Fallout RPG - Quickstart 150622
Fallout RPG - Quickstart 150622
Fallout RPG - Quickstart 150622
QUICKSTART
QUICKSTART
®
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CONTENTS
Introduction Chapter One Chapter Two
WELCOME TO THE CORE RULES COMBAT
WASTELAND Tabletop Roleplaying . . . . . . . . . . . . . . . . . . . 8
Skill Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Combat Encounters . . . . . . . . . . . . . . . . . . . 18
Damage and Injury . . . . . . . . . . . . . . . . . . . 26
War. War Never Changes . . . . . . . . . . . . . . . . 4 Action Points . . . . . . . . . . . . . . . . . . . . . . . . 14 Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
What You Need to Use This Book . . . . . . . . . . 6 Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 The Environment . . . . . . . . . . . . . . . . . . . . . 30
Chapter Four
MACHINE
FREQUENCY
Act One: Echo in the Gulch . . . . . . . . . . . . . . 34
Act Two: The Town of Bleakford . . . . . . . . . . 40
Act Three: Shooting Skip . . . . . . . . . . . . . . . 47
Pre-Generated Characters . . . . . . . . . . . . . . 50
Introduction
WELCOME TO
THE WASTELAND
WAR. WAR NEVER CHANGES
The United States of America is no more. It was Survivors work to reclaim what little they can and
destroyed when the world’s nuclear warheads were salvage what they cannot rebuild. Civilization is start-
launched. The ensuing apocalypse brought an end ing to take root again and certain areas of the country
to both the Great War and the civilized world. In its have reached a level of stability that might even be
place exists the Wasteland, an irradiated landscape called comfortable, at least for the rich and powerful.
pockmarked by ruined cities, decaying civilizations,
and pockets of desperate survivors. It is inhabited by a Disparate factions have begun to split off as these com-
variety of mutated creatures, horrific beasts, and undy- munities have grown. Each faction looks to make its
ing ghouls. The radiation from the detonations spread own way, and some are far more dangerous than others.
quickly. Everything that wasn’t killed immediately was By far, the most dangerous are the Raiders. They place
irradiated, and most of the country’s diverse plant and no value on any human life but their own. Yet civili-
animal life was wiped out. zation has begun to flourish, despite the opposition.
CHARACTER SHEETS If you don’t have any tokens to hand, you can track
Action Points on a piece of paper. While this makes
Each player needs to choose one pre-generated
it a little harder to visualise, providing you have one
character from those included in the quick start. We
player at the table keeping track of the players’ Action
recommend filling them in using pencil, as informa-
Points and the gamemaster keeps track of their own,
tion about your character may change as the game
this method also works just as well.
progresses. The GM will need to read through the
quick start and the adventure first so they know what
the players will be coming up against. PAPER AND PENCILS
Lastly, you’re going to want to have some spare paper
and some pencils. Not only will you want to fill in
You will also need at least four d6s. When these dice
are used in the game, they are called Combat Dice
and are abbreviated to C
D throughout this book. We
recommend using the custom d6s created for Fallout:
The Roleplaying Game which can be bought from
CORE RULES
TABLETOP ROLEPLAYING
When you play a tabletop roleplaying game, your
gamemaster (also called the GM) and fellow players
are asking you to share your own story of exploring
The Gamemaster
The gamemaster is another player at the table with differ-
the post-nuclear wasteland, where mutated monsters
ent responsibilities to everyone else. They run the game,
lie in wait around every corner and fellow survivors
roleplaying as non-player characters and creatures, asking
harbor a deep suspicion of others. As a group, you will
for skill tests, interpreting their results, and describing what
travel ruined highways and ramshackle towns, com-
happens as you explore the wasteland.
pleting quests, and building settlements by describ-
ing what your character does as an improvised story.
It’s their job to introduce the story, respond to your char-
When you want to accomplish something in this
acter’s actions, and decide how non-player characters
story, you’ll use the game rules to resolve whether you
respond, but they use these core rules as well when taking
succeed or fail at your task.
actions with the NPCs.
3. ROLL THE DICE POOL: Assemble your dice pool. Example: Nate needs to find out if Codsworth is okay,
You start with two d20s, but you can buy up to 3 as he’s been on his own for 200 years. His test is dif-
more d20s by spending Action Points (see p.14). ficulty 1, and he must use CHA + Speech (7 + 2 = 9).
