

Counter, and

a map.

Combat Rules

Combat in the CFS is a simple turn-based initiative system. The initiative is called by the DM and
is rolled by the players by taking one twenty-sided die and adding their Agility modifier to the total
rolled. Enemies will also roll initiative, the highest goes first, the rest in a descending order based on
the numbers.

Actions are what you can do in combat. You have three actions, these can be used to interact,
attack, defend, move, or search. Interacting is when you try to use a skill against/for someone. This
includes a speech to rally your companions, or intimidation to frighten the enemy. Attacking in CFS is
pretty simple. Take a d100, and a body d20 and roll it, if it’s your skill, or lower you hit, if it’s
higher you miss. In CFS, a 1 is considered a critical success. Before making your roll, you can declare an
intent to make a called shot, the rules for this are below. Defending is something that is relatively
simple. You either hunker down in cover to incur disadvantage on attacks made against you, or put yourself
between the enemy and your companions to give them cover, putting yourself at risk. If you are defending a
companion any attacks made against them will have disadvantage, while any attacks against you have
advantage. Movement is determined by your Agility score x 10. It’s how far you can move on your turn.
Searching is what it sounds like. You spend a few seconds searching your bag for something, searching the
enemy for something, or searching for a particular way to open a door, ect.

69

CFS created by Molten (Clayton Mooney)

Damage is handled a bit differently in this system. When you, or an enemy hits with an attack, you will
look at the damage of the weapon, and compare it to the Damage Threshold of their armor. If the damage
exceeds by 1 or more they take a light wound. If the damage exceeding is higher than 10 they will take a
Major Wound instead. The rules for the wounds are listed down below. For every 5 Minor wounds, you gain a
Major Wound.

Wound Tables, and Rules

Light wounds are rolled on the entire table. Major wounds table is split into three parts, the
higher sections are locked (this is to prevent an instadeath during combat). The first part is open to
rolling on when a character receives any major wound, after the player has sustained and still has a
single major wound the second part becomes open to be rolled on, after having two, the third one is opened
up. Certain perks extend the number of Major wounds a player can take before the third section opens up.

Name Range Light Wounds Description Effect
Bleeding 01-05
Part That wound cut a Until you take an
little deeper than action to stop the
Any (Roll a body expected. bleeding or use a
die) stimpack, you will
have to keep
adding light
wounds.

Blinded 06-10 Eye(s) The attack missed, Gains the Blinded
Broken 11-15
Sprained 16-20 Limb (Roll 1d6 on but something got condition for ten
Limbs Table)
in your eye. seconds.
Limb (Roll 1d6 on
Limbs Table) That bone Cripples the Limb.

shouldn’t be going

in that direction.

You pull a muscle, If Arm, gain
and it hurts like disadvantage on
hell. all heavy, and
two-handed weapons
until a short
rest.
If Leg, lose a
quarter of
movement until a
short rest.

70

CFS created by Molten (Clayton Mooney)

Right in the 21-25 Weapon, if holding I JUST FIXED IT! Weapon loses 1
Weapon more than one, durability point.
roll a d100 to find
out which one.

A new hole 26-30 Any (Roll a body Huh, that doesn’t Roll a Survival
die) look good. check, if failed,
replace with the
bleeding light
wound.

Deafened 31-35 Ear(s) Why do I hear Disadvantage on
Winded 36-40 Chest, or Back church bells Perception checks
Bruised 41-45 ringing? for ten minutes.

Can’t… breathe… Lose an action on
send… help… your next turn.

Any (Roll a body That’s going to be If hit in the head
die) quite a shiner take the effects of
tomorrow. Stunned, if hit in
Throat the eye take the
Any (Roll a body effects of Blinded.
die)
Strained Voice 46-50 Proceeds to make Unable to speak
Head winded noises until after a
short rest.

Open Wound 51-55 Better make sure If left untreated
it doesn’t get for more than two
infected! days they will
become infected
(effects listed on
the Major Wound
Table).

Stunned 56-60 Why is everything Becomes stunned
Wide Open 61-65
spinning? for one round.

Chest Maybe I should’ve Knocked back 5ft.
spent more time
learning proper
fighting stances.

71

CFS created by Molten (Clayton Mooney)

Minor Scar 66-70 Any (Roll a body That’ll get the Gain a cool
die) ladies attention. looking scar that
Disoriented 71-75 makes you easier
Head Ah man, I feel to identify.
like I’m hung
over. Gain disadvantage
on all saving
throws, and skill
checks until you
take a short rest.

