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
51
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
52
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
53
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
54
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
55
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)
56
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
57
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
58
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 Hardcore
Equipment Requirement Values
Ant Egg
Ant Meat Food N/A 1 4 +3 Rad No -15 FOD
Ant Nectar Food N/A 1 4 +3 Rad No -25 FOD
-1 ST
Ant Queen
Pheromones Food N/A 0.25 20 -2 INT, -2 CHA, +4 STR 4 Yes -
Antivenom min
Food N/A 1 75 +3 CHA, -3 INT, -3 PER 4 No -
min
Chem Survival 40 0.1 25 Cure Animal Poison No -
59
CFS created by Molten (Clayton Mooney)
Atomic Alcohol - 1 25 +2 DT against energy No +30 H2O
Cocktail -100 SLP
weapons, +5 DT against
-15 H2O
fire-based weapons (2m), -10 FOD
+10 Rads (Instant)
Banana Yucca Food N/A 0.5 6 - No
Fruit
Barrel Food N/A 0.2 5 -1 END 2 min No -15 H2O
-5 FOD
Cactus Fruit
Bighorner Food N/A 1 5 +3 Rad, -1 STR 2 min No -50 FOD
Meat
-75 FOD
Bighorner Food - 0.8 5 +2 Rad, +1 STR 2 min No
Steak -
-20 FOD
Bitter Drink Food Survival 15 0.1 1 3 of them = 1 Stimpack No
N/A 1 5 +3 Rad No -25 FOD
BlamCo Mac & Food -30 H2O
Cheese -75 FOD
-
Bloatfly Meat Food N/A 1 4 +3 Rad, -1 STR 2 min No -100 FOD
Bloatfly Food - 0.5 4 +1 Rad No -50 FOD
Slider -75 FOD
Blood Pack Chem N/A 1 5 -25 Rad Yes -5 FOD
5 - No -
Brahmin Food Survival 80 0.8 -10 FOD
Recipe 5 +3 Rad -1 STR 2 min No
Wellington 5 +2 Rad, +1 STR 2 min No
N/A 1
Brahmin Meat Food
- 0.8
Brahmin Food
Steak
Broc Flower Food N/A 0.01 3 - No
Yes
Bubblegum Food N/A 1 1 +1 Rad No
Buffalo gourd Food N/A 0.02 2 -
seed
60
CFS created by Molten (Clayton Mooney)
Caravan Food - 2.5 5 - No -15 H2O
Lunch -200 FOD
No -15 FOD
Cave Fungus Food N/A 1 50 -10 Rad Yes -15 FOD
N/A 1 4 +3 Rad No -35 FOD
Cazador Egg Food N/A 1 4 +3 Rad -2 STR 2 min No -40 FOD
-1 4 +3 Rad No -50 FOD
Coyote Meat Food N/A 1 5 +3 Rad Yes -25 FOD
25 Survival 1 5 +3 Rad
Coyote Steak Food No -25 FOD
Cram Food No -15 FOD
Crispy Food No -40 H2O,
Squirrel -80 FOD
Bits -50 H2O
+50 H2O
Crunchy Food N/A 1 5 +2 Rad -35 FOD
Mutfruit -40 FOD
-15 FOD
Dandy Boy Food N/A 1 5 +3 Rad
Apples -15 FOD
Desert Salad Food - 0.2 5 - -80 FOD
Dirty Water Drink - 1 10 +6 Rad No -25 FOD
- 0
Dixon’s Jet Chem N/A 1 5 +1 Action for 1 round Yes -
- 1
Dog Meat Food N/A 1 4 +3 Rad -1 STR 2 Min No
Dog Steak Food N/A 1 4 +3 Rad No
Fancy Lad Food 5 +3 Rad No
Snack Cakes
Fire Ant Egg Food 4 +3 Rad +5 DT against Yes
Fire 1 Min
Fire ant Food Survival 60 1
Fricassee Food N/A 1 30 +5 DT against Fire 2 Min No
Fire ant 6 +3 Rad, -1 STR 2 min No
meat
Fire ant Food N/A 1 20 +4 AGI, -3 INT, +10 DT Yes
nectar against fire 2 min
61
CFS created by Molten (Clayton Mooney)
Fresh Apple Food N/A 1 5- No -10 H2O
-15 FOD
Fresh Carrot Food N/A 1 5- No -10 H2O
-15 FOD
Fresh Pear Food N/A 1 5- No -10 H2O
-15 FOD
Fresh Potato Food N/A 1 5- No -10 H2O
-15 FOD
Gecko Kebab Food Survival 50 0.25 4 +1 Rad No -50 H2O
-80 FOD
Gecko Meat Food N/A 1 4 +3 Rad, -1 STR 2 min No -50 FOD
-75 FOD
Gecko Steak Food - 1 5 +1 Rad No -35 FOD
Giant Rat Food N/A 1 4 +2 Rad, -1 STR 2 Min No -75 FOD
Meat
-
Grilled Food - 1 8 +1 Rad No -10 H2O
Mantis -10 FOD
-60 FOD
Gum drops Food N/A 1 2 +1 Rad No
-100 FOD
Honey Food N/A 0.1 5 - No
-25 FOD
Mesquite Pod -25 FOD
+25 H2O
Human Flesh Food Survival 15 1 0 +10 Rad Yes
Cannibal +5 H2O
Perk -10 FOD
-
Human Food Cannibal 0 0 - Yes
62
Remains Perk
Iguana Bits Food N/A 1 5 +3 Rad Yes
InstaMash Food N/A 1 5 +2 Rad No
Jake Juice Alcohol N/A 1 10 +1 STR, +1 CHA, -1 INT Yes
(With old world Gourmet)
4 min
Jalapeno Food N/A 0.02 5 - No
Pepper Food N/A No
1 5 +3 Rad
Junk Food
CFS created by Molten (Clayton Mooney)
Lakelurk Egg Food N/A 1 4 +3 Rad No -15 FOD
N/A 1 12 +1 Rad No -45 FOD
Lakelurk Food
Meat N/A No -40 FOD
-10 H2O
Maize Food 0.25 5 - -25 FOD
Mole rat Food N/A 1 4 +3 Rad -1 STR 2 min No -30 FOD
Meat
-40 FOD
Mole rat Food Survival 65 1 25 +1 STR 2 min No
Stew -
Mole Rat Food N/A 1 20 +3 Rad No -
Wonder Meat -10 H2O
-20 FOD
Mother Poison Survival 75 0.5 0 -3 AGI, -3 PER 1 min No -10 H2O
Darkness -15 FOD
-
Mushroom Food Survival 35 1 50 +1 Action for 2 Rounds Yes
Cloud -25 FOD
-5 FOD
Mutfruit Food N/A 1 5 +3 Rad No
-10 FOD
Nevada agave Food N/A 0.2 3 - No -40 FOD
fruit No +20 H2O
No -10 FOD
Nightstalker Food N/A 1 18 +3 Rad No +10 H2O
tail No -15 H2O
No -10 FOD
Noodles Food N/A 1 5 +3 Rad No -50 H2O
No
Pinto Bean Food N/A 0.05 0 - No
Pod
Pinyon Nuts Food N/A 0.03 5 -
Pork n’ Food N/A 1 5 +3 Rad
Beans
Potato Food N/A 1 5 +3 Rad
Crisps
Prickly Pear Food N/A 0.07 1 -
Fruit
Purified Drink Survival 30 1 20 -
63
CFS created by Molten (Clayton Mooney)
Water Survival 50
Radroach Food N/A 1 2 +10 Rad, -1 STR 2 min No -25 FOD
Meat
-25 FOD
Rat meat Food N/A 1 2 +3 Rad -1 STR 2 min No -100 FOD
Ruby’s Food Survival 30 1 5 +3 Rad No +15 H2O
casserole Recipe -5 SLP
-15 FOD
Rum & Nuka Alcohol N/A 1 20 +1 STR -1 INT 2 Min +3 Yes
Rad +1 Cap -
-75 FOD
Salisbury Food N/A 1 5 +3 Rad No
Steak -50 FOD
-25 H2O
Silver Sting Poison Survival 30 0.5 2 -2 Str 1 Min No -150 FOD
Squirrel on Food N/A 1 5 +3 Rad No -
a stick
-150 FOD
Squirrel Food N/A 1 5 +3 Rad No
Stew -30 FOD
-5 FOD
Trail Mix Food Survival 25 3 5 +3 Rad, +2 next No
initiative roll -5 FOD
-100 FOD
Tremble Poison Survival 90 0.5 0 -50 Guns, Explosives, No
Melee, Energy 20s -10 FOD
Wasteland Food Survival 65 1 100 - No -
Omelet Recipe
Sugar Bombs Food N/A 1 5 +3 Rad No
White Food N/A 0.02 2 -1 END -1 AGI 2 Min No
Horsenettle
Xander Root Food N/A 0.02 0 - No
Yao Guai Food N/A 1 30 +10 Rad, +10 to hit 2 No
Meat min
YumYum Food N/A 1 5 +3 Rad No
Deviled Eggs
Buffout Chem Research 50 0.1 20 +3 END (4m), +2 STR (4m) Yes
64
CFS created by Molten (Clayton Mooney)
Coyote Misc. Survival 45 0.1 1 +1 PER (4m), +1 AGI Yes -30 SLP
Tobacco chew Research 80 0.1 (4m), Can be used in -
Research 25 0.1 -
Research 80 0.1 place of a short rest.
Medicine 40 0 -
Hydra Chem Research 25 0.1 55 Ignore limb wound effects Yes -
-1 for 1m -10 H2O
-15 SLP
Jet Chem 20 +20ft Movement (4m) Yes -
Ultra Jet Chem
Med-X Chem 200 +40ft Movement (4m) Yes -
Mentats Chem
20 +5 DT (4m) Yes
20 +2 INT (1m), +2 PER Yes
(1m), +5 CHA (1m)
Nuka-Cola Chem 20 +3 Rads, +1 Cap, Yes
Refreshing.
Psycho Chem Research 55 0.1 20 +8 Damage (2m) Yes
RadAway Chem Medicine 35 0.1 20 -1 Rad per minute No
(50mins) [Stackable]
Rebound Chem Medicine 95 0.1 20 +1 Bonus action (1 Turn) Yes
Slasher Chem Research 45 0.1 20 +5 DT (2m), +25% Damage Yes -
(2m) -
Steady Chem Research 45 0.1 20 +10 to hit with range Yes
(2m)
Turbo Chem Research 50 0.1 20 +1 Standard Action (1 Yes -
-1 Turn) +20 H2O
Absinthe Drink Survival 80 1 +40 H2O
20 +1 INT, +1 PER, +1 CHA Yes -100 SLP
Battle Brew Drink (4m)
65
150 +5 DT, +1 Major Wound Yes
Threshold (4m), +1 STR
(20s), +1 Standard
Action (1 Turn), -1 INT
CFS created by Molten (Clayton Mooney)
Beer Drink (4m) +20 SLP
-15 H2O
Dixon’s Drink - 1 2 +1 CHA, +1 STR, -1 INT Yes +25 H2O
Whiskey Drink (4m) +20 H2O
Large Drink - 1 10 +1 STR, -2 INT (4m) Yes +25 H2O
Wasteland +25 H2O
Tequila Survival 75 2 20 +3 STR, +1 CHA, -3 INT Yes +10 H2O
(4m), +2 DT, +5 to -10 SLP
Moonshine Survival 40 1 Resist Poisons (2m) +25 H2O
-1 +10 H2O
Survival 75 1 20 +2 CHA, +2 STR, -2 INT Yes
(4m) +25 H2O
-1
Scotch Drink Survival 50 1 10 +1 CHA, +1 STR, -1 INT Yes +15 H2O
(4m) -
-1 -
Sierra Madre Drink 20 +2 Major Wound Yes -
martini -1 -
Medicine 75 0.1 Threshold, +4 END, +2 -
Medicine 35 0.1 -
Survival 45 0.5 STR (4m)
Research 35 0.1 66
Vodka Drink Survival 45 0.5 20 +1 CHA, +1 STR, -1 INT Yes
Medicine 65 0.1 (4m)
Wasteland Drink 10 +2 STR, +1 CHA, -2 INT Yes
tequila (4m), w/ Whiskey Rose +3
DT (4m), +2 to Resist
Poisons (1m)
Whiskey Drink 10 +1 CHA, +1 STR, -1 INT Yes
(4m) w/ Whiskey Rose +3
DT (4m), +2 to Resist
Poisons (1m)
Wine Drink 10 +1 STR, +1 CHA, -1 INT Yes
(4m)
Addictol Chem 125 Removes all Addictions. No
Antidote Chem 50 Removes all Poisons. No
Blood shield Drink 50 No
Cateye Chem 20 Night vision 30ft No
Datura hide Drink 20 +2 DT 2 min No
Fixer Chem 20 Remove one addiction No
CFS created by Molten (Clayton Mooney)
Ghost Sight Chem Research 15 0.1 20 Night Vision 60ft No -
Survival 45 0.03 20 Replace Doctor bag No Only one
Healing Edible Limb
Poultice -10 H2O
+10 SLP
Healing Edible Survival 15 0.03 5 Replace Stimpack No
Powder -10 H2O
-60 SLP
Nightstalker Edible - 0.5 100 +3 Radiation, w/ Mile in No -10 H2O
squeezin’s Their Shoes, +1 PER, +5 -15 SLP
to resist Poison, +5 +20 H2O
Sneak (2m), +1 Bottle -100 SLP
Cap. +50 H2O
-150 SLP
Ice cold Drink -1 20 +2 Rad, +1 Bottle cap, Yes
Nuka-Cola Drink -1 Counts as a Short Rest. -
Drink -1
Nuka-Cola Drink -1 30 +8 Rad, +1 Bonus Action Yes -
Quantum (on next turn)
-
Nuka-Cola 40 +10 Rad, Low Light Yes
Quartz +25 SLP
Vision (2m), +2 DT (2m) +25 SLP
Nuka-Cola +50 SLP
Victory 75 +10 Rad, +1 Bonus Action Yes
(on next turn), -1 PER 67
(2m), Heals one Light
wound instantly.
Rad-X Chem Medicine 75 0.1 20 Lowers the effects of No
Survival 55 1
accumulating radiation
by 1 tick per chem used.
Rushing Drink 20 +1 Standard Action (On No
Water next Turn), Cure one
Light Wound instantly,
Refreshing.
Snakebite Tool Survival 25 0.1 20 Cure animal poison, No
Tourniquet
automatic use, +30 to
resist poison.
Stimpack Chem Medicine 0.1 75 Cure 1 Light wound. No
100 0.2
Auto-Inject Chem 100 Used automatically, cure No
Stimpack - 1 light wound.
Auto-Inject Chem - 0.6 250 Used automatically, cure No
Super 2 light wounds.
CFS created by Molten (Clayton Mooney)
Stimpak
Super Chem - 0.5 150 Cure 2 Light wounds. No +50 SLP
Stimpak +100 SLP
Ultra Chem - 1 500 Cure 1 Heavy Wound. No -25 H2O
-10 SLP
Stimpak
-
Sunset Drink - 1 3 50% chance to get a No
-
Sarsaparilla sunset star bottle cap,
Can be
or a normal bottle cap. used to
sleep
Stealth Boy Tool - 1 100 +100 sneak, +75 stealth No outdoors
field (2m) -
Weapon Tool 25 Repair 1 20 Free repair checks to No Only
Repair Kit Tool Survival 25 5 regain durability. works on
one
Tent 40 Used for outdoor No limb.
camping. +50 SLP
-
Lighter Tool - 0.1 20 Used for starting fires No
easily.
Doctors Bag Chem Medicine 1 55 Used with Stimpacks No
100
overtime to heal major
wounds.
Gas Mask Tool - 0.1 2500 Used with a gas mask, No
Filters +100% Rad resistance
(2m)
Gas Mask Facewear - 1 10000 Grants 10% Rad No -
resistance, with filters -
-
gives 100% Rad
68
resistance (2m)
Sewing Kit Tool - 1 100 Used for fixing clothing. No
Gunsmith Kit Tool -
1 100 Used for modifying No
CFS created by Molten (Clayton Mooney)
Gun Cleaning Tool - weapons. -
Kit - 1 100 Used for fixing weapons. No -
- -
Chemist Kit Tool - 1 100 Used for making chems, No Depends
or medicines. on water
stored
Healer's Kit Tool 1 100 Used for making natural No -
remedies.
-
Canteen Tool 0.1 5 Store water. No -
Backpack Storage Survival 50 5 20 Store your stuff. Carries No -
30 pounds on the -
Rope Tool -2 outside, and can store -
Grapple Hook Tool Repair 50 5 50 on the inside. -
-
Flashlight Tool Repair 65 0.1 15 50ft of Rope, could be No -
Torch Tool Survival 10 0.1 useful.
Survival 90 0.1
Map Tool Research 20 0.1 20 Attach it to a rope to No
-1 climb up from somewhere
Paper (20 Tool - 0.5 a bit safer.
Pages) Tool
Tool 5 Used to light the way. No
Mechanics
Kit 1 Used to light the way, No
the old fashioned way.
Geiger
Counter 1000 An accurate map of the No
area.
1 Used for making things. No
100 Used for fixing up cars. No
8000 Used for measuring No
Radiation. Will give you
an accurate reading of
up to 1000 Rads.
69
CFS created by Molten (Clayton Mooney)
Pip-Boy 2000 Tool - 2 12000 A hand-held computer, No -
very useful, comes with
a light, and a map.
Pip-Boy 3000 Tool - 1 15000 Wrist mounted PC, comes No -
with light, Built-in -
Lil’ Pip Tool - Geiger Counter, and a -
3000 map. -
Pip-Boy 3000 Tool - 0.5 50000 Easily stored PC comes No
Mark IV with light, Built-in
Geiger Counter, and an
Pip-Boy 2000 Tool - accurate map.
Mark VI
1 20000 Wrist mounted PC, comes No
with light, Built-in
Geiger Counter, and a
map.
1 30000 Wrist mounted PC, comes No
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.
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CFS created by Molten (Clayton Mooney)
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.
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
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CFS created by Molten (Clayton Mooney)
Right in the 21-25 Weapon, if holding I JUST FIXED IT! movement until a
Weapon more than one, short rest.
roll a d100 to find
out which one. Weapon loses 1
durability point.
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
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CFS created by Molten (Clayton Mooney)
Minor Scar 66-70 Any (Roll a body learning proper Gain a cool
die) fighting stances. looking scar that
Disoriented 71-75 makes you easier
Head That’ll get the to identify.
ladies attention.
Gain disadvantage
Ah man, I feel on all saving
like I’m hung throws, and skill
over. 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
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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.
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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
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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."
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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
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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. A weapons Durability correlates to its Quality, if a weapon has low
durability then the quality will be low. Meaning more complex weapons are likely to break down easier over
time compared to simple weapons. If you roll an attack that lands in the range for your weapons quality,
it will lose 1d4-1 Durability points, and you’ll have to roll again to see if the weapon jams. If you roll
in the Jam range, your weapon gains the Jammed condition. If you roll a critical fail on a Jam check, you
gain the JAMMED! Condition.
Quality Rolling Range Jam Chance
Scrap 85-100 85-100
Poor 88-100 88-100
Worn 90-100 90-100
Standard 93-100 93-100
Maintained 95-100 95-100
Polished 99-100 99-100
Factory New 100 100
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CFS created by Molten (Clayton Mooney)
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
Crippled Limbs Head: -4 PER. Torso: -2 END. Arms: Disadvantage to
Hit Can’t hold heavy weapons. Legs: Halve Speed,
-15 Carry Weight.
Drunk -1 PER per drink within 30 mins
Encumbered -10ft Movement, -25 Sneak, -2 END, -2 AGI
Famished -2 END, no benefits from resting
Grape Mentats Addiction -1 CHA
Hydra Addiction -3 END
Jet Addiction -1 AGI, -1 CHA
Med-X Addiction -1 AGI, -1 INT
Nuka-Cola Addiction -1 CHA, -15% Rad Resistance
Poisoned Lose one action, Disadvantage on Attacks, take
twice as many light wounds.
Psycho Addiction -1 END, -1 PER
Radaway Addiction -20% Rad Resistance
Steady Addiction -1 STR, -1 AGI
Stunned Lose a Turn
Turbo Addiction -2 AGI
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CFS created by Molten (Clayton Mooney) +2 END, +1 CHA
Well Rested -10 to all Skills
Withdrawal
X-cell addiction -1 to all SPECIAL
Jam
Your weapon is jammed, you must spend an action to
JAMMED! clear your weapon.
Your weapon's entire chambering system has failed.
Spend a full round clearing the issue, or drop
your gun, and fight desperately.
Optional: Hardcore Survival
Hardcore Survival is a set of rules, and tables with effects that can be used for players. This
will cause them to be more cautious, and tactical about long treks, as well as taking scavenging more
seriously. Below are the tables for Dehydration, Starvation, and Sleepiness. Below that are values that
items affect when using these optional rules.
Dehydration will incur 100-(Survival/2) points, for every two hours. Starvation will incur
300-(Survival/2) every two hours, and lastly sleep which gains 50 points for every hour if a character
hasn’t slept a minimum of two hours in the last 16 hours.
If using the hardcore system, only Doctor Bags will fix broken limbs, and one bag is a use on a
single limb.
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
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
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CFS created by Molten (Clayton Mooney)
Hunger
Good food is hard to come by in the apocalypse. It’s a rare resource that some will fight
desperately over.
Level Value Effect
Minor Starvation 200-399 -1 STR
Advanced Starvation 400-599 -1 CHA, -2 STR
Critical Starvation 600-799 -2 CHA, -3 STR, -1 PER
Deadly Starvation 800-999 -2 CHA, -3 STR, -2 PER
Fatal Starvation 1000 Death
Sleep
Struggling to survive is a taxing, tiring, even exhausting task. Everyone needs sleep at some
point, including wastelanders.
Level Value Effect
Minor Sleep Deprivation 200-399 -1 AGI
Advanced Sleep Deprivation 400-599 -1 INT, -2 AGI
Critical Sleep Deprivation 600-799 -2 INT, -3 AGI, -1 END
Deadly Sleep Deprivation 800-999 -2 INT, -3 AGI, -2 END
Fatal Sleep Deprivation 1000 Death
87