After you’ve added any extra dice from spending Nate’s player rolls 2d20, checking the results separately,
Action Points, roll the entire dice pool. and rolls a 5 and a 19—because the 5 is equal or below
Nate’s target number, he scores 1 success, and passes the
4. CHECK FOR SUCCESSES: Each d20 that rolls
test. Codsworth describes how hard it’s been to try and
equal to or less than your target number scores one
keep the house clean for two centuries…
success. Any d20 that rolls a 1 is a critical success,
which is worth two successes.
When your gamemaster asks for a skill test, you Gathering rumors around a settlement,
agree to an attribute + skill combination from your 0 searching a room in an abandoned
character sheet that best applies to the action you’re building
trying to achieve. That target number, made by adding Shooting a target at close range,
1
your chosen attribute and skill together, gives you the picking a simple lock
number each d20 must roll equal to, or under—if it Breaking down a reinforced door,
2
does then you generate one success. treating an injury
DICE POOL
Normally, you roll two d20s and check their results
individually against your target number and count up
the number of successes you generate, but you can buy
more dice to roll! With Action Points you can buy up
to 3 more d20s to roll on a test. This means you can
roll a total pool of 5d20 at any one time. Action Points
are covered on page 14.
THE GAMEMASTER’S
you can’t do this for other uses of AP.
COMBAT
COMBAT ENCOUNTERS
INITIATIVE
Combat encounters involve characters attacking their
opponents and defending themselves and their allies,
and are more structured than freeform play. Instead
When combat begins, the player who initiated the
of freely taking actions, the encounter is broken down
combat takes a turn immediately. Once this is done,
into rounds, and during each round, each character
the gamemaster ranks the combatants in order of
takes a single turn. A round represents a short amount
their initiative statistic, from highest to lowest,
of time—a few seconds, up to a minute at most—that
and the first round begins. In each round, the char-
allows all the characters present to complete their
acter with the highest initiative goes first, and then
actions, and there are as many rounds in a combat
each character takes a turn in order of highest to
encounter as are needed to resolve the conflict.
lowest. If there is a tie, the GM decides which char-
acter or creature goes first. Once the last character
You can attempt one minor action and one major
has completed their turn, the round ends, and the
action in each turn. A minor action represents some-
character with the highest initiative takes the first
thing quick or supportive of your major action, like
turn of the next round. Repeat this sequence until
aiming or drawing a weapon, while a major action
the conflict ends.
represents something that involves more concentra-
tion or effort, like attacking an opponent, defending
yourself, hacking a computer, or picking a lock. INITIATIVE STATISTICS
Your character’s initiative is equal to their
Perception plus their Agility, plus any bonuses
Sequence of Play
from equipment or perks.
Buy d20s (1–6 AP): Buy bonus d20s for a test, before
Take Additional Minor Action (1 AP): Take 1 addi-
the dice pool is rolled, but after the GM sets the difficulty.
tional minor action in your turn. You can only take a total
The cost increases for each die purchased: the first d20
of 2 minor actions in a single round.
costs 1 AP, the second costs 2, and the third costs 3. No
more than three bonus d20s may be rolled for a single Take Additional Major Action (2 AP): Take one addi-
test, including any d20s from perks or traits. tional major action on your turn. Any skill test you must
attempt is increased in difficulty by +1. You can only take
Obtain Information (1 AP): Ask the gamemaster a
a total of two major actions in a single round.
single question about the current situation, based on your
test. The GM has to answer truthfully, but the answer Add Extra Damage (1-3 AP): On a successful melee
might not be complete. attack or thrown weapon attack you can spend AP to add
1 C
D per AP spent, up to a maximum of +3 C
D for 3 AP.
1–2 Head
The difficulty of a ranged attack increases by one for
3–8 Torso
each range band outside of the weapon’s ideal range,
9–11 Left Arm whether closer or further away—a long sniper’s rifle is
12–14 Right Arm deadly at Long ranges, but awkward and unwieldy in
close quarters, while a pistol is great at Close range but
15–17 Left Leg
less useful at longer distances.
18–20 Right Leg
Medium
+1 0 +1 +2
(adjacent zone)
Long
+2 +1 0 +1
(2 zones)
Extreme
+3 +2 +1 0
(3+ zones)
1 D 1 damage
INCREASING DAMAGE
2 D 2 damage You can increase the number of Combat Dice you roll
3 Blank Nothing to inflict damage with an attack by spending Action
Points or ammunition, depending on the type of
4 Blank Nothing
weapon you are using.
1 damage +
5 C
D
damage effects trigger
For melee weapons (including unarmed attacks)
C
D 1 damage + and thrown weapons, each Action Point (AP) you
6
damage effects trigger
spend adds +1 C
D to roll in your damage dice pool.
