2

Races ………………………………………………………………………………………….3 Humans...... 3 Ghouls...... 3 Super Mutants………………………………………………………………………………..4

Hindrances ...... 5 New……………………………………………………………………………………………5 Removed……………………………………………………………………………………...6

Edges …………………………………………………………………………………………6 New……………………………………………………………………………………………6 Removed……………………………………………………………………………………...8

Gear ………………………………………………………………………………………...10 Fighting Weapons…………………………………………………………………………10 Small Guns…………………………………………………………………………………10 Heavy Weapons……………………………………………………………………….…...11 Explosives…………………………………………………………………………………...12 Notes………………………………………….……………………………………………..12 Ammo………………………………………………………………………………………..12 Armor...... 13 Chems...... 13 Medical & Support Items...... 13 Mundane Items……………………………………………………………………………..15

Attribution …………………………………………………………………………………..16

Character Sheet ……………………………………………………………………………17

3

Races

Humans Humans in all their forms and sizes, colours and races, whether Tribal, Wastelander or Vault dweller, are still the same as before the Great War, that is to say: intelligent and stupid, violent and meek, compassionate and malicious. But above all else they are determined and resourceful and thus, after two centuries, mankind still thrives in the unyieldingly harsh Wasteland. - It’s A Man’s World: Humans are, despite the constant threat of mutated creatures of all kinds, the undisputed rulers of the wastes. They gain a free Edge.

Ghouls

While the vast majority of those caught in the nuclear blasts died

immediately, some were not so lucky. Exposed to enormous doses of

radiation, there were those whose bodies withered, leaving nothing but decaying husks, but still did not die. Most of these unfortunate souls lost their sanity in the process, becoming irrational, feral creatures, but many still cling on to their intelligence and humanity. - Zombie: Ghouls are looked upon as abominations, used as slaves or treated as second class citizens in many parts of the Wasteland. They gain the Outsider hindrance. - Cheated Death: Thanks to their mutated biochemistry, Ghouls have a greatly prolonged lifespan and can survive on little sustenance. Cell regeneration is greatly increased, making Ghouls very quick to heal: their natural healing rate is doubled. It also makes them more resistant to chems: Ghouls gain the Chem Resistant hindrance. However, this same mutation causes the rapid necrosis of skin tissue that makes Ghouls such a grisly sight to behold. They have a palish white to dark green skin tone, with their flesh in varying degrees of decay. Ghouls gain the Ugly hindrance and cannot choose Attractive edges. Furthermore, Ghouls are much more resistant to radiation than regular humans: they experience no negative side effects from low to medium radiation levels. 4

Super Mutants Where Super Mutants came from and who or what they are exactly, remains a mystery. Some time after the Great War they suddenly appeared, roaming the wastes, attacking all they come across. Nearly all Super Mutants are violent and dumb, lumbering hulks, but a few of them possess a cruel cunning, making them the natural leaders among their kind and very formidable opponents. Though it is said that once in a blue moon, one may even meet an intelligent, friendly Super Mutant. - Freak: Super Mutants are feared, loathed or distrusted by all but the most progressive communities in the Wasteland. Some people will not hesitate to pull the trigger once they lay eye on you, not stopping to check if that is a rocket launcher or white flag you’re carrying in your hands. Those Super Mutants who forgo the violent ways of their brethren usually live solitary lives, though Super Mutants living in mixed communities are not unheard of. They gain the Outsider and Ugly hindrances and cannot choose Attractive edges. - Meta Human: An intelligent Super Mutant is, in all ways, superior to a normal human. With a greenish yellow hue, they stand 8 to 10 feet tall and are extremely muscular. Their starting Strength and Smarts are d6 and they receive background edge: Brawny. Due to their sizeable bulk, procuring any well-fitting armor more intricate than leather would no doubt prove very difficult. Super Mutants are naturally impervious to radiation.