Off Balance 76-80 Chest Why is the ground Enemies gain
Legs getting closer? advantage on
knocking you
prone. Until you
take a short rest.

Hobbled 81-85 Knees weak, arms Lose 10ft of
are heavy, there’s movement until you
vomit on my shirt, take a short rest.
Mrs. Nash's Rad
Spaghetti.

Fumbled 85-90 Hands Oh man, now I’m Drop whatever is
Hard Strike 91-95 Any (Roll a body the butter fingers! in your hands.
die)
Oh god, that hurt Gain a bruise,
Head a lot more than I roll to determine
Whole Body thought it would. where it is,
effects still
Whole Body apply.

Knocked Out 96 The world is black Knocked
unconscious.

This is a lot of 97 Man, I thought Make a Survival
work this was going to Check, on a fail
be easy. gain a level of
exhaustion.

Can’t keep this up 98 I’m getting so Gain a level of
for much longer fucking tired. Exhaustion

72

CFS created by Molten (Clayton Mooney)

I think I saw the 99 Whole Body Why was his robe DM rolls on the
Grim Reaper pink? Wild Wasteland
Table, even if you
don’t have the
trait.

It’s just a flesh 100 Whole Body I… don’t think Gain a Major
wound Stimpacks will fix Wound. (Major
this one… wound table rules
still apply)

Major Wounds

To clarify, anything from 1-50 is the first tier, 51-75 is the second tier, and 75-100 is the third
tier. If you roll for the first major wound and get higher than 50, re-roll, this applies when the second
tier is open, but not the third. Players gain access to each tier by accumulating major wounds, 1 Major
wound opens the second tier, two opens the third tier, unless otherwise directed by a perk. Major wounds
that can be healed take a minimum of 1d4 weeks, each day must be spent resting, expending two stimpacks a
day, and one doctor's bag per week.

Name Range Part Description Effect

Ain't that a kick 01-02 Head You hit your head -1 INT, Survival
in the head on the way down. Check, on a fail
fall unconscious.

Not the FACE 03-04 Head Smacked right in -1 CHA
the nose.

Ugly Scar 05-06 Head Right across the -1 CHA
face with that
machete didn’t do
good.

Major Scar 07-08 Any (Roll a body Hey, now you look Gain a permanent
die) pretty cool. scar, that makes
you a lot easier
to identify, and
+2 CHA

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CFS created by Molten (Clayton Mooney)

Busted armor 09-10 Chest Looks like this Armor gains the
piece has seen broken condition,
better days. and must be
repaired before it
can be used again.

Crushed Hands 11-12 Hands Everything is -10 lockpicking.
Psychological broken.

PTSD is a bitch 13-14 Sometimes you just When encountering
have really bad the same type of
flashbacks. creature that
inflicted this
wound, make an INT
check. On a fail
you become stunned
for 1d4 rounds.

This world is 15-16 Psychological What is right or Lose your sense of
rough wrong in this morality. You can
Leg world? still make moral
Psychological choices based on
what you remember
of morality.

Torn hamstring 17-18 That’s going to -1 AGI, can be
Bad memories 19-20 hurt. healed.

Sometimes you just When you meet with
want to forget. the same type of
enemy that
inflicted this
wound, make an INT
check. On a fail,
gain frightened
for one round.

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CFS created by Molten (Clayton Mooney)

Can’t sleep 21-22 Psychological I see them, even Whenever you go to
anymore in my dreams. sleep, roll a D8.
If you roll a 1,
you have traumatic
nightmares and do
not gain the
benefits of sleep,
and roll another
D8 again. If it
lands on 1 the
second time, gain
one level of
exhaustion unless
the new exhaustion
level would kill
you.

Permanent Reminder 23-24 Any (Roll a body I’ll never forget You gain the
die) that son of a tattoo of
Suspension Bridge 25-26 Psychological bitch. whoever/whatever
Effect gave you this
Groin Why is my heart wound.
The Family Jewels 27-28 beating faster
when I look at No physical
you? side-effects, but
you gain an
That’s… going to unhealthy
hurt. emotional
obsession with the
person who saved
you.

Severe damage to
the nether
regions. No stat
loss, you just
feel sad.

75

CFS created by Molten (Clayton Mooney)

Close one 29-30 Backpack Maybe I should You manage to
have gone right, dodge a blow that
instead of left. would’ve killed
you, but it
catches your
backpack instead
and destroys a
random item (roll
a die).