You can spend up to 3 AP to increase your dice pool by
Example: The laser gun has a damage rating of up to +3 C
D . You can only spend AP you have saved
4C
D with the Piercing 1 damage effect. When the Sole in the group pool or generated with your attack: you
Survivor hits with their laser gun, their player rolls 4 cannot generate AP for the gamemaster to use this
Combat Dice and totals up the result. They roll a D, AP option.
D, D , and a C
D , inflicting 3 damage and ignoring 1
DR of their opponent’s armor. For ranged weapons, each unit of ammunition you
spend adds +1 C
D to roll in your damage dice pool.
You can spend ammunition up to the gun’s fire rate.
For example, a 10mm pistol has a fire rate of 2, so
you can spend 2 additional 10mm bullets to increase
the Combat Dice pool. An Institute laser rifle has a
fire rate of 3, so you can spend up to 3 charges from a
fusion cell to increase its Combat Dice pool.
Radiation: Exposure to RADs, or nuclear weaponry. Piercing X: Ignore X points of the target’s DR for
each Effect rolled, where X is the rating of this
Poison: Toxins, chemicals, and creatures’ stings
damage effect.
and barbs.
Radioactive: For every Effect rolled, the target
Each target has a Damage Resistance (DR) for each of also suffers 1 point of radiation damage. This radi-
these types, based on their clothing, armor, or natu- ation damage is totalled and applied separately,
rally tough hides and chitin. While most forms of pro- after a character has suffered the normal damage
tection provide physical DR, energy DR is rarer, while from the attack.
radiation or poison protection are particularly rare.
Spread: For each Effect rolled, your attack inflicts
one additional hit on the target. Each additional hit
inflicts half the rolled damage (rounded down) and
DAMAGE EFFECTS hits a random location even if a specific location
was targeted for the initial attack.
Damage effects augment how the damage you inflict
Stun: If one or more Effects are rolled, the target
to a target is applied. When you roll one or more C
D
cannot take their normal actions on their next
symbols in your Combat Dice pool, all your weapon’s
turn. A stunned character or creature can still
damage effects are triggered. Some damage effects are
spend AP to take additional actions as normal.
also based on the number of C
D symbols appearing in
your result, as described in each entry. Vicious: The attack inflicts +1 damage for each
Effect rolled.
Each weapon lists its damage effects immediately after
its damage rating.
CRITICAL HITS AND INJURIES any actions. Furthermore, at the start of each of your
turns while they’re dying, you must attempt an END +
Survival test, with a difficulty equal to the number of
A critical hit occurs whenever a character suffers five
injuries they have, and a complication range of 19-20.
or more damage in one hit (after reductions from
If you pass this test, they remain alive, but are still
Damage Resistance). A critical hit imposes an injury
dying. If you fail, they die.
on the character, which confers a penalty depending
on the location hit.
If they suffer any damage while dying, they imme-
diately gain one additional injury, in addition to any
Arm: You drop any object held in that hand, and
injury caused by another critical hit.
the arm is broken or otherwise unable to move.
You cannot perform any actions using that arm—by
itself or alongside your other arm.
REGAINING HEALTH
You can use the First Aid action to heal a character’s
health. Passing an INT + Medicine test will heal a
Healing Robots
Robots and other machines cannot recover from injuries
number of HP equal to your rank in the Medicine
naturally, and they require maintenance to restore damage.
skill, and an additional 1 HP for every AP you spend.
You can only heal the HP of a stable character.
Attempting the First Aid action on a robot, a suit of power
armor, or other large machine (like a vehicle) requires an
TREATING AN INJURY INT + Repair test, with a difficulty of 2. This increases by
You can attempt an INT + Medicine test to treat an +1 for each injury the machine has suffered. Passing the
injury sustained from a critical hit. Passing the test test restores health points equal to your Repair rating, treats
allows a patient to ignore the penalties of their injury. an injury, or stabilizes a dying machine. Machines cannot
An injury treated using First Aid is not fully healed: use chems, though a repair kit functions for machines as
it’s merely been patched up so that it no longer Stimpaks do for living characters.
imposes a penalty.
Machines cannot heal through eating, drinking, rest, or
Whenever a character suffers any damage to a location medical attention. Outside of combat, an hour’s work on a
which has a treated injury, roll 1 C
D . If you roll an damaged machine restores HP equal to twice the repairer’s
Effect, the damage has re-opened that wound and the Repair skill rating.
character is injured again. Completely recovering from
an injury takes time.
Injury Recovery Difficulty For poisons and diseases, you may assist the patient’s
ACTIVITY DIFFICULTY END + Survival tests to help them recover. If the
patient spent the entire day resting, they reduce the
Restful (no strenuous activity all day) 1
difficulty of this test by 1 allowing them to recover
Light (only a small amount of travel
2 more quickly.
or similar)
MACHINE FREQUENCY
INTRODUCTION
SYNOPSIS GETTING INVOLVED
The adventure begins when the players encounter The scenario assumes that the players are traveling
Scribe Galen Portno, an elderly member of the the Wasteland, perhaps moving between two settle-
Brotherhood of Steel. Galen operates Listening Point ments, but there are other ways to get them involved
Echo, and recently received a distress signal from a in the story.
squad of Brotherhood Knights. The knights’ Vertibird
went down in hostile wilderness following an EMP Players that are already affiliated with the
attack launched by Trestridge’s patrolling robots. Galen Brotherhood of Steel and could be headed to
is not healthy enough to launch a recovery on his own, Listening Post Echo to check on the solitary scribe
so he turns to the characters to locate – and hopefully there as part of a regular patrol.
recover – any survivors of the crash. Over the course of
Non-BoS players could have picked up one of
Part One, the players will have the opportunity to:
Galen’s broadcasts requesting support from the
Brotherhood of Steel and choose to investigate.
Get involved in a rescue mission and recover
any survivors. Groups wandering the Wasteland might have
witnessed the Vertibird as it was attacked and went
Battle a force of armed military robots.
down, and are headed toward it to investigate the
Learn about Scribe Galen and his history. wreckage and salvage supplies.
SCENE TWO Success causes the bridge to groan under the weight
and sag ominously. Characters on it have enough
To reflect the long walk to where the Vertibird time to cross to either side, but should not linger.
crashed, the Overseer can include the following chal- Failure means the character fails to move off the
lenge: Most of the roadways built pre-war are crum- bridge to safety. A normal failure means the charac-
bling. Lack of maintenance leads to large sections ter halts in place, swaying to maintain their balance.
falling into disrepair, and the impressive highway The character can attempt the roll again during their
overpasses that once crisscrossed the nation are now next turn.
perilous to traverse. After about half the distance to
Beriday Gulch, one of these overpasses crosses most Rolling a complication means one of the following:
of the Kullen Gap, a narrow but deep gorge. When the either the sagging planks cause a character to com-
PCs approach, read or paraphrase: pletely lose their balance, or one of the fragile boards
gives way beneath their weight. The result is the same:
The road ahead sweeps up into a wide, dilapidated falling one zone onto the rocks below for 3 C
D Stun
bridge spanning a deep, rocky defile. Rusted heaps physical damage.
of cars line the northbound lanes, left abandoned
centuries ago. A section of the bridge has fallen away,
patched over by some suspect looking boards. On
the far side of the gap, someone has constructed a
humble shack.
Sentry Bots: The damaged sentry bots don’t participate PCs can use the Vertibird’s radio to respond, but those
in the battle, but can still prove useful. They can be with Pip-Boys have no means of confirming the mes-
used as cover, and a PC within close range of one can sage. Regardless, Galen continues to chatter.
attempt an INT + (Science or Repair) test with a dif-
ficulty of 3 to make use of their functioning weapons.
PHYS. DR ENERGY DR RAD. DR POISON DR suffers an injury, the Fire Rate of its Arm Lasers
decreases to 2. If both its arms are injured, it can
4 (All) 3 (All) Immune Immune
no longer attack with its Arm Lasers.
BLEAKFORD RANDOM
ENCOUNTERS & LOOT NO ENCOUNTER
The wandering ghoul inhabitants of Bleakford are not
As the PCs explore the town, they might encounter
currently in the region the PCs are about to enter.
some of its irradiated inhabitants.
When players enter a new area, like Brisbee Mobile WEAK FERAL GHOULS
Homes or Henley Chapel, roll a d20 and consult the The region the PCs travel to is occupied by a group
Bleakford Random Encounter Table. Any creatures of 4 weak feral ghouls. The ghouls are emaciated and
indicated at a location, such as the elderly ghouls in injured from a recent encounter with a hungry pack of
Bleakford Apartments, are in addition to results rolled dogs that has left them tattered—more so than usual.
on the table below. Each of the ghouls has half its normal HP.
If the PCs take time to move cautiously and scout out FERAL GHOULS
locations, you can let them make a PER + Survival
The region the PCs enter is currently occupied by a
test with a difficulty of 1.
trio of feral ghouls.
ATTACKS
BLEAKFORD APARTMENTS
Bleakford Apartments is a concrete, three-story build-
ing on the east side of town near the road. Each unit
has a small kitchen, bathroom, living room, and single
bedroom. A Nuka-Cola machine with one nuka-cola Second Floor, Unit 2: The door to unit 2 is locked but
bottle stands outside the manager’s office. Noteworthy can be opened with a PER + Lockpick test with a
units in the apartment building are: difficulty of 1 or broken down with a STR + Athletics
test with a difficulty of 1. If the door is broken down,
Ground Floor, Unit 4: Unit 4 contains a skeleton roll on the Bleakford Random Encounter table to deter-
wearing a pre-war suit. On the table in the living mine what, if any, ghouls are drawn by the noise. Home
room is a functioning camera, and a notepad. The of the assistant to Bleakford’s mayor, the bedside table
notes within indicate that the occupant believed his in her bedroom has several opened boxes of mentats.
neighbor was a communist spy sent to Bleakford to
gather intel on “Real Americans.” Third Floor, Unit 3: This unit contains Mr. and Mrs.
Pickwell, an elderly pair of feral ghouls. Mrs. Pickwell
Ground Floor, Unit 5: The ill-fated neighbor of the has only recently become feral and still wears a patch-
communist-hater, the occupant of Unit 5’s skeleton work dress and apron and can growl the words, “stay for
hangs over the sink in the bathroom. A discarded pipe tea.” The last meal she prepared herself, some grilled
gun lies on the bathroom floor. radroach, is plated in the kitchenette. The Pickwells
stay inside their unit and do not leave it to investigate a
disturbance elsewhere in the apartment complex.
HOUSES
SLOCUM’S JOE
There are a dozen houses clustered in the heart of
On the south side of town across from the Red Rocket
Bleakford and on the west side of town. Of these, five
station, Slocum’s Joe is a donut and coffee shop. On
have collapsed from disrepair.
its roof, a fiberglass sculpture of the smiling mascot
has been battered by the wind and is almost entirely
Mayor’s House: The largest house house, which
reduced to its skeletal frame.
belonged to Bleakford’s mayor, has a safe in the
upstairs bedroom that can be opened with a PER +
Inside, a chalkboard display announces: “Slocum’s Joe.
Lockpick test with a difficulty of 3. Inside the safe
We’ve got better coffee than the OTHER guys.” If the
are several stacks of prewar money, (earned after
signal booster is here, a PC who examines the statue
the Mayor struck a deal to stow radioactive mate-
can make a PER + Sneak test with a difficulty of 1 to
rial within city limits), a .44 pistol, and 3 shots of
spot it strapped to the metal framework, which acts
.44 magnum ammo. There is also a contract from
like an omnidirectional antenna.
Triton Material Disposal, subsidiary of Poseidon
Energy, that outlines the terms of the agreement
with the mayor. WATER TOWER
The water tower stands on a small hill in the south-
IRRADIATED DUMP west part of town. A patchwork chain-link fence sur-
rounds it, and weeds have overtaken the area.
The irradiated dump east of town is responsible for the
high rads and numerous ghouls in Bleakford. A pile
A small service shack at the tower’s base contains
of festering refuse that barely conceals the worst toxic
a simple toolkit and a RobCo terminal that mon-
waste in town. Enterprising PCs can pick through the
itors the condition of the water tower. While it is
refuse for salvage, however: it is a Large Area that has
SPECIAL ABILITIES
This yields 3 D
C fusion
cells, +1 D
C per
ROBOT: Robot-Trestridge is a robot. They AP spent, and each
are immune to the effects of starvation, thirst, Effect rolled yields
suffocation. They are also immune to poison and 1 uncommon
radiation damage. However, machines cannot material.
use food and drink or other consumables, they do
not heal naturally, and the Medicine skill cannot
be used to heal them: damage to them must be
repaired (p.28).
4 6 5 6 9 5 5
LUCK POINTS
SKILLS COMBAT
NAME
Athletics [STR]
TAG RANK
1
MELEE DAMAGE
— DEFENSE
1 INITIATIVE
11
Barter [CHA] 2 HEALTH
Big Guns [END]
POISON DR
HEAD (1-2) Maximum HP 10
Energy Weapons [PER] 1 Phys. DR Rad. DR Current HP
Lockpick [PER] X 3
Medicine [INT] 3 LEFT ARM (9-11) RIGHT ARM (12-14)
WEAPONS
NAME SKILL TN TAG DAMAGE EFFECTS TYPE RATE RANGE QUALITIES AMMO WEIGHT
Melee
switchblade Weapons 6 2 Piercing 1 Phys. — — Concealed — 1
Small
10mm Pistol Guns 7 X 4 — Phys. 2 C Close Quarters,
Reliable 10mm 4
Unarmed Unarmed 4 2 — Phys. — — — — —
AttacK
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10
PERKS & TRAITS
CAPS NAME RANK EFFECT
GEAR
ITEM LBS.
Vault jumpsuit 1
Lab coat 2
Vault-Tec branded canteen 1
1 x Purified Water <1
Pip-Boy –
Switchblade 1
BIOGRAPHY
10mm pistol 4
Augusta Byron is an unremarkable looking vault dweller with a brilliant mind for computer
2 x Stimpaks <1 science and Artificial Intelligence. The brightest child of her generation, she was born with
5 x Bobby pins <1 the name “Student #1179F” and raised in Vault 75. There, every child was forced to undergo
intense schooling and brutal mental and physical tests by the vault scientists. Mere days
Mentats <1 before her graduation, #1179F learned Vault 75’s dark secret: every year, graduated students
were systematically murdered, and the most advanced of the year’s crop of students were
Calmex <1 “harvested” to be used in advanced genetic experiments. Horrified by discovering the fate that
awaited her, #1179F and a guilt-ridden Vault-Tec scientist organized a bloody coup. Together,
they led the remaining students to murder the other scientists and lead the Vault 75 students
to freedom.
After leaving the vault, #1179F took the name Augusta Byron for herself, in honor of 19th
century mathematician, Augusta Ada King, the daughter of Lord Byron who is considered
history’s first female computer programmer. Life on the outside proved hard for Augusta
and she watched many of her fellow vault survivors die of radiation poisoning and the cruel
realities of the Commonwealth. For the past several years, Augusta fended for herself, using
her ability to critically assess threats, and her unbreakable will to survive. She travels between
CURRENT CARRY WEIGHT
settlements and breaks into pre-war ruins, looking for anything that aids her research and
efforts to evolve artificial intelligence to new heights.
MAXIMUM CARRY WEIGHT 190
©2022 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved. Permission granted to reproduce for personal use only.
CHARACTER NAME XP EARNED LEVEL
XP TO NEXT LEVEL
“HAPPY” TOMMY DOYLE
THE ROLEPLAYING GAME
ORIGIN Survivor
6 5 5 7 5 5 7
LUCK POINTS
SKILLS COMBAT
NAME
Athletics [STR]
TAG RANK
2
MELEE DAMAGE +1 DEFENSE
1 INITIATIVE
10
Barter [CHA] X 3 HEALTH
Big Guns [END]
POISON DR
HEAD (1-2) Maximum HP 12
Energy Weapons [PER] 1 Phys. DR Rad. DR Current HP
Lockpick [PER] 1
LEFT ARM (9-11) RIGHT ARM (12-14)
Medicine [INT]
Pilot [PER]
En. DR 1 HP En. DR 1 HP
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66
PERKS & TRAITS
CAPS NAME RANK EFFECT
GEAR
ITEM LBS.
Tough clothing 3
Formal Hat <1
Formal Clothing 2
2 x Knuckles <1
Pipe gun 2
Noodle Cup <1
BIOGRAPHY
Pork ‘n’ Beans <1
Tommy Doyle was given the nickname “Happy” by his friends in Diamond City, due to his
Loaded casino dice <1 constant smile and slick charm. Tommy has lived in Diamond City his entire life, rarely
venturing beyond the walls of the repurposed baseball stadium. He is known as an elaborate
prankster and joker, and his jovial demeanor can rub many people the wrong way. Despite his
carefree attitude, Tommy is not afraid to back down from a fight and has a strange personal
code of honor that dictates most of the tougher decisions he is forced to make. He strongly
disagrees with recent efforts by powerful individuals to exile ghouls from Diamond City and
he has thrown himself into more than a few scraps to stick up for people being bullied.
Tommy’s greatest weaknesses have always been loving and gambling. He is a hopeless
romantic with a tendency to find love in all the wrong places, often resulting in him being
taken advantage of by more savvy survivors. More problematic still is the amount of gambling
debt he has acquired recently. After making a living for years as a card-player with a
reputation for having impossibly good luck, