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

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A Savage Worlds Fan Toolkit for Playing in the Post Apocalyptic World of Fallout A Savage Worlds Fan Toolkit for Playing in the Post Apocalyptic World of Fallout 1 Welcome to the Fallout Savage Worlds fan setting document. Fallout as you probably know already is a series of post-apocalyptic retro-futuristic roleplaying games on PC and console. The aim of this document is intended to give you everything you need to run a Fallout game with just the Savage Worlds corebook. This book does not contain a primer on the setting... yet. Stay tuned for future updates with tweaked rules, new items and an original setting module (the state of Colorado or as the locals call it, the Frontier). Until then the best place to get more info about the Fallout universe is the excellent wiki at http://fallout.wikia.com If you have any questions, comments or suggestions please feel free to send me an email at [email protected] Table of Contents Rules.....................................................................................................................................................2 Post-War Humanity..............................................................................................................................6 Gear and Equipment.............................................................................................................................9 Hazards...............................................................................................................................................13 Creatures of the Wastes......................................................................................................................15 1 Rules Skill List Athletics (Agility) Explosives (Agility) Fighting (Agility) Gambling (Smarts) Guts (Spirit) Healing (Smarts) Intimidation (Spirit) Investigation (Smarts) Knowledges (Smarts) Lockpick (Agility) Notice (Smarts) Operate (Agility) Persuasion (Spirit) Repair (Smarts) Ride (Agility) Science! (Smarts) Shooting (Agility) Stealth (Agility) Survival (Smarts) Taunt (Smarts) New and changed skills Athletics: combines Climb and swim Explosives: The use (and throwing) of explosive weapons such as grenades and dynamite. Operate: Combines boating, drive & pilot Repair: Repair attempts consume spare parts. Science: Used for hacking and understanding Old World technology No Guts? The skill list is already pretty extensive, instead use spirit based fear checks. In addition most denizens of the wastes have seen their share of violence and death. Only roll fear based fear checks in truly horrific or bizarre instances. Hindrances Chem Addict (minor) You are addicted to a certain chem, unless you have at least 1 dose a week you take a -1 to all rolls Illness (Major/Minor) 2 The hero has contracted some non-contagious infection that saps their stamina. The illness is not life-threatening, but causes the hero to rest more often – more time to experience unwanted encounters… The hero may seek a cure to their illness, but the GM should make them earn their cure. Major: After any physical exertion, such as Running, Climbing or Swimming, Fighting, the Hero must pass a Vigor -2 check or lose 1 Fatigue. Minor: After any physical exertion, such as Running, Climbing or Swimming, Fighting, the Hero must pass a Vigor -1 check or lose 1 Fatigue. Medically Incompatible (Major/Minor) - Mutant Only - The mutant’s physiology has deviated enough from a normal human such that human medical technology is not as effective. The Penalty does not apply when using medicine specially tailored to mutants. Minor: -1 to receive healing Major: -2 to receive healing New and Changed Edges Mr. Fix it (Page 30 SWEE) No longer requires Weird Science Power Armour Training Before the war power armour was the greatest technical achievement of the US military, turning the ordinary soldier into a walking tank. Utilising the armour however took special training. Arcane Background: Mutant Skill: Special (None) Starting Power Points: 20 Starting Powers: 1 Characters with Mutant Powers gain their abilities through Exposure to radiation, biological contaminants or other strange hazards of the waste. Normally this background can only be taken at character creation but can sometimes be taken later at the GMs discretion. Mutant powers work a little differently from most other Arcane Backgrounds—each power is its own skill and has no linked attribute (and thus counts as “lower” than its linked Attribute for purposes of Advancement). A mutant hero with the armour and bolt powers, for example, also has an Armor and a Bolt skill he uses to enable it. It’s more expensive for a character to improve his powers, but he starts with more Power Points than other arcane types so he can use his abilities more often. 3 Scavenging Characters can attempt to scavenge abandoned buildings looking for food, fuel, ammunition, trade goods, and other useful items. Scavenging is done with the investigation skill, each attempt takes 1 hour; the items found depend on the degree of success, the type of building searched, and whether or not scavengers have already stripped the building of its loot. The size of a building determines the number of scavenging attempts. The results are cumulative; if the character succeeds with 2 raises he also gets the benefits of a success and 1 raise. Building Type Size success 1 raise 2 raises Gas station/garage 1 fuel fuel fuel Stockpile 1 ammo ammo food Convenience store 1 miscellaneous food fuel Restaurant 2 food food food Single-family home 2 food fuel medicine Police station 2 ammo ammo medicine Fire station 2 medicine fuel food Store front 3 miscellaneous food mechanical Pharmacy 4 medicine food medicine Supermarket 6 food medicine food Office 8 electrical mechanical miscellaneous Department store 9 miscellaneous food fuel Hardware store 9 mechanical electrical electrical Factory 9 mechanical electrical fuel Hospital 10 medicine medicine medicine Warehouse 16 electrical mechanical miscellaneous Electrical: Electrical parts consist of miscellaneous materials needed to build and repair electrical devices. The actual scavenged items may be parts from old televisions, computers, or power transformers, but they all count as parts for the purposes of repairing computers and energy weapons. Mechanical: Mechanical parts consist of miscellaneous materials needed to build and repair mechanical devices. The actual scavenged items may be parts from non functioning guns or automobile engines, air conditioners, or other devices, but they all count as parts for the purposes of repairing large machinery, vehicles and weapons Medical Supplies d% Result Food: You find 1d6 portions of preserved food. Scavenged food consists 01 – 49 Medical Supplies of canned goods from before the apocalypse. 50 – 59 Stimpack 60 – 69 Psycho 70 – 79 Jet Medicines: Medicines are antibiotics, bandages and other chems. When 80 – 84 Med-X you successfully scavenge medicine you gain 1D6 doses of the type 85 – 89 Rad-X 90-100 Rad Away indicate by the medical supply chart 4 Ammo: Ammo can be in the form of bullets or powercells for more exotic weapons. When you successfully scavenge ammo gain 1D6 magazines of the type indicate by the ammo chart. d% Ammo Weight Cost Notes 01 – 10 Arrow 1/5 1/2 10 arrows 11 – 19 Black Powder 1/10 3 10 uses of for black powder weapons 20 – 39 Bullets, Small 3/50 10/50 Includes .22 to .32 caliber weapons 40 – 59 Bullets, Medium 5/50 25/50 Includes 9mm to .45 60 – 79 Bullets, Large 8/50 50/50 Includes .50 and most rifle rounds 80 – 100 Microfusion Cell 1 25 Powers all energy weapons Fuel: Fusion batteries and gasoline required to power large machinery and vehicles. Miscellaneous: Miscellaneous items are just that: the miscellaneous leftovers of the age of civilization. Miscellaneous Items d% Item d% Item 01–04 Backpack 50–52 Fatigues 05–09 Battery 53–58 Fire extinguisher 10 Binoculars, standard 59–61 road flare 11–13 Bolt cutter 62–69 Flashlight 14–19 Pre-War Book 70–74 Map, road atlas 20–24 Briefcase 75 Mechanical tool kit 25–27 Chemical light sticks (5) 76–78 Multipurpose tool 28–33 Cigarette lighter 79–83 Parka 34 Compass 84 Rope (150 ft.) 35–40 Box of Cigarettes 85 Tent, 2-person dome 41–45 Camera 86–91 Toolbelt 46–48 Duct tape 92 Walkie-talkie, basic 49–49 Electrical tool kit 93–100 Pre-War Money ($100) 5 Post-War Humanity Pure Strain Humans When the old world perished in nuclear fire humanity survived in vast underground vaults emerging decades later into the harsh wastes. Most of those have long since been opened (and plundered) but a few isolated vaults remain at least partially sealed. You grew up in one of those vaults but have for whatever reason found yourself out the world. You may be from a Vault that just recently opened, or an advanced scout from a still sealed vault exploring the surface for your people. The other less common source of pure humans in the wastes is the remnants of the Enclave. The Enclave were descendants of the pre-war military and political elite who survived the war in their own sealed sanctuaries. 40 years ago the Enclave emerged from isolation and went to war with the communities of the west coast. Eventually the Enclave were defeated and the survivors scattered to the four winds. Pure Strain Humans begin play with a Pipboy Tech Familiarity: Begin with either d6 Science or d6 Repair free. Advanced Training: +1 Free Edge Wastelanders Wastelanders is the general term for humans whose ancestors long ago left the Vaults to seek live on the surface. For generations Wastelanders have struggled to survive in whatever communities they can build. After generations of living
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