5

Hindrances

New - Bruiser (Minor): The hero is a little bigger than most, but also a little slower. Discard a drawn face card for a new card - Chem Reliant (Minor): The character has a proclivity for addictive substances; Vigor checks are at -2, withdrawal becomes much harder - Chem Resistant (Minor): The character’s metabolism doesn't react to stimulants very well. For a chem to have any effect, the hero has to make a Vigor check - Decrepit (Minor): Ghouls have prolonged life spans and the hero has been around for quite a while. The character’s body is becoming dangerously frail. When a limb is hit, make a Vigor check to see if the targeted body part stays intact. A failure causes a wound. only - Dwarfism (Major): Prenatal radiation has mutated the character’s genes, causing stunted growth. -2 die type Strength, pace -2, run die is d4. Human only - Fast Metabolism (Minor): The character’s metabolic rate is twice normal, which causes him/her to be less resistant to poison and radiation, but heal faster. -1 penalty to Rad Resistance checks and -2 to Vigor checks when afflicted by poison; +1 to natural healing checks - Fast Shot (Minor/Major): Why take time to aim when you can spray your enemies with a rain of bullets? That’s the character’s motto! The hero cannot Aim or make Called Shots. With the Major version he/she also expends three times the standard amount of ammo - Feral (Major): Accelerating decay has started to impair the character's brain functions, slowly turning him/her feral. -1 die type Smarts. Make a Spirit check at the beginning of each round, or succumb to a murderous frenzy, attacking a random target, whether friend or foe. Ghoul only - Gentle Giant (Minor/Major): The character abhors violence, to the point of physical revulsion. Make a Spirit check (at -2 for the Major version) at the beginning of each round, or suffer -1 to all attack rolls (-2). Super Mutant only - Good Natured (Major): The hero studied less-combative skills as he/she was growing up. Combat skills thus start at a low level and the character has to spend much more effort to learn them. The hero has to spend 2 skill points to raise a Fighting or Weapons skill 1 level - Glowing One (Major): Long term radiation exposure has made the character glow. Lighting penalties for attacks made against the hero are negated and he/she gains a -2 penalty to Stealth checks. Additionally, everyone around him/her must make a Rad Resistance check every day. Ghoul only - Ham Fisted (Minor/Major): Genetic engineering - or dumb luck - has endowed the hero with huge hands. The character’s Weapons, Repair, Medicine and Lockpick skills all suffer a -1 penalty. With the Major version Repair, Medicine and Lockpick become quite impossible for the character. Super Mutant only - Heavy Handed (Minor): The character swings harder, not better. Fighting attacks are very brutal, but lack finesse and rarely cause a good critical hit. The hero only gets 1d4 extra damage on two raises - Jinxed (Major): The character seems to be haunted by bad luck. Dropping a live grenade, ill timed weapon jams or cutting the wrong wire when disarming a bomb; it happens all too frequently to be 6

coincidence. If a trait roll ends up as 1 it becomes a critical fumble, regardless of the Wild Die. Furthermore the hero can’t take Luck edges - Kamikaze (Major): The hero never pays any attention to defence, he/she always prefers to press the attack. Parry is limited to the character’s Fighting skill / 2 - Loner (Minor): Shunned even by his/her own kind as an outsider, the character has become extremely wary and will generally be very distrustful and unsociable. When push comes to shove, the hero will put his/her own interests before that of the group. Super Mutant only - Mutation (Minor/Major): Large doses of radiation caused severe chromosomal damage, resulting in a prominent, visible mutation. The character gains -2 Charisma with the Minor version; the Major version is so severe that the mutation also hinders his/her movements. -1 die type Agility. Human only - Night Person (Minor): As a night-time person, you are more awake when the sun goes down. Your perception and intelligence are dulled during the day. -2 to Smarts-based skill checks during the daytime - Schizophrenic (Minor): Prolonged use of stealth technology has left the hero paranoid and delusional. The character often experiences hallucinations or suffers from a split personality. Additionally the character suffers a -2 penalty to Notice checks. Super Mutant only - Small Frame (Minor): The hero has a very slight build, reducing his carrying capacity. May only carry St x 3 unencumbered. Human only

Removed - Doubting Thomas

Edges

New Novice Edges - Better Luck* (Luck): +1 bonus when using a benny - Crushing Blow (St d8, Ag d6, Fighting d8): +1 damage to Fighting attacks - Entomologist (Sm d6, Science d6): +1d6 damage to mutated insects - Family Ties* (Human): Rich; +2 Charisma when appropriate - Flower Child* (Vi d6, Sp d8): +2 to chem addiction checks, withdrawal time is halved - Gifted* (Sm d8): +4 skill points to spend on Smarts based skills; May learn an untrained Smarts based skill on gaining an advance at half the cost - Healer (Sm d6, Medicine d8): +2 to Medicine - Increased Metabolism* (Human): Stimpacks will heal an additional Wound and effects from chems last twice as long on a successful Vigor check - Intense Training: May raise an Attribute again if already raised in the same rank. Once per rank - Lab Assistant (Sm d6, Science d8): +2 to Science knowledge checks - Natural Born Killer* (Super Mutant): Fists do St+d6 damage 7

- Outdoorsman (Sp d6, Survival d8): +2 to Survival - Quick Pockets (Ag d8): May take an item from bags as a free action - Rad Child* (Vi d6): +1 die type Rad Resistance - Rad Regeneration* (Vi d8, Ghoul): Radiation heals the character’s wounds and crippled limbs. May make additional natural healing checks in irradiated areas - Smooth Talker (Persuasion d6): +2 to Persuasion - Strong Back (St d6): Carry an additional 35 lbs - Tech Wizard* (Ghoul): +1 to Repair and Science - Tribal* (Human): +1 to Fighting and Survival - Vats Skin* (Super Mutant): +1 Toughness - Vault Dweller* (Human): +1 to Medicine and Science - Wastelander* (Human): +1 to Small Guns and Streetwise

* Background edges: chosen during character creation

Seasoned Edges - Animal Friend (Sp d8, Survival d12, Beast Master): Animals will assist in fights, though not against other animals - Bloody Mess: May spend bennies on damage rolls - Bracing (St d8, Ag d8, Super Mutant): No full-auto penalty, even if shooter moves; can fire machine guns handheld - Computer Whiz (Sm d6, Science d8): +2 to Science checks pertaining to using computer terminals - Ghost (Ag d8, Stealth d10): +2 to Stealth movement checks, no penalty for running - Heave Ho!: Double throwing range for grenades - Hit the Deck (Ag d6): +2 to Agility checks to dodge explosions or enemy fire; negate 1d6 damage caused by explosives - Hot Potato! (Explosives d8): Perfectly timed throws leave the target no time to dodge or attempt to throw a grenade back - Jury Rig (Sm d6, Repair d8): No penalty for making repairs without having spare parts - Light Step (Ag d8, Survival d8, Explosives d4): Can attempt to disarm a trap or mine before it goes off - Pack Rat (Strong Back): Carry an additional 35 lbs - Pyromaniac (St d8, Heavy Weapons d8): +1d6 damage to every conflagrated target - Robotics Expert (Sm d6, Science d8): +1d6 damage against constructs; can attempt a shutdown if successfully snuck up on an active construct; +2 to Science checks pertaining to robotics - Sleep When You’re Dead (Vi d8, Survival d8, Ghoul): Cannot become Incapacitated from Fatigue - Slick (Sm d6, Streetwise d8): +2 to Streetwise - Snake Eater (Vi d8): +2 to Vigor roll against poison - Trap Expert (Survival d8, Explosives d8): +2 to Survival and Explosives checks pertaining to traps and triggered explosive devices; Traps, mines and explosive charges always go off on time

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Veteran Edges - Better Criticals (Fighting, Small Guns or Heavy Weapons d10, Luck): +1d10 damage instead of 1d6 on a raise - CPR (Medicine d12): May make a healing attempt up to 2 rounds after an ally expires. A success resuscitates the target and leaves him/her unconscious until healed - Gunslinger (Ag d10, Small Guns d10): +2 to Called Shots with a single one-handed gun - Master Trader (Ch 2, Barter d10): Pay 25% less for purchases - Mutate!: May change up to three traits - Quick Reload (Ag d10, Small Guns or Heavy Weapons d10): May make an Agility check to reload a weapon that normally takes 1 action to reload as a free action - Run ‘n Gun (Ag d8, Heavy Weapons d10): No penalty for moving in the same round as firing a Snapfire weapon - Size Matters (St d12, Bracing, Super Mutant): Can fire a heavy weapon using only one hand

Heroic Edges - Cult of Personality (Ch 4): No matter the character’s reputation and alignment, people always react favourably - Master Thief (Ag d12, Thief): Climb, Lockpick and Stealth Wild Die are d8 - Medic (Sm d10, Healer): Medicine Wild Die is d8 - Negotiator (Ch 2, Persuasion d10, Barter d10): Persuasion and Barter Wild Die are d8 - Scientist (Sm d10, Lab Assistant): Science Wild Die is d8 - Technician (Sm d10, Mr. Fix it): Repair Wild Die is d8

Legendary Edges - Blastmaster (Explosives d12, Hot Potato!, Trap Expert): Explosives do an additional die damage - One Man Army: (Ag d12, St d8, Heavy Weapons d12): If a Heavy Weapons attack succeeds, roll damage as if on a raise - Silent Death (Ag d12, Fighting d10, Ghost): If a stealth attack succeeds, gain The Drop - Slayer (Ag d12, St d12, Fighting d12): If a Fighting attack succeeds, roll damage as if on a raise - Sniper (Ag d12, Notice d8, Small Guns d12): If a Small Guns attack succeeds, roll damage as if on a raise

Removed - Arcane Background - Arcane Resistance / Imp. Arcane Resistance - Berserk - Champion - Danger Sense - Florentine - Gadgeteer - Holy/Unholy Warrior 9

- Mentalist - New Power - Power Points - Power Surge - Rapid Recharge / Imp. Rapid Recharge - Soul Drain - Wizard

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Gear Fighting Weapons

Min Name Range Damage RoF Cost Weight Shots Notes Str Brass Knuckles - St+d4 - $35 0.5 - - Blunt Spiked Knuckles - St+d4 - $45 0.5 - - Piercing Baton - St+d4 - $45 3 - - Blunt Crowbar - St+d4+1 - $70 4 - - Blunt Combat Knife - St+d4+1 - $95 1 - - Piercing Throwing Knife 5/10/20 St+d4 1 $20 1 - - Piercing Ripper Vibroblade - St+d8 - $275 5 - - Cutting (SEC) Piercing, Parry +1, Spear - St+d6 - $75 6 - - Reach 1, 2 hands Blunt, Parry -1, 2 Sledgehammer - St+d8 - $100 14 - d6 hands Blunt, AP 2, Parry -1, Super Sledge - St+d8+2 - $375 16 - d6 2 hands BeatCo „Big Frigger“ - St+d10 - Military 5 - - Blunt Power Fist Wattz Electronics „FBF“ Cattle Prod - 2d6 1 $175 5 10 - - (SEC)

Small Guns

Min Name Range Damage RoF Cost Weight Shots Notes Str

Colt 6520 12/24/48 2d6 1 $300 3 7 - Semi Auto 10mm Pistol

S&W M29 Revolver, 1 action to 12/24/48 2d6+1 1 $350 3 6 - .44 Magnum reload

.223 Pistol 15/30/60 2d6+1 1 $400 5 6 - Semi Auto

Wattz 1000 Laser 15/30/60 2d6+1 1 $900 3 10 - AP 2 Pistol (SEC)

Glock 86 Plasma AP 3, Can start fires, 12/24/48 2d6+2 1 Military 4 10 - Pistol* (SEC) Disintegrates target

YK32 Pulse Pistol* AP 4, Snapfire, 10/20/40 2d8+1 1 Military 5 10 - (SEC) Disintegrates target

Colt Rangemaster Hunting Rifle 24/48/96 2d8 1 $650 10 6 d6 Semi Auto (.223mm) 11

DKS-501 Sniper 48/96/192 2d10 1 $1250 12 5 d6 Snapfire, Semi Auto Rifle (7.62mm)

MP9 Sub-Machine 12/24/48 2d6 3 $400 8 18 - Automatic Gun (10mm)

H&K P90C (10mm) 12/24/48 2d6+1 3 $650 5 18 - Automatic

AK-112 Assault Rifle 24/48/96 2d8 3 $950 10 18 d6 Selective Fire (5mm)

FN FAL (7.62mm) 24/48/96 2d8+1 3 $1050 10 22 d6 Selective Fire

H&K G11 (4.7mm) 30/60/120 2d8 3 $1050 8 20 d6 Selective Fire

Winchester 1 action to reload, +2 Widowmaker 12/24/48 1-3d6 1 $450 11 2 - to Small Guns roll Shotgun (12g) Winchester 1 action to reload, +2 Widowmaker 4/8/16 1-3d6 1 $400 10 2 - to Small Guns roll Sawed-off DB(12g) Winchester City- 1 action to reload, +2 Killer Combat 12/24/48 1-3d6 1 $950 12 6 - to Small Guns roll, Shotgun (12g) Semi Auto

Heavy Weapons

Min Name Range Damage RoF Cost Weight Shots Notes Str M72 Gauss Rifle 24/48/96 2d8+1 1 $1200 10 11 d6 AP 2, Snapfire, Semi Auto (2mm) Wattz 2000 Laser 24/48/96 2d10+1 1 $1750 12 MFC d6 AP 2, Snapfire Rifle (MFC) Winchester P94 AP 3, Snapfire, Can start fires, Plasma Rifle* 15/30/60 2d10+2 1 Military 24 MFC d8 Disintegrates target (MFC) YK42B Pulse Rifle* AP 4, Snapfire, Disintegrates 12/24/48 3d10+2 1 Military 15 MFC d8 (MFC) target H&K L30 Gatling 12/24/48 2d10+1 3 Military 22 MFC d8 AP 2, Snapfire, Full Auto Laser* (MFC) Light Support AP 2, Stationary°, 1 action to 24/48/96 2d8 3 $1100 28 250 d6 Weapon (.223) set up, Full Auto AP 2, Stationary°, 1 action to M60 (7.62mm) 30/60/120 2d8+1 3 $1500 33 250 d6 set up, Full Auto Rockwell CZ53 AP 2, Snapfire, 2 actions to Personal Minigun 12/24/48 2d8+2 3 $2500 35 200 d8 reload, Full Auto (5mm) +2 to Heavy Weapons roll, 3 Flambe 450 Cone 2d10 1 $1750 8 10 d8 actions to reload, Can start Flamer† Template fires 12

Rockwell AP 9, Snapfire, 2 actions to BigBazooka 15/30/60 4d8 1 $3000 35 1 d8 reload, Med Burst Template Rocket Launcher†

Explosives †

Name Range Damage Cost Weight Notes

Frag Grenade 5/10/20 3d6 $125 1 Med Burst Template

Plasma Grenade 5/10/20 3d8 Military 1 Med Burst Template, Can start fires

Pulse Grenade‡ 5/10/20 - Military 1 Med Burst Template

Molotov Cocktail 5/10/20 2d6 $45 2 Med Burst Template, Can start fires

Frag Mine - 3d6+2 $250 2 Med Burst Template

Plasma Mine - 3d8+2 Military 2 Med Burst Template, Can start fires

Pulse Mine‡ - - Military 2 Med Burst Template

Bottlecap Mine - 1-3d8 $150 4 S/M/L Burst Template, -2 to Explosives roll Dynamite - 3d10+2 $300 2 Med Burst Template, Timer detonated Cordex Plastic - 4d10+3 Military 1 Large Burst Template, Timer or remote detonated Explosives

Weapon notes

* Advanced Energy Weapons: -4 to Repair roll; A lethal shot with a plasma or pulse weapon disintegrates the target and any possession it might have been carrying

° Machine guns: Autofire penalty reduced to -1 when Stationary

† All Area Effect weapons (Flamethrowers, Rocket Launchers, Explosives) ignore Armor if it does not fully envelop the body. Cover modifiers apply and are added to Toughness. A raise on the shooting roll does not provide extra damage

‡ Acts as a flashbang against humanoids (Stun power with Med Burst Template) and as an EMP against constructs (Stun power which adds a Wound on a raise)

Ammo Type Clip size Cost Weight 10mm 7 $30 0.5 .44 bullet 1 $5 0.1 .223 6 $60 0.5 Small Energy Cell 10 $100 1 Micro Fusion Cell Up to 200 $20/charge 5 2mm 11 $100 0.5 7.62mm 5 $75 0.5 10mm SMG clip 18 $75 1 .223 LSW belt 250 $650 4 13

7.62mm M60 belt 250 $800 4 5mm Minigun belt 200 $900 4 5mm AR 18 $175 1 7.62mm FN FAL 22 $225 1 4.7mm H&K G11 20 $200 1 Shotgun shell 1 $10 0.1 Fuel tank 10 $800 50 Rocket 1 $100 4

Armor

Name Armor Cost Weight Notes Combat Leather +1/+0 vs bullets $150 10 Protects from hand weapons only Jacket Leather Armor +1 $200 20 - +2/+3 vs energy Metal Armor $650 35 +3 armor vs laser, plasma and pulse weapons weapons +2/+5 vs energy Tesla Armor $1200 35 +5 armor vs laser, plasma and pulse weapons weapons Combat Armor +3/+4 vs bullets $1450 15 - Combat Helmet +3/+4 vs bullets $250 5 50% vs headshot T-51b Power +6/+7 vs energy Covers entire body, +1 die type St, +1 die type Military - Armor weapons Rad Resistance, Pace -1 Advanced Power +8/+9 vs energy Covers entire body, +1 die type St, +2 die type Military - Armor Mk II weapons Rad Resistance

Chems

Name Description Cost Notes Highly advanced steroids. While in Buffout effect, they increase strength and $12 +1 die type St for 1d6 hours, addictive reflexes Jet is a powerful metamphetamine that stimulates the central nervous system. +1 die type Ag, +1 damage, doubles Pace for one Jet $20 The user is filled with a rush of energy combat encounter, addictive & strength for a few minutes A pillbox of mind-altering chems. Mentats Increases memory related functions, $12 +1 die type Sm for 1d6 hours, addictive and speeds other mental processes A unique delivery system; it is +1 Fighting, +1 Shooting, +2 to Called Shots for Psycho supposed to increase the combat $20 one combat encounter, addictive potential of a soldier

14

Medical & Support Items

Name Description Cost Weight Notes A bottle containing a home-brewed Cures poisons and poison- Antidote antidote for poison. A milky solution with $35 1 induced paralyzation floating pieces of Radscorpion flesh May make an immediate Healing A very powerful healing magic- though it natural healing check at +2 to $75 0.5 Powder will bring the feeling of sleep to your head heal 1 Wound, gain 1 Fatigue level afterwards A healing chem. When injected, the chem Immediately heals 1 Wound Stimpak provides immediate healing of minor $125 0.5 on use wounds An advanced healing chem. Very powerful. Immediately heals 2 Wounds Super Superstims will cause a small amount of $225 0.5 on use, -1 die type Vigor after Stimpak damage after a period of time due to the 1 hour for 12 hours powerful nature of the chemicals used Ignore Wound penalties for Med-X Powerful synthesized morphine $20 0.1 1d4 hours, gain 1 Fatigue level afterwards, addictive +2 die type Rad Resistance Anti-radiation chems to be taken before Rad-X $125 0.1 and +1 bonus to Rad exposure. No known side effects Resistance rolls for 2d6 hours A chemical solution that bonds with RadAway radiation particles and passes them $200 0.1 -1 level Radiation Poisoning through your system. Takes time to work A small kit containing basic medical Contains all the basic items First Aid Kit equipment: bandages, wraps, antiseptic $150 2.5 needed to have no penalties spray and more on a Medicine roll. 5 uses This black bag contains instruments and Doctor’s Bag chems used by doctors in the application $200 10 +1 die type Medicine of their trade +5 die type Rad Resistance This protective suit shields the wearer from and +1 bonus to Rad Radiation Suit radioactive exposure, but offers no combat $650 20 Resistance rolls; -2 to combat protection and hampers most actions rolls Contains all the basic items Box of Spare Various assorted nuts and bolts, weapon $150 5 needed to have no penalties Parts parts, circuitry and more on a Repair roll. 5 uses A compact metal box with various Toolkit $200 10 +1 die type Repair wrenches, screwdrivers and more A Wattz Electronics combination radar, Motion Sensor sonar mapping and motion tracker tool, C- $250 10 +1 die type Survival U model A C-Radz model particle detector used for Geiger Measures atmospherical measuring nuclear radiation. A must for $300 5 Counter radiation level the sensible explorer The computer-guided Micromanipulator Electronic FingerStuff Electronic Lock Pick, by Wattz $250 2 +1 die type Lockpicking Lockpicks Electronics 15

A RobCo limited use, personal cloaking Invisibility for 10 minutes. 1 Stealth Boy $125 5 field generator use Ignore modifiers for Dim or Night Vision Allow for a dramatically increased visibility $200 1 Dark lighting; Pitch Darkness Goggles range in suboptimal lighting conditions at -2 A camouflaged model 2043B Radio Short range radio receiver and Field Radio $200 5 Communicator transmitter

Mundane Items

Name Cost Weight Name Cost Weight Basket (30lbs) $15 4 Skinning knife $8 0.5 Bedroll $25 4 Tent $80 10 Binoculars $45 0.5 Torch $5 3 Blanket $10 4 Whistle $2 - Canteen $5 0.5 Wire (steel, 50“) $25 0.5 Compass $20 - Writing implements $20 0.5 Duct tape $10 - - - - Duffel bag $20 2 Normal clothing $20 1 Flare $10 - Formal clothing $80 1 Flint and steel $7 0.5 Wasteland outfit $35 1 Foothold trap $40 6 Simple meal $5 - Fuel (1 quart) $55 2 Hearty meal $12 - Gas mask $80 2 Rations (5) $20 2.5 Hammer $10 1 Dirty water (bottle) $12 2 Heating element* $55 2 Pure water (bottle) $35 2 Journal $10 0.5 Booze (bottle) $8 2 Lamp (electrical)* $70 2 Rotgut (bottle) $15 2 Lamp (oil) $25 3 Cigarettes (carton) $20 - Lighter $8 - Room (private) $30 - Lockpicks $75 0.5 Room (double) $12 - Mess kit (steel) $15 2 Guard dog $90 - Pickaxe $20 5 Brahmin $725 - Pots and pans (metal) $30 5 Feed (day) $11 4 Rope (50“) $40 10 Cargo baskets (4) $70 - Sack $8 0.5 Collar and harness $215 - Shovel $10 4 Cart (900lbs) $475 -

* Runs on Small Energy Cells at a rate of 8 hours continuous use per SEC charge. 16

Attribution

- Black Isle Studios’ : A Post Nuclear Role Playing Game and - Bethesda’s - Mick aka DoomMunky’s Savaged Fallout v 1.0 - Sebastian “Zwart” Schoo’s Savage Fallout - Jason Mical’s Fallout PnP 3.0 - Johan Eriksson Fallout species - J.E. Sawyer’s Simple system

17

A Post Nuclear Role Playing Game

Name: ______Race: ______Appearance: ______XP Background: ______

Parry Toughness Rad Resistance Pace 2 + half your Fighting 2 + half your Vigor 0 unless you have Edges, Base walking speed + armor Hindrances or items that modify it Run: _____

Encumbrance Attacks Strength - to St, Ag and *Fighting (Ag) ______linked skills *Small Guns (Ag) ______*Heavy Weapons (Ag) _____ Radiation Poisoning *Explosives (Ag) ______Agility

Tests of Will -1 -2 *Intimidation (Sp) ______*Taunt (Sm) ______INC! Vigor Skills *Notice (Sm) ______-3 *Stealth (Ag) ______*Lockpicking (Ag) ______Smarts *Climbing (St) ______Wounds & Fatigue *Survival (Sm) ______*Science (Sm) ______-1 *Repair (Sm) ______Spirit *Medicine (Sm) ______-2 -1

Interaction (add your Charisma)

*Persuasion (Sp) ______-3 -2

Charisma *Streetwise (Sm) ______0 unless you have *Barter (Sp) ______Edges or Hindrances INC! that modify it

Edges & Advancements Hindrances & Injuries Starting ______

______N1 ______N2 ______N3 ______S1 ______S2 ______S3 ______S4 ______V1 ______V2 ______V3 ______V4 ______H1 ______H2 ______H3 ______H4 ______Legendary ______18

Equipment Other possessions ______Money ______Total weight ______

Allies & Animals

Name ______Name ______Parry ___ Toughness ___ Pace _____ Parry ___ Toughness ___ Pace _____ St __ Ag __ Vi __ Sm __ Sp __ Ch ___ St __ Ag __ Vi __ Sm __ Sp __ Ch ___ Skills ______Skills ______Edges ______Edges ______Equipment ______Equipment ______XP ___ Notes ______XP ___ Notes ______

19