A Survivor’s Guide to the Wasteland Table of Contents

Welcome to the Wasteland ...... 1 Wasteland Survival ...... 2 Character Creation 2 Combat 2 Equipment 3 Armour 3 Chems 3 Close Combat Weapons 4 Energy Weapons 4 Explosives 5 Firearms 5 Meds 6 Tech 6 Perks 7 Wasteland Encounters ...... 8 Critters 8 Mutants 9 Raiders 9 Robots 10 Survivors 10 Tribals 11 Overseer’s Guide ...... 12 What is an Adventure? 12 Serving as Overseer 12 Stunt Dice 13 Teamwork 13 Skill Challenges 13 Settlements 14

Published June 7th, 2265 by ! in association with the .

In the hopes of giving at least a few of you bastards a fighting chance.

by Christopher Perigoe

This is meant as a fan-work only, not intended for sale or distribution outside of www.tamrielvault.com . I don’t own or any related names or images. The cover art is from promotional artwork for Fallout New Vegas and is owned by Bethesda. The watermark is the Brotherhood of Steel symbol, also owned by Bethesda. Welcome to the Wasteland If you’re reading this, congratulations. Pay attention and The Good you might manage to survive in this nuclear hell-hole the You’re still breathing, right? That’s about the start and the world is become. I didn’t spend six months writing this end of the good news. There are a few organizations out crap and finding a working printing press just for people to there that aren’t total shit, I suppose. The New California throw this book in the trash. This is likely the best source Republic is a stable military government, shame they’re a of information on the Wasteland you’re likely to find in thousand miles west of here. The Followers of the the east coast, and maybe, just maybe, it’ll keep you alive. Apocalypse are travelling medics, but they never stay in That’s the idea, anyhow. But first, some basic knowledge one place long enough to make a difference. The that every survivor ought to know, about how this shit all Brotherhood of Steel has the best Pre-War tech around, but got started in the first place. they hoard it for themselves and rarely work with outsiders. I can’t be too hard on the Brotherhood, though, The Great War since they’re the ones who gave me access to the records According to some of the records I’ve found, centuries ago and resources I needed to make this book in the first place. in the years after the Second World War, the Unites States They also insisted on stamping their logo across every of America and the People’s Republic of China emerged as page, so here’s hoping they don’t proofread this, am I right? nuclear superpowers. As oil reserves dwindled, resulting in the devastation of the Middle East and Europe, tensions The Bad between the two remaining superpowers rose, culminating A lot of Pre-War luxuries, like clean food and water, are in a war fought on the soil of Anchorage, Alaska. Then, on almost impossible to find in the Wasteland. Factories and October 23rd, 2077, the bombs fell. Nobody knows who industry pretty much shut down, meaning somethings just fired first, but the world burned in the glow of the nuclear aren’t made anymore. Most gear you’ll find has been apocalypse. It was not, however, the end of humanity. broken and fix dozens of times over, and some stuff is basically held together with duct tape and hope. The Vaults In the years before the bombs fell, an American Those Vault-Tec executives, by the way? They, along with corporation called Vault-Tec created hundred of massive some fancy politicians from Pre-War America, started underground fallout shelters called Vaults. Scattered from working on ‘rebuilding’ the country to its former glory. coast to coast, these Vaults were ‘purportedly’ designed to They formed the Enclave, a pseudo-government armed safeguard humanity in case of nuclear apocalypse. In truth, with technology that far outstripped even the height of the Vaults were a massive social experiment created by Pre-War America. While they might claim to be forging a Vault-Tec scientists and executives. The inhabitants were better America, they see anyone with genetic mutations often underwent cruel or improbable situations, and and an inhuman monster… and that means you, and monitored remotely from a secret unlisted Vault, where everyone you know. Only vault-dwellers and the Enclave the surviving Vault-Tec executives prepared to rebuild are genetically ‘pure’ thanks to all that background humanity. Those vault-dwellers who were not radiation. The Enclave are not your friends. experimented on were instead forcibly removed (via system shutdowns) from their Vaults after years, decades, The Ugly or even centuries. These uncontaminated humans thus The apocalypse irradiated the hell out of the world, killing periodically ventured out into the desiccated, inhospitable most of the plants and turning the few things that survived remnants of the United States we now call the Wasteland. into mutated freaks. Giant fire-breathing ants, mutant eagles, and massive deadly chameleons (called Deathclaws, The Wasteland and for good reason) roam the Wasteland. Some people Despite what you might expect, the nuclear apocalypse who weren’t lucky enough to die from massive radiation wasn’t the end of the world. Pockets of humanity still poisoning were instead turned into mindless freaks called survived, and slowly began to rebuild. A fraction of our Ghouls, though a few still hold onto their sanity. former population, the new settlements and safe havens Something called the F.E.V. virus transformed tens of were built on the ruins of the old. Many people turned to thousands into giant green muscle-men called Super raiding, murdering, and even human slavery, but a few Mutants that see humans as food, and some of them are managed to retain their humanity and forge bastions of smart enough to use guns. goodness and decency in this sea of depravity. A lot of us, well, we just care about surviving day to day. In short, the whole world is out to get you. I guess maybe that’s why I wrote this book, to give some of you a fighting chance. Here’s hoping.

!1

Wasteland Survival Character Creation Critical Success and Failure Write down your character’s name, sex, age, and When you roll quadruple 5s or 6s, you’ve achieved a appearance. Describe their appearance, then choose Critical Success, which grants you two additional whether they are a Human or a . Successes. When you roll quadruple 1s, 2, 3s, or 4s you’ve gotten a Critical Failure, which counts as minus two Humans successes. If you count 4s as successes with that test, Despite two centuries of background radiation poisoning quadruple 4s is considered a Critical Success instead. the human race is still more or less the same as it ever was. We’re all saturated with extremely low levels of Combat background radiation, which I suppose technically makes Combat tests function much like other kinds of tests. You us mutants, but by and large people today don’t look any roll and compare your successes against the DC or the different than we used to a couple centuries ago. successes of the other Survivor. The character with a Humans have 7 Survival Dice. higher result inflicts Damage equal to their weapon’s Damage value plus their bonus successes. For every time Ghouls this equals their target’s DT value, their target suffers one Some people who get exposed to an ungodly amount of Wound. Essentially, divide your damage by their DT, radiation don’t have the good fortune to die. Instead, they round down, and that’s how many Wounds you inflict. If become Ghouls are hairless rotten-looking people with the characters tied, they both inflict their weapon’s (usually) greenish skin and deep, gruff voices. Ghouls are Damage to each other. crazy resistant to radiation, which actually seems to heal them, but it also drives them ‘feral’ if they suffer too much Example: John gets into a firefight with a Psycho (DC 2). at once. Some assholes shoot ghouls on sight because of He rolls 4 successes with his pistol (2 Damage), two more this, but a sane ghoul isn’t any better or worse than the rest than his opponent’s DC, so he inflicts 4 Damage. The of us. Just don’t call them zombies, that’s racist. Raider has DT 2 so it takes 2 Wounds. It takes 3 Wounds Ghouls have 6 Survival dice. The first three times you to kill a Psycho, so it’s still alive and fighting. would suffer Radiation Stress each Adventure, you may instead remove a Wound. Wounds, Injuries, and Stress Survivors can suffer three types of damage. Wounds Gear represent tangible, life-threatening physical damage like Every survivor worth their salt wears some kind of armour, stab wounds and bullet holes. Injuries represent carries at least one weapon, and has some medical supplies. crippling conditions like broken bones, punctured lungs, Survivors start with the items listed below. For the 3rd degree burns, intense frostbite, etc. Stress represents moment, these items grant you 2 DMG and 2 DT. internal damage to your body like radiation, poison, chem • A set of Light Armour; describe what it looks like withdrawal, and food poisoning. • A First-Aid Kit • Any two of the following: a Pistol, a Hunting Rifle, a For each Wound, Injury, or Stress your survivor Laser Pistol, Brass Knuckles, or a Knife. has they roll one fewer Survival Die on all tests. Tests and Difficulty Death and Dying When you attempt to do something risky, dangerous, or A survivor with two Survival Dice remaining is complicated the Overseer will inform you of the Difficulty, unconscious; they can’t do anything and they’re effectively or DC, of such an action. This is represented by a number helpless. A survivor with one Survival Die remaining between 1 and 5, with higher numbers representing more is dying. In addition to being unconscious they will die difficulty challenges. To succeed you need to roll your unless they recover dice somehow before returning to a Survival Dice and score an equal or greater number of settlement. A survivor with no Survival Dice Successes than the Difficulty. Every Success you achieve remaining is dead, and there’s no coming back from that over the Difficulty is called a ‘bonus success’ in the Wasteland. When you are opposed by another survivor, you both roll Getting Patched Up your Survival dice and compare the successes instead. Three times times per Adventure while not in combat you can attempt to heal yourself or another character using A Success is a result of 5 or 6 on any die rolled. your First-Aid Kit. Roll 1d6, on a 5+ you may remove two Wounds, one Injury, or one Stress from your patient. Otherwise, you may remove one Wound instead.

!2

Equipment Chems Equipment refers to all that fancy useful stuff a survivor These ‘stimulants’ are basically drugs, but they’re so widely carries around. I prefer to call it gear, myself; distinguishes used these days most people prefer to call them chems. it from all that useless crap you find lying around. Your survivor can carry, at most, the following gear: Hydra (Small, Uncommon) • Five Small items This cocktail of chemical shit will leave your body numb to • Three Small items and one Large item severe pain without impairing your motor functions. • Two Small items and one Huge item Afterwards, well, all that pain has a way of coming back to • One Small item and two Large items bite you in the ass. • One Large item and one Huge item You may ignore the effects of up to three Injuries you suffer for the rest of the Adventure. They do not subtract from Gear and Uses per Adventure your total Survival Dice you roll, but they are not removed You can use Energy Weapons, Firearms, and Close either. If you roll a critical failure on any test, the effects of Combat Weapons any number of times per Adventure. Hydra wear off and you immediately suffer Stress. Explosives, Chems, Tech, and most Meds can only be used once per Adventure (others can be used more than once). Jet (Small, Common) One dose of this injected chem and you’ll feel wired and Armour ready to take on pretty much anything. Your senses, reflexes, and intuition all skyrocket for a few hours, but the jittery withdrawal symptoms usually aren’t worth it. Clothing (1 DT) You roll an additional die on all tests for the rest of the Anything that covers your body without providing Adventure. If you roll a critical failure on any test, the protection. You, uh, should probably know this already. effects of Jet wear off and you instead lose one Survival Die Clothing does not count as a piece of gear, you can always for the rest of the Adventure. wear it, even underneath your armour. Psycho (Small, Common) Light Armour (2 DT, Small, Common) This injectable chem will pump your body with Usually made from leather or metal-reinforced cloth, this adrenaline, making you aim better and hit harder than won’t stop bullets but it’ll make them hurt less, sure. you’d though possible. Of course, it also drives you fucking Can be Fortified, Plated, Shielded, or Ultralight nuts, hence the name. It’s a particular favourite of raiders. You have +1 Damage for the rest of the Adventure. If you Medium Armour (3 DT, Large, Uncommon) roll a critical failure on any test, you ‘go psycho’ for 1d6 Generally composed of steel, kevlar, or ceramic plates, this rounds and attack all creatures around you with intent to stuff is the best most folks can manage in the Wasteland. kill. During this time the Overseer takes control of your Can be Flexible, Fortified, Plated, or Shielded character’s actions. Heavy Armour (4 DT, Huge, Very Rare) Med-X (Small, Common) Only Power Armour, huge Pre-War mechanical armour Marketed before the Great War as a stimulant for front- that cover the entire body, is considered Heavy Armour. line soldiers, Med-X is viewed by some as a ‘safe’ chem. It’s Can be Fortified, Plated, Power, or Shielded really not, and it can get damn addictive. Believe me, I speak from experience on this one. Armour Mods You have +1 DT for the rest of the Adventure, up to a maximum of 5 DT. If you roll a critical failure on any test, Flexible: Ignore armour penalties to Thief tests. the effects of Med-X wear off and you immediately suffer Stress. Fortified: Ignore the first Injury taken each Adventure. Mentats (Small, Uncommon) Plated: Ignore the first Wound taken each Adventure. These breath mint looking pills sharpen your mind and let you push past all sorts of discomfort. They’re also rather Power: You have +1 DT, but you roll one fewer Survival addictive, especially for those with psychological issues. Die on all combat tests due to bulk. Ignoring your problems won’t make them go away. You may ignore the effects of up to three Stress you suffer Shielded: Ignore the first Radiation Stress taken each for the rest of the Adventure. They do not subtract from Adventure. your total Survival Dice you roll, but they are not removed either. If you roll a critical failure on any test, the effects of Ultralight: This does not count as a worn item but Mentats wear off and you immediately suffer Stress. Wounds you suffer are instead considered Injuries.

!3

Close Combat Weapons Energy Weapons Unarmed (1 DMG) Laser Pistol (2 DMG, Small, Common) Sometimes you don’t have a weapon, I guess. Small but packing decent power, laser pistols run on small Cannot be modified and does not count as a piece of gear energy cells that are surprisingly common, as is this gun. Can be Deadly, Overcharged, or Tri-Beam Brass Knuckles (2 DMG, Small, Common) These metal finger-guards keep you from breaking your Plasma Pistol (2 DMG, Small, Uncommon) fist when you punch someone, and they hurt more too. More or less a laser pistol using rarer power cells and Can be Concealed, Serrated, or Spiked modified to project plasma, it’s a useful holdout weapon. Can be High-Maintenance, Overcharged, or Radioactive Knife (2 DMG, Small, Common) A good holdout weapon, most survivors carry a knife as a Laser Rifle (3 DMG, Large, Uncommon) backup weapon. You can find these all over the wasteland. Packing decent damage and a high rate of fire, Laser Rifles Can be Concealed, Deadly, or Serrated were a staple of the military before the bombs fell. Can be Overcharged, Repeater, or Tri-Beam Blade (3 DMG, Large, Uncommon) Blades are basically what I call anything large and sharp, Plasma Rifle (3 DMG, Large, Rare) from machetes to chainsaws to ancient Chinese swords. Plasma rifles are powerful but temperamental and rare. Can be Powered, Serrated, or Sturdy Can be High-Maintenance, Overcharged, or Radioactive Club (3 DMG, Large, Uncommon) Gauss Rifle (3 DMG, Large, Very Rare) This is what I call gold clubs, pool cues, metal pipes, Using electromagnetism, this rifle is the high-tech analog anything blunt and heavy that you hit someone with. to the traditional sniper rifle. Can be Powered, Spiked, or Sturdy Can be Deadly, High-Maintenance, or Scoped Power Fist (3 DMG, Large, Uncommon) Gatling Laser (4 DMG, Huge, Very Rare) A single gauntlet with reinforced metal, these often This massive cannon fires dozens of laser blasts a second. include working power sources that empower your strikes. Can be High-Maintenance, Repeater, or Tri-Beam Can be Concealed, Powered, or Volatile Energy Weapon Mods Super Sledge (4 DMG, Huge, Rare) These massive sledgehammers represent some of the best Deadly: You deal +2 Damage on a Critical Hit. close combat weaponry developed during the Great War. Can be Sturdy, Powered, or Volatile High-Maintenance: This weapon deals +1 damage, but if you roll a Critical Failure it cannot be used again for Close Combat Weapon Mods the rest of the Adventure.

Concealed: When you attempt to conceal this weapon, Overcharged: This weapon deals +2 damage, but every you may treat 6s as two successes. time you attack with it, roll 1d6. On a 5+, nothing happens. Otherwise, take a Wound. Deadly: You deal +2 Damage on a Critical Hit. Radioactive: When you land a Critical Hit with this Powered: This weapon deals +1 damage the first three weapon, your target suffers one Radiation Stress times it’s used during an Adventure. Repeater: This weapon deals +1 damage, but the first Serrated: +1 Damage if your target has DT 2 or less. time you make a combat test against a specific foe in battle it deals -1 damage instead. Spiked: +1 Damage if your target has DT 3 or more. Scoped: When you attack with this weapon, every two 6s Sturdy: When you tie your opponent during a combat that you roll counts an additional success. test, treat your DT as being 1 higher. Tri-Beam: This weapon deals +1 damage the first three Volatile: This weapon deals +1 damage but every two 1s times it’s used during an Adventure. that you roll count as -1 success.

!4

Explosives Firearms Explosives can only be used once each during an Adventure. In addition, they may be used to attack any Pistol (2 DMG, Small, Common) number of creatures; compare your successes against each Your standard sidearm in the Wasteland. Light, easily DC or dice roll individually. concealed, and the ammunition is everywhere. Can be Concealed, Scoped, or Silenced Frag Grenade (4 DMG, Small, Uncommon) These small explosives inflict damage through high- Hunting Rifle (2 DMG, Small, Common) velocity shrapnel and can shred through heavy armour. A good long-ranged weapon, found all across the Wastes. Can be Focused, Napalm, or Mine Can be Deadly, Reliable, or Scoped Plasma Grenade (4 DMG, Small, Uncommon) Shotgun (3 DMG, Large, Uncommon) Creates a blast of green superheated plasma. Shotguns offer incredible stopping power at the expense of Can be Mine, Radioactive, or Volatile range and consistency. Can be Deadly, Reliable, or Volatile Pulse Grenade (4 DMG, Small, Uncommon) Creates a blast of electrical energy that sizzles flesh and fries electronics. Assault Rifle (3 DMG, Large, Uncommon) Can be Charged, Focused, or Mine A good mix of stopping power and reliability, assault rifles are favoured by mercenary bands across the Wasteland. Flamer (5 DMG, Large, Rare) Can be Deadly, Reliable, or Repeater Flamethrowers with long range and decent spread. Can be Focused, Napalm, or Spare Sniper Rifle (3 DMG, Large, Uncommon) A difficult to use but powerful rifle that can fire hundreds Missile Launcher (6 DMG, Huge, Very Rare) of meters with decent accuracy. Can be Deadly, Silenced, or Scoped Fires a single powerful explosive charge up to long range. Can be Charged, Napalm, or Spare Machine Gun (4 DMG, Huge, Rare) Fat Man (9 DMG, Huge, Very Rare) These huge belt-fed weapons fire hundreds of rounds a minute, making them both deadly and hard to avoid. Loaded with a tiny nuclear bomb, these things will kill Can be Reliable, Repeater, or Volatile pretty much anything that moves. Cannot be modified. You must have access to three or more Mods in order to acquire this weapon at your Settlement. Firearm Mods Explosives Mods Concealed: When you attempt to conceal this weapon, every 6 you roll grants an additional Success. Charged: This weapon deals +3 damage to Robots and Deadly: You deal +2 Damage on a Critical Hit. individuals in Power Armour. Reliable: When you tie your opponent during a combat Focused: This weapon has +2 damage but only harms a test, you inflict +1 damage. single target. Repeater: This weapon deals +1 damage, but the first Mine: When you attack from total stealth with this time you make a combat test against a specific foe in battle weapon you do not suffer damage on a failed test. it deals -1 damage instead. Napalm: When you land a Critical Hit with this Scoped: When you attack with this weapon, every two 6s weapon your target suffers an Injury. that you roll counts an additional success. Radioactive: When you land a Critical Hit with this Silenced: When you attack from total stealth with this weapon, your target suffers one Radiation Stress weapon you do not suffer damage on a failed test, due to your opponent needing to spend time to locate you or Spare: You may use this weapon twice per Adventure. otherwise react to your presence. Volatile: This weapon deals +1 damage but every two 1s Volatile: This weapon deals +1 damage but every two 1s that you roll count as -1 success that you roll count as -1 success.

!5

Meds Tech Meds, short for medications, are the wonders of medical Tech, short for Technology, covers all of the unique science that’ll keep you alive out there in the Wasteland. equipment that you might find around the Wasteland. If you have the Doctor perk, you succeed on a 4+ when If you have the Mechanic perk, you succeed on a 4+ when operating these items. operating these items. Doctor’s Bag (Large, Rare) Electronic Scrambler (Small, Rare) A more specialized set of medical equipment, this includes This modified pulse grenade is designed to mess with medical braces and rare medications designed to treat computer systems something fierce. Activate it and place it particularly severe injuries. on a computer terminal, and it just might give you the Three times per Adventure while not in combat you can authorization codes. attempt to heal yourself or another character using your Once per Adventure when attempting to hack a computer Doctor’s Bag. Roll 1d6, on a 5+ you may remove three you may activate an Electronic Scrambler. Roll 1d6, on a Injuries, Wounds, and/or Stress from your Patient. 5+ you gain two automatic successes. Otherwise, you gain one automatic success. First-Aid Kit (Large, Common) A mix of antibiotics, bandages, and other assorted Micro-Flamer (Small, Rare) treasures, a First-Aid Kit might not provide the sort of More or less a tiny welding torch that’s been modified advanced remedies that Pre-War medicine offered, but it’s significantly, this tool is extremely quiet and can safely a hell of a lot cheaper and easier to restock. bore through most metal hinges without damaging Three times times per Adventure while not in combat you anything else… like, for example, the loot inside that can attempt to heal yourself or another character using metal crate you’re opening. your First-Aid Kit. Roll 1d6, on a 5+ you may remove two Once per Adventure when attempting to pick a lock or Wounds, one Injury, or one Stress from your patient. open a container you may activate a Micro-Flamer. Roll Otherwise, you may remove one Wound instead. 1d6, on a 5+ you gain two automatic successes. Otherwise, you gain one automatic success. Rad-Away (Small, Uncommon) Created to protect humanity in the case of nuclear Multi-Spectrum Optics (Small, Rare) apocalypse, Rad-Away was mass-produced and widely This pair of binoculars has been upgraded to detect heat distributed in the years before the bombs fell. Given that signatures and to function in near-total darkness. I’d carry it’s been about two centuries since then, it’s become rather one myself if the power source wasn’t incredibly rare. temperamental; they don’t even last a minute usually. Once per Adventure while not in combat you can attempt Once per Adventure when attempting to investigate your to remove radiation from yourself or another character surroundings you may activate your Multi-Spectrum using your Rad-Away. Roll 1d6, on a 5+ you may remove Optics. Roll 1d6, on a 5+ you gain two automatic successes. up to two Radiation Stress from your patient. Otherwise, Otherwise, you gain one automatic success. you may remove up to one Stress instead. Stealth-Boy (Small, Rare) Rad-X (Small, Uncommon) This Pre-War gizmo somehow creates a kind of… cloaking This immune-booster improves your body’s natural field around a single person when used. It doesn’t last long, resistance to radiation. The Followers of the Apocalypse and it has a habit of burning out quickly, but it’s still very have been looking for ways to make it from natural useful, and quite valuable. materials, but I haven’t heard any good news on that front. Once per Adventure when attempting to hide you can For the rest of the Adventure, when you make a test to activate a Stealth-Boy. Roll 1d6, on a 5+ you gain two resist Radiation Stress you may treat 6s as two successes. automatic successes. Otherwise, you gain one automatic success. Stimpack (Small, Common) These handy injectors flood your body with painkillers and some kinda serum that lets you mend up real fast. Don’t ask me how it works, it just does. Some of the more powerful kinds are addictive I hear, but I’ve never seen one. Once per Adventure you can inject yourself or an ally with a Stimpack; they immediately recover one Wound. You may do this in combat; if you do you suffer a -1 Success penalty to your next combat test you make.

!6

Focus: Once per Adventure before attempting a test you Perks can choose to roll twice and take the higher result.

Every survivor is good at something, otherwise they’d be Iron Fist: You have 2 DMG while fighting completely dead. Anyway, knowing what you’re good at, and where unarmed, and you may treat all of your bare-fisted attacks you’re lacking is important. Take a minute and consider as Deadly and Spiked. your strengths; trust me, in the long run it’ll be worth it. Lucky: Once per Adventure you can choose to re-roll any Over time all survivors will acquire Karma, which test you make after you’ve rolled. You must take the new represents their total skills and abilities learned. Karma result even if it’s worse. can be spent to gain the Perks listed below. Each Perk can only be taken once. Master Trader: When you encounter a trader or caravan you can always choose to exchange any Common Basic Perks (1 Karma each) item for an Uncommon one, an Uncommon for a Rare, or a Rare for a Very Rare, so long as they offer items of that Brawler: When you fight with a close combat weapon or rarity. You may only do this once per Adventure. with your bare fists, you succeed on a 4+. Party Boy / Girl: When Chems wear off, you never Mechanic: When you repair or operate hardware of any suffer any penalties or drawbacks. kind, or when you use explosives, you succeed on a 4+. Rad Resistance: You succeed on tests to resist Radiation Medic: When you diagnose a survivor’s physical Stress on a 4+. You may ignore the first Radiation Stress condition or apply medical care, you succeed on a 4+. you’d suffer each Adventure.

Scientist: When you hack a computer system or try to Sniper: Whenever you succeed (not tie) on a combat test understand or operate software, you succeed on a 4+. you may choose to inflict Injuries instead of Wounds.

Scout: When you search for valuables or observe your Strong Back: You may carry one additional Small item. surroundings, you succeed on a 4+. Toughness: You have 2 DT while not wearing armour, Soldier: When you fire an energy weapon or firearm, and you may ignore the first Wound you’d suffer each you succeed on a 4+. Adventure. Thief: When you stay hidden, move quietly, pick a lock, Master Perks (3 Karma each) or pick a pocket, you succeed on a 4+. Almost Perfect: You have one additional Survival Die. Trader: When you barter, negotiate, or foray across hazardous parts of the Wasteland, you succeed on a 4+. Grim Reaper’s Sprint: When you kill a creature or knock a survivor unconscious in combat, you may Advanced Perks (2 Karma each) immediately make another ‘bonus’ combat test against any other combat participant. You do not suffer any Action Boy / Girl: Once per Adventure you can choose negative effect from failing this ‘bonus’ combat test. to roll three additional dice on your next test you make. Mysterious Stranger: When you achieve a Critical Adamantium Skeleton: You may ignore the first Success during combat, your opponent immediately suffers Injury you’d suffer each Adventure. All further Injuries enough Wounds to defeat it (if it’s a creature) or reduce it are considered Wounds instead. to 2 Survival Dice (if it’s another survivor).

Better Criticals: When you achieve a Critical Success Solar Powered: Once per Adventure, so long as you are you are granted three additional Successes instead of two. outside in direct sunlight and not in combat, you may A Critical Failure only counts as one fewer Success. remove all Injuries and Wounds you possess.

Chemist: You may carry two Chems as one Small item.

Finesse: You achieve a Critical Success on triple 5s and 6s as well as quadruples. If you would succeed on a 4+ with that test, you get a Critical Success on triple 4s too.

!7

Wasteland Encounters Creatures, unless otherwise stated, have Damage, DT, and Wound values equal to their listed Difficulty. When two critters or NPCs fight each other, roll 3d6 per DC the creature possesses and resolve the conflict normally. Critters Mirelurk (DC 2) These creatures are (mostly) mutated animals that inhabit Giant asshole crabs on two legs, that’s what mirelurks are. the Wasteland. You’ll find these in badlands and These things are only vulnerable to shots to the face, the woodlands far more than in cities. rest of their body is covered in a thick carapace. Try to keep your distance, as they tend to charge and slam into their enemies head-first. Bloatfly (DC 1-2) Mirelurks have DT 3. These fist-sized mix of hornet and fly can fire their stingers a dozen meters away, and repeatedly. Beats me how they do it. They’re not much of a threat on their own, but a Niyema (DC 3) swarm can be more dangerous to deal with. These vicious mutated hyenas must have broken out of a A swarm of Bloatflies is treated as one DC 2 critter. Pre-War zoo, that’s my best guess. Wolves steer clear of these freaks, and so should you. When a Niyema, or god forbid a pack of them, is following you, you’d better toss Calydon (DC 2) some meat behind you and pray. Also called giant boars, these things are fast and will gore the shit out of you if you piss them off. Thankfully most aren’t immediately hostile unless you’re in their territory. Radscorpion (DC 1-3) They have 4 Wounds and DT 3. Some days I wonder how scorpions, of all things, managed to survive the Great War. Their stingers are poisonous, so try to shoot them in the face if you can spare the ammo. Deathclaw (DC 4-5) They range between head-sized (DC 1), dog-sized (DC 2), Don’t fuck with Deathclaws. These giant mutated and man-sized (DC 3). chameleons are no joke; they have foot-long claws, walk on Every Wound past the first a Radscorpion inflicts is two legs, and are much, much faster than you. If you see a poisonous, and thus considered a Radiation Stress instead. Deathclaw, hide and pray. If it’s running towards you, just shoot yourself in the head. It’s less painful, trust me. Deathclaws have +1 Wound and treat all enemies as if Roc (DC 2) they had DT 2, regardless of their Armour or Perks. Most mutant birds about as large as the Pre-War bald eagle are called Rocs these days, though some are a fair bit bigger than that. Most won’t mess with you unless you’re near Giant Ants (DC 1-3) their nest, or unless you’re carrying something shiny. I’m These huge ants are… well, that’s about sums it up. The pretty sure they’re all at least part magpie, the little shits. workers are pretty fragile (DC 1), the soldier ants are a bit When a Roc hits, instead of dealing damage it may choose tougher (DC 2), and the queen and her personal ant to steal a small item. If it is not killed during the next guardians are huge, tough fuckers (DC 3). Some of the combat test, it escapes with the item. bastards breathe fire as well, for some ungodly reason. Fire-breathing ants inflict Injuries instead of Wounds. Non-fire-breathing ones have +1 Wound instead. Wolf (DC 2) Canines, apparently, are pretty resistant to radiation, Lakelurk (DC 3) meaning a lot of wolves survived the last two centuries Did you think mirelurks were bad? These bigger, badder without mutations. They’re good at stalking prey quietly, cousins are not only more human-looking, they’re tougher and they tend to work in packs. and more clever than their cousins. They can also fire Spotting a Wolf, or fighting one that attacks from stealth, blasts of pure sound that will knock you on your ass. is DC 3. Lakelurks may inflict Stress instead of Wounds. Yao-Guai (DC 3) Molerat (DC 1-2) Giant mutant bears that can run faster than you. Don’t Big-ass rats, about the size of a cat, with buck teeth that can approach Yao-Guai, don’t start a fight with a Yao-Guai. If chew through a boot in seconds. They’re fast little fuckers you spot one of their young (DC 2), get out before the too, but a swift kick with a sturdy boot will usually kill parent decides you’re a threat. These things will not stop them. until you are dead, and there’s no reasoning with them. Molerats have 2 Wounds, and a group of Molerats is They have 5 Wounds. treated as one DC 2 critter with 3 Wounds.

!8

Mutants Raiders These bastards used to be human, once. Now they’re just Your average psycho trying to stab you to death with a mindless freaks. Run or shoot, you can’t reason with these. knife? Some asshole with a mohawk shooting an assault rifle at you? Doesn’t matter what crew they’re with, we just Feral Ghoul (DC 1-2) call them raiders. Fast and with good hearing, feral ghouls are what’s left when a ghoul’s mind finally snaps. These aren’t people, Gunslinger (DC 2) they’re just corpses that haven’t stopped moving yet. Sporting a pistol, hunting rifle, or maybe even a beat-up Feral ghouls recover 1 Wound whenever they take assault rifle, these assholes will shoot you on sight and they Radiation Stress. A pack of feral ghouls is DC 2 with 3 won’t stop until they’re out of ammo. Wounds. Gunslingers have either DT 3 or 3 Damage. Glowing One (DC 3) Heavy (DC 3) Some ghouls get so irradiated that they constantly emit These guys wear heavier armour than others and tend to be large doses of radiation. Avoid these guys if possible, kill tougher and meaner. If they’re not running the operation them quickly if you have to. they’re close to the guy in charge. At the end of every combat test involving a glowing one, each other creature must make a DC 3 test or suffer a point Leader (DC 3) of Radiation Stress. Glowing ones recover 1 Wound The head honcho in charge of larger groups of raiders, this whenever they take Radiation Stress. asshole is armed to the teeth and wears the best armour you can knock together out there in the Wasteland. He’s Behemoth (DC 5) quite the badass and he knows it, and if you cross him so What’s worse than a 10-foot tall green monster trying to will you. kill you? A 50-foot tall green monster that’s almost Gang leaders have either 4 Damage or 4 DT, and they all certainly going to finish the job. These are giant walking have 4 Wounds. killing machines, and they will end you. Behemoths have 10 Wounds but are only DT 3 against Psycho (DC 2) firearms, energy weapons, and grenades. Armed with something sharp or heavy and jacked up on chems, your average Psycho can’t think straight enough to Super Mutant Brute (DC 3) do more than scream incoherently while he beats and stabs Hulking, 10-foot-tall green-skinned men with bared teeth you to death. and crazed eyes, a super mutant can and will tear you in Psychos have 3 Wounds. half with its bare hands. These fuckers see people as food, and you can find bags of blood and gore in their ‘lairs’. Scout (DC 2) Super Mutant Brutes have 4 Wounds. Armed with a silenced weapon or a long blade, these guys usually have binoculars and/or cat-eye (a them that helps Super Mutant Heavy (DC 3) them see in the dark), and act as reconnaissance for their These Super Mutants are armed with assault rifles or gang. Scouts usually act alone or in small groups. shotguns and have crude armour covering their bodies. Scouts are DC 3 at perceptive tasks. Super Mutant Heavies have 4 Damage or 4 DT. Slaver (DC 2-3) Super Mutant Master (DC 4) These guys are the worst of the worst. If they get the Super Mutants with machine guns and super sledges. chance they’ll put these explosive collars on you, and if That’s all you need to know. Fuck these mutant pricks. that happens you might as well kiss your sorry ass Super Mutant Masters have 5 Damage and 5 DT. goodbye. Once you’re a slave you’re as good as dead, and if you run away… ‘boom’. Thaw (DC 3) When a slaver reduces a character to 3 Survival Dice (or If you see a pale-skinned person with no hair, run. Just… an NPC to 0 Wounds) they may choose to ‘collar’ them. run. Nobody knows why Thaws exist, and they’re why The Collared PCs cannot disobey the slaver upon penalty of Stadium requires blood tests. There’s no known cure, so if death, and if they are not rescued within 7 real-time days you’re bit by one, you’re already dead. Sorry. the character is forfeit. Well-equipped slavers are DC 3. Thaws that inflict more than 1 Wound with a single combat test infect their target, who loses 1 Survival Die per day until they have 3 remaining. When this occurs, they turn into a Thaw, and the character is now a hostile NPC.

!9

Robots Survivors Between military contracts and commercial demand the Some people like being part of a group, be it Raiders, robotics business was booming during the Great War. A lot Tribals, or local Factions. Others don’t give a damn, and of those robots are still functioning today. just want to get by, like yours truly. We’re not on your side, or your enemy’s. We’re on our side, and we like it that way. Eyebot (DC 1) Don’t mess with us, and we won’t mess with you. That These floating metal spheres look like eyeballs with being said, you’ll find the best (and worst) of humanity antennas, and are usually scouts and radio broadcasters for here, just like anywhere else. We just don’t pretend that the Enclave. Eyebots have small built-in lasers but they’re we’re something we’re not. We’re survivors. That’s what we mostly for killing vermin, not people. do, and it isn’t always very pretty. Mr. Gutsy / Handy (DC 2-3) Survivor (DC 1-2) Floating three-armed robots with three eye stalks, these When you see someone walking across a dirt trail, machines are dangerous and armed with built-in plasma minding their own business, odds are that’s just your pistols, flamers, and/or circular saws. Commercial models typical survivor. served as butlers, military ones as mechanized troopers. Mr. Gutsy models are DC 3, Mr. Handy models are DC 2 Trader (DC 2) with 3 Wounds. It’s hard to make a living in the Wasteland, and trading is a dangerous but lucrative one. Most traders carry a small Protectron (DC 1) assortment of goods but few caps, and are looking to sell or The most common model of robot before the Great War, trade rather than buy. they look like waddling metal people, only without faces Traders have Common and Uncommon items. or necks. Heck, they’re all over the place, just find a picture or something. Their strong grip and built-in laser aren’t Caravan (DC 2-3, see below) exactly harmless, but they’re not much of a threat honestly. Some traders who have more caps to their name usually Protectrons have 2 DT and 2 Health. employ Brahmin to carry their goods. They also tend to have two mercenaries (DC 3 each) guarding the goods as Robobrain (DC 3) well, in addition to the trader him/herself (DC 2). Someone thought it would be a good idea to shove the Caravans have Common, Uncommon, & Rare items. brains of criminals into big, laser-equipped robot bodies. What I wouldn’t give to shoot him in the kneecap, I swear. Crimson Caravan (DC 2-3, see below) These robots are clever, well-armed, and totally insane. Almost always composed of one trader (DC 2) and five Robobrains are DC 4 at mental or perceptual tests, and hired guns (DC 3 each), the Crimson Caravan has made a have 4 Damage and 4 DT. name for itself as the most secure, reliable trading company in the region. They have caravans traveling all Securitron (DC 3) the way from coast to coast, with their headquarters Securitrons are rare, they’re more common out West situated in the New California Republic out west. They really, but they’re basically Protectrons with better guns, a also have a reputation for being somewhat cold and t.v. screen for a face, and a wheeled bottom instead of legs. ruthless, and will hunt down those who threaten their They tend to be the smartest robots in the Wasteland, aside caravans. from maybe Robobrains. Crimson Caravans have items of all rarities for sale. Sentrybot (DC 4) Trading Don’t fuck with Sentrybots. These three-wheeled rolling When a survivor encounters a trader or caravan, they can death machines have machine guns, built-in gatling lasers, attempt to acquire one or more pieces of equipment. Make missile launchers… all sorts of deadly crap. If you see one, a test against the DC listed below; if you succeed, you walk away. It’s not worth it, trust me. acquire those items until the end of the Adventure. Make Sentrybots have 6 Damage and 5 Wounds. sure not to exceed your maximum Gear allowance; treat any Gear you leave behind as what you traded away. Turret (DC 2) One Common Item: DC 1 One Uncommon Item: DC 2 A lot of Pre War buildings had built-in security systems, One Rare Item: DC 3 One Very Rare Item: DC 4 and due to internal power grids many of them still work. A They’re somewhat dangerous, but immobile. For every additional item of the same or lower rarity, raise Turrets have 1 Wound and 4 DT. the DC by 1.

!10

Tribals The Protectorate (DC 2-3) This somewhat… offensive term is what the Brotherhood These smiling, helpful-looking people are just about the of Steel uses to refer to the ‘native’ groups that inhabit the most pleasant folk you’ll find in the greater Detroit area. Be Wasteland. These groups are deemed by the Brotherhood warned, just ‘cause they’re friendly don’t make them nice. of Steel as being ‘semi-hostile’, whatever that means. Some They’ve got control of most of the city for a reason, and it’s of them operate settlements in the Wasteland, that means isn’t for being diplomatic. People who mess with the living spaces anyone can make use of. The others are a bit Protectorate tend to go missing, along with all their friends more… insular. Either way, keeping on good terms with and family. Stay on their good side and you might make these factions is probably a good idea. some caps trading with them. Cross them, and… well, word on the street is they’re slavers, and cannibals besides. Note that all these factions are locals in The Motor City, Not that you’d know just looking at them, but like they what most folks call the ruins of Detroit. Me, I like calling say, the quiet ones tend to be the weird ones. it by its original name… call me sentimental. Protectorate members have Common and Uncommon items for sale. When a Protectorate member reduces a character to 3 Survival Dice (or an NPC to 0 Wounds) The Black Hand Society (DC 2-3) they may choose to ‘collar’ them. Collared PCs cannot Owners and protectors of The Casino in downtown disobey the Protectorate member upon penalty of death, Detroit, these businessmen in black gloves are little more and if they are not rescued within 7 real-time days the than gangsters and thugs who survived the Great War and character is forfeit. managed to keep a firm grip on their headquarters. The Casino is one of the most fortified locations in Detroit, maybe even the Wasteland, due to working security The Scrapers (DC 2-3) systems and robotic guards. As long as you've got caps or I gotta be honest, I don’t know much about the Scrapers. barter the Casino will be happy to give you room and They keep to themselves, are rarely seen, and tend to wear board, and they offer a fully stocked bar and impeccable the closest thing to Pre-War stealth suits you’ll ever see. casino floor. If you’re the sort who doesn’t mind a little… Word is they hoard electronics, robotics, energy weapons, unethical work, the Casino is probably the place for you. and power cells, so if you encounter one of them you could Black Hand members always have +1 Damage. do worse than offering something like that as a gift. A lot of the traps and renegade robots you might find in Detroit are attributed to the Scrapers, who don’t seem to mind Deadwood Crossing (DC 2-3) being seen as sci-fi bogeymen. They’re also damn sneaky so Less of a faction and more of a community, the town of keep your eyes peeled. Deadwood Crossing is the main trading hub in the Scrapers are +1 DC to tests involving stealth, perception, region. Residents tend to be a tight-knit group, and when and knowledge of (and operating) Pre-War technology. threatened the whole town rises up to defend their territory. So, they’re pretty much like every successful town in the region, only larger and a bit more well The Wolverines (DC 2-3) defended. If you’re looking to buy or sell anything, Based in a large sports stadium outside of Detroit (often Deadwood is the place to go. Its position roughly between referred to as The Stadium, as it’s the last one standing in the Stadium and Casino makes it good neutral ground as these parts), the Wolverines were a mercenary group who well, and any outsider who draws their piece in town is decided to settle down. I guess adopting the name of the likely to get themselves killed. Word is the sheriff likes to former sports team the stadium hosted Pre-War seemed shoot first and ask questions never. like a good idea to them. The Stadium boasts not only Deadwood residents always have +2 Wounds. massive amounts of space for its residents, but it also supports a free clinic thanks to an Auto-Doc they managed to salvage. They also require blood test for those entering The Demo Men (DC 2-3) or leaving the Stadium, something to do with a new virus If you’re looking for explosives or refurbished technology, making its way around the region. If you’re looking to the Demos are the best men to talk with. They hoard every make the wasteland a better place, you could do worse than grenade, mine, and workable part they can find, and helping them. they’re reputed to be the best mechanics outside the Wolverines always have +1 DT. Brotherhood of Steel itself. If you see something in the distance moving very, very fast (and possibly on fire), it’s probably a demo joyride. Yep, they’ve figured out how to fix some of those Pre-War cars, and it’s a very tightly-held secret. My advice? If you want to meet the Demo Men for some reason, keep your gun holstered and offer something that goes ‘boom’ as a gift. Demo Men carry explosives, and thus each failed combat test against them wounds all survivors in the group.

!11

Overseer’s Guide

• Your main role is to help tell an interesting story. What is an Adventure? Sending challenging enemies and situations at the An Adventure, simply put, is any exciting events that survivors is important, but remember - you’re not involve one or more Survivors. When an Adventure out to get them. If they die out of bad luck, that’s occurs, one player chooses to portray the Wasteland itself, okay, just don’t focus on getting them killed. instead of his regular character. During this time, that player is referred to as the Overseer. Before an Adventure • Make sure to present times when the survivors starts every player must agree on who is to be Overseer, can talk amongst themselves. Sometimes it’s good since this is a very important position. An Overseer to take a breather between fights, to patch up and literally holds the life and death of the players in the palm discuss events. of his hands; should he decide that they encounter five deathclaws, well, that’s what happens. If a survivor dies • Give your players choices and opportunities to during an Adventure, well, that’s what happens. The decide how the story plays out. When players Wasteland is a cruel place, after all. don’t have choices it’s like being on a theme park ride, all flash but no substance. Choices get the Before an Adventure begins, each player should submit survivors involved and makes their actions matter their survivor’s statistics. Here is an example: more. Jason Boone, Human. Soldier, Medic, Action Boy. Carries • Don’t be afraid to have the players find Meds, a Repeater Assault Rifle, Fortified Light Armour, and a Chems, or even Tech during an Adventure. A First-Aid Kit. helpful boost from some loot can make the difference between life and death, and it’s a nice It lists his name, his Perks, and his Gear, everything the reward for defeating a particularly hard challenge. Overseer needs to know in order to run his Adventure. • Double-check every survivor’s equipment and Serving as Overseer perks when the adventure stats, and make sure to As Overseer, your role is to create an interesting story for keep track of them when they start rolling. Many the survivors to experience. Perhaps they’re investigating perks and mods change how you interpret certain the ruins of a Pre-War hospital, or searching for clues dice rolls, so please, consider all the information regarding a missing caravan. Being an Overseer is a tough you have before declaring the results of a test. job, and it takes a lot of practice, but here are some tips that should help you get going. • Write out dialogue and descriptions of people, places, and objects before you start your • When a survivor tries to do something risky, Adventure. The added detail you put in can make consider how difficult it is on a scale of 1 to 5. the difference between a captive audience and a When in doubt, consider the number below as bored one. baselines 1 = Easy • Not every Adventure has to be about epic battles 2 = Average and notable people and factions in the Wasteland. 3 = Hard For your first few Adventures, consider making 4 = Very Hard them simple and relatively straightforward. Once 5 = Almost Impossible you have the hang of things you can work on bigger, more bombastic adventures. • Always have alternate paths and solutions. Never present a problem with only one solution. For • Always consider your audience. Some players one, if the players can’t figure out the answer the might like daring fights and chase scenes, others Adventure will come to a screeching halt. might prefer puzzles or talking with NPCs (Non- Player Characters). When you want to run an • Tell your players the DC of their action before adventure, consider talking with your players they roll. This way they immediately know about the kinds of activities they want to do, then whether they were successful or not after rolling build an adventure around what they enjoy. Or, the dice. If you keep the DC secret players might find players who enjoy the kind of adventure become distrustful of you, and that’s definitely not you’re creating, then find a time for all of you to a good thing. Only keep things secret if you’re meet and play. Both approaches work great, and absolutely, positively sure that it’s better that way. should help in making your games even better.

!12

Stunt Dice Skill Challenges Sometimes, during dramatic moments, it’s appropriate for Certain tests may not seem intuitive. Here are some players to describe their actions in detailed, flashy, or explanations indicating the proper DC for certain actions. otherwise interesting ways. When they do so, an Overseer may choose to reward that player with one or two When the Difficulty would be raised and you’re making additional six-sided dice called Stunt Dice. Unlike Survival an Opposed Test (such as picking another character’s Dice, these dice only count towards that single action, and pocket, or sneaking by another character), each +1 to are immediately lost afterwards. Difficulty counts as an extra success for the other character. A 1-die Stunt may be handed out when a player describes Medic their action in an interesting or well-thought-out manner. Analyzing how many Wounds, Injuries, or Stress an NPC A 2-die Stunt should only be handed out when the player has is equal to its DC. For another Survivor, it’s DC 2. has outdone themselves with an exciting, interesting, and Increase the DC by 1 if you’re trying to determine what appropriate description of their actions. specifically caused the wounds, or when they were inflicted. Examples:

“Jared shoots the raider with his pistol.” should not be awarded Scientist any Stunt dice. It’s short and boring. Accessing information on a computer system has a Difficulty between 1 (the data isn’t very important) to 5 “With a sudden motion Jared draws his pistol and fires at the (critical information is stored on this device), with 2-3 raider, hustling sideways to try to get behind a nearby wall for being the most common Difficulties. cover.” might be worth one Stunt Die. Deactivating a robot via computer has a DC equal to that of “With a sudden motion Jared draws his pistol, hammer clicking the robot. Increase the DC by 1 for each additional robot of as he unloads on the disheveled raider. He shields his lower face the same type past the first. The DC is one higher if you’re with one arm, the other firing rapidly as he moves behind nearby trying to reprogram the robot instead. Note that robots cover, coat swishing in the dim light.” is probably worth at least reprogrammed in such a fashion will not leave the facility one Stunt Die, maybe two. in which they reside. You can’t hack robots that aren’t connected to the computer system you’re currently using. There are two key things to remember with Stunt Dice: 1) Longer isn’t necessarily better. A quick description Scout that adds colour to the action is better than two The DC to notice a creature of object is equal to its DC, or paragraphs of intimate, boring detail. an opposed Thief test if it’s another survivor that wants to 2) Only ever give players Stunt Dice when they’re facing remain out of sight. Increase the difficulty by 1 or 2 a challenge or NPC, NEVER when they’re opposing depending on distance, poor lighting, the size of the object another player. in question, and so on. Teamwork Thief The vast majority of challenges present obstacles that must The DC of a lock is 1 + the rarity of all items found be overcome by each survivor on their own (hacking, immediately behind the lock. stealth, shooting, etc). In the rare situations where characters can work together effectively (and do), each The difficulty to pick someone’s pocket is their DC. If it’s contributing player describes how they are helping. another survivor, make an opposed test instead. Increase Depending on the quality of their description, they may the difficulty by 1 if the item is either large or being held/ each earn Stunt Dice to add to the test’s successes. Treat worn, or by 2 if it’s both. You can’t pickpocket someone’s this like any other example of earning Stunt Dice, only the worn armour or held weapon. total maximum dice that may be provided this way is 3. When you try to stay out of sight of others, or move past someone (or something) that has not already noticed you, the difficulty is the target’s DC or their Survival Dice result. If you are in a brightly-lit area or are wearing Medium or Heavy armour, increase the difficulty by 1, of by 2 if both are true.

!13

Settlements Security Settlements represents places where groups of survivors Security represents how well-protected your Settlement is. have banded together to help each other survive. The role of Security specialists is to keep the peace within the Settlement and to protect it from the various hostile forces found out in the Wasteland. Security is the most Creating a Settlement important quality of a settlement because without some To create a Settlement you must have at least 3 Survivors kind of militia raiders and slavers would kill everyone, or working together, and between them they must have one worse. or more Perks, as described below. A resident Survivor with the Soldier or Brawler perks can • A Medic, Mechanic, or Scientist to act as Head of Staff choose to be a member of Security. The DC of NPC security • A Soldier or Brawler to act as Head of Security officers and your odds against raiders are based on the • A Scout, Thief, or Trader to act as Head of Commerce number of Security personnel. In general these three founding Survivors should act as the Council or leadership for a Settlement, voting on any 1-2: Security DC 1 and Integrity 5+ critical changes to the Settlement and otherwise 3-5: Security DC 2 and Integrity 4+ maintaining and updating its Google Doc. 6-11: Security DC 3 and Integrity 3+ 12+: Security DC 4 and Integrity 2+ Each Settlement is primarily defined by four qualities; its Integrity, Resources, Security, and Trade. Trade Trading represents your Settlement’s ability to acquire new Integrity and replacement equipment that the settlement requires. Determine by your Security, this represents your The role of Trading specialists is to venture out into the Settlement’s overall resilience to raiders, thieves, and other Wasteland and either steal, trade, or loot equipment and chaotic events that can get people hurt or demoralized. resources for their Settlement. Trade is the most important Each week the Head of Security must roll 1d6, if he quality of a Settlement because without a constant influx succeeds (which depends on the level of Security) nothing of food, drink, medicine, and other supplies, everyone happens. If he fails, all members of the Settlement have 1 would starve to the death or die of radiation poisoning. fewer Survival Dice for that week due to injuries, A resident Survivor with the Medic, Mechanic, or Scientist malnutrition, or stress. perks can help contribute to Trading as a Scavenger. The value of equipment the residents of your Settlement may Resources use during Adventures is dependent on the number of Resources represents the quantity and quality of the Scavengers. equipment and other resources that your Settlement possesses. The role of Resource specialists is to maintain 1-2: Common items only and operate the equipment and resources that the 3-5: Common and Uncommon items Settlement has already acquired. Resources is the most 6-11: Common, Uncommon, and Rare items important quality of a settlement because without 12+: Common, Uncommon, Rare, & Very Rare items mechanics, doctors, and scientists a settlement would run out of resources extremely quickly, all their equipment would fall apart, and the whole settlement would become Established Settlements unsustainable. A resident Survivor with the Medic, Mechanic, or Scientist These locations are run by NPCs, and cannot fall into the perks can choose to be a member of Staff. The maximum hands of players. Their benefits to Residents do not change. number of Mods that residents of a Settlement may apply to their gear is based on the number of members of Staff. The Casino provides two Mods, has Security DC 2 and Integrity 4+ and has Common and Uncommon items. 1-2: No Mods The Casino does not allow Ghouls to become Residents. 3-5: One Mod 6-11: Two Mods The Stadium provides one Mod, has Security DC 3 and 12+: Three Mods Integrity 3+, and has Common and Uncommon items. Deadwood Crossing provides one Mod, has Security DC 2 and Integrity 4+, and has Common, Uncommon, and Rare items.

!14