Permanent Pain 31-32 Any (Roll a body Sometimes, I wish The wound you’ve
die) it would have acquired remains
killed me instead. painful and you’ve
Ears become addicted to
Ears painkillers. Each
Ears stimpack leaves
Chest you with -1 AGI
for one hour.

Deaf, like Really 33-34 WHAT DID YOU SAY? You suffer hearing
Deaf damage in your
left ear due to
injury.

Great, the Other 35-36 I CAN’T HEAR You suffer hearing
one now too? ANYTHING! damage in your
right ear due to
injury.

Worlds Gone Silent 37-38 The silence is Permanent loss of
deafening hearing in one ear
(roll to determine
which side.)

Shot through the 39-40 I feel like I’ve Shrapnel in the
Heart heard this before. heart – A slither
of metal broke
away from the
blade that knocked
you unconscious.
-1 to Death Saving
Throws.

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CFS created by Molten (Clayton Mooney)

And you’re to 41-42 Head Definitely heard Shrapnel in the
Blame! this before. head – A slither
of metal broke
away from the
blade that knocked
you unconscious.
-2 to Death Saving
Throws.

My Arm! 43-44 Arm I think it’s One arm becomes
broken, like crippled. Roll to
Leg really broken. determine which
side.
Chest
My Leg! 45-46 Head My knee is going One leg becomes
Weapon the wrong way crippled. Roll to
Arms guys. determine which
Legs side.
Head
My Chest! 47-48 Whole Body It’s hard to Chest becomes
Arm breathe. crippled.
Leg
My Head! 49-50 I’m feeling woozy. Head becomes
Crippled.

Not the Hands! 51-55 That’s going to be Weapon loses four

hard to fix. durability.

Both of my Arms! 56-60 I can’t move my Both of your arms
arms. are crippled.

Both of my Legs! 61-65 I can’t stand on Both of your legs
my own two feet! are crippled.

Big brain move 66-70 That looks like it Knocked

hurts. Unconscious

SMASH!!!! 71-75 Why do I hear boss Thrown 25ft
music?

Blasted Arm 76-80 Oh god how could Lose an Arm, roll
this get worse? to determine which
one is lost.

Blasted Leg 81-85 Oh god it got Lose a Leg, roll
worse! to determine which
one is lost.

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CFS created by Molten (Clayton Mooney)

Blasted Hand 86-90 Hand Not my best Lose a hand, roll
friend! to determine which
one is lost.

Blasted Foot 91-94 Foot Now I can’t dance! Lost a foot, roll
to determine which
one is lost.

Dying over here 95-97 Chest I can’t feel Knocked
anything. unconscious, -4 to
Death Saving
Throws.

Death's doorstep 98 Body Everythings Knocked
getting dark. unconscious, you
fail a death save
immediately.

Knockin on 99 Body But I’m an You fall to the
Heaven's gates. Body Atheist! ground, failing
two death saves
immediately.

War, war never 100 No, no it doesn’t. You fall to the
changes. ground, and have
died.

Roll Range Misc. Rules, and tables.
1-5
6-10 Wild Wasteland Table

11-25 Effect

There is a refrigerator lying on the desert
ground, wherein a curled up skeleton exists... and
a Suave gambler hat.

What looks like a mercenary camp from a distance
turns into an extraterrestrial landing, complete
with a broken spacecraft, and three stranded
aliens.

This encounter will only appear with a dog in
company. At some point, the dog will speak to you
with an "aroo!" You then determine that Little

78

CFS created by Molten (Clayton Mooney) Jimmy may have fallen into a well. The well
contains a child's skeleton, a mole rat, an
16-20 Abilene Kid LE BB gun, 200 BBs, a rawhide cowboy
21-35 hat, as well as a super stimpak.
26-30
31-45 A group of three elderly women (known as Maud's
36-40 Muggers) named Irate Ida, Rancorous Ruth and
41-45 Malefic Maud wearing pre-War spring outfits and
46-50 armed with rolling pins and switchblades will
51-55 strike
56-60
There are two corpses. One looks to be a male
human, while the other is female, lying next to
each other. They look like they've been charred.
Looking at the burned corpses will reveal the male
to be named "Owen" and the female "Beru."

Some upstart has scrawled the graffiti Romanes Eunt
Domus.

A large, unexploded atomic bomb appears nearby.
Amid the crackle of your Geiger counter, you can
open up the bomb, and scavenge some energy weapon
ammunition.

There's a dead Prospector up there named Johnny,
wearing glasses, with a glass pitcher next to him,
and five aces on the table. On the cliff are four
balls in a line.

If you're listening to the NCR Emergency Radio,
among the chatter about positioning snipers and
reinforcing positions you may hear lines "They're
coming out of the walls, man! They're coming outta
the damn walls." and "Game Over, Man! GAME OVER!"

Here are 3 Holy Frag Grenades on a table. The
writing on a box beside these grenades reads "Pull
pin and count to (5 is marked out) 3"

While in Freeside you can hear a woman getting hit
on by the Kings. Her response is, “Ain't nothin
but a hound dog.”

A voice will appear behind the character the next
time he beats an opponent in combat saying, "He's
not dead... it's a trick. Get an axe."

79

CFS created by Molten (Clayton Mooney) Player finds inscribed in a nearby wall, "I AM NOT
61-65 YOUR MUMMY"
66-70
71-75 The character comes across a Deathclaw named
76-80 Stripe.
81-85
The character sees a bunch of dogs playing poker
86-90 the next time he enters a room.
91-95
96-99 The character sees in the next school he goes
100 into, scrawled onto one of the walls “WOLVERINES!”

The next time the character enters a cave they find
a bunch of gnomes (the object) with pickaxes
standing around a crystal.

Scrawled on a nearby wall, “Kilroy was here.”

The character finds a full size dog encased in
stone.

When crafting the Fist of Rawr, it will be renamed
Fist of the North Rawr.

The next time the character tries to hack a
terminal the password will be “Guest”

1d20 Dice Roll Body Table
1-3
4-6 Bodypart
7-9 Right Leg
10-12 Left arm
13-18 Left Leg
19-20 Right Arm
Torso
Head

80

CFS created by Molten (Clayton Mooney)

Radiation

Radiation in Fallout is a slow, ticking time bomb of death. Without a Gieger counter, or some
other way of measuring the radiation in an area, you will begin to suffer the effects of Radiation
poisoning. Slowly, you will succumb to death due to the nature of Radiation.

Rads Bodily Feeling Effect Chance of Ghoulifying
(Rolled on a 1d100)
0 Fine
1-149 Very Nauseous --
150-299 Slightly Fatigued
300-449 Vomiting doesn’t stop - 95 or higher
450-599 Hair is falling out
600-999 Skin is falling off -1 STR 80 or higher

1000+ Intense Agony -1 STR, -1 AGI 70 or higher

-2 STR, -2 END, -2 AGI 60 or higher

-4 STR, -3 PER, -4 END, 40 or higher
-3 CHA, -1 INT, -5 AGI

-6 STR, -5 PER, -6 END, 20 or Higher (Death in
-5 CHA, -3 INT, -6 AGI 24 hours if not lowered
under 1000)

Exhaustion

Some Special Abilities and Environmental Hazards, such as starvation and the long-­term Effects of
freezing or scorching temperatures, can lead to a Special condition called exhaustion. Exhaustion is
measured in six levels. An Effect can give a creature one or more levels of exhaustion, as specified in the
effect’s description.

Level Exhaustion Effects
1 Effect
2 Disadvantage on Skill Checks
3 Speed Halved
5 Disadvantage on Attack Rolls, and Saving Throws
Speed reduced to 0

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CFS created by Molten (Clayton Mooney)

6 Death
If an already exhausted creature suffers another Effect that causes exhaustion, its current level of
exhaustion increases by the amount specified in the effect’s description. A creature suffers the Effect of its
current level of exhaustion as well as all lower levels. For example, a creature suffering level 2
exhaustion has its speed halved and has disadvantage on Ability Checks. An Effect that removes exhaustion
reduces its level as specified in the effect’s description, with all exhaustion Effects Ending if a
creature’s exhaustion level is reduced below 1. Finishing a Long Rest reduces a creature’s exhaustion
level by 1, provided that the creature has also ingested some food and drink.

Factions

Factions can change how they view you based on how you treat them. If you help their enemies, or
kill their people then they will begin to dislike you, if you assist them then they will like you. Below
is the table for Faction Affinity, as well as a way to calculate how to find out if they change their views.

One can always gain Infamy, or Fame, but never lose it. Under no circumstances should one lose Fame, or
Infamy, only gaining one or the other.

Fame

Infamy Range 1 (1-50) Range 2 Range 3 Range 4
(51-100) (101-150) (151-200)
Idolized (4)
Range 1 (1-50) Neutral (1) Accepted (2) Liked (3) Good-Natured
Rascal (8)
Range 2 Shunned (5) Mixed (6) Smiling
(51-100) Troublemaker Dark Hero (12)
(7)
Range 3 Hated (9) Sneering Punk Wild Child (16)
(101-150) Vilified (13) (10) Unpredictable
(11)
Range 4 Merciful Thug
(151-200) (14) Soft-Hearted
Devil (15)

1. People don't know enough about you to form an opinion. (Neutral)
2. Folks have come to accept you for your helpful nature. (Positive)
3. Enough news of your good works has been passed around that people like you. (Positive)
4. Renowned for your extensive support and goodwill, you are idolized by the community. (Positive)

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CFS created by Molten (Clayton Mooney)

5. You've left a poor impression on the community and may be shunned as a result. (Negative)
6. A little bit good mixed with a little bit bad, people haven't figured you out yet. (Neutral)
7. People know you're good at heart even though you're occasionally a troublemaker. (Positive)
8. Your reputation as a good-natured friend of the community manages to outshine your dark side.

(Positive)
9. Now that folks know you're bad, most people outright hate you. (Negative)
10. Even though you've done some good for the community, people still think you're a punk. (Negative)
11. No one's sure what to make of your unpredictable nature, but you've left a strong impression.

(Neutral)
12. Folks still think you're some kind of hero, but you sure can be nasty sometimes. (Neutral)
13. For your overwhelmingly monstrous behavior, you have become vilified by the community. (Negative)
14. Despite your reputation as a thug, you are known to occasionally show a charitable side.

(Negative)
15. Most people say you're the devil himself, but most admit you've also done a world of good.

(Neutral)
16. Your wild, seemingly capricious behavior leaves people scratching their heads in confusion and

avoiding close contact. (Neutral)

Durability

Durability is a key factor in this wasteland. Everything gets used, or broken over time if not
properly maintained by either yourself, or a professional. For the sake of simplicity CFS only has it on
weapons, or special equipment. When using Ranged weapons durability wear depends on the overall quality. A
Poor quality weapon will lose a point of durability on any roll of 75-100. A Standard quality weapon will
lose durability on any roll of 85-100, and a high quality will lose durability on 90-100. A weapons
quality will be determined by a DM when trading, or looting. Improving weapons quality is detailed in the
CFS Downtime Expansion PDF.

Conditions

Conditions can be gathered from many sources in the game, below is a list of common conditions
that can be gathered, and the effects.

Condition Name Effect

Alcohol Addiction -1 AGI, -1 CHA

Ant Nectar Addiction -2 STR

Blind -9 PER

Buffout Addiction -1 STR, -1 END

Concussed -4 PER

83

CFS created by Molten (Clayton Mooney) Head: -4 PER. Torso: -2 END. Arms: Disadvantage to
Hit Can’t hold heavy weapons. Legs: Halve Speed,
Crippled Limbs -15 Carry Weight.
-1 PER per drink within 30mins
Drunk -10ft Movement, -25 Sneak, -2 END, -2 AGI
Encumbered -2 END, no benefits from resting
Famished -1 CHA
Grape Mentats Addiction -3 END
Hydra Addiction -1 AGI, -1 CHA
Jet Addiction -1 AGI, -1 INT
Med-X Addiction -1 CHA, -15% Rad Resistance
Nuka-Cola Addiction Lose one action, Disadvantage on Attacks, take
Poisoned twice as many light wounds.
-1 END, -1 PER
Psycho Addiction -20% Rad Resistance
Radaway Addiction -1 STR, -1 AGI
Steady Addiction Lose a Turn
Stunned -2 AGI
Turbo Addiction +2 END, +1 CHA
Well Rested -10 to all Skills
Withdrawal -1 to all SPECIAL
X-cell addiction

Dehydration

The wasteland is a harsh place, below is a list of the level of dehydration. You can use this as
an optional tool to increase difficulty, and force players to care about food, and water.

Level Value Effect

Minor Dehydration 200-399 -1 END

Advanced Dehydration 400-599 -1 PER, -2 END

84

CFS created by Molten (Clayton Mooney)

Critical Dehydration 600-799 -2 PER, -3 END, -1 INT
Deadly Dehydration 800-999 -2 PER, -3 END, -1 INT, -2 AGI
Fatal Dehydration 1000 Death

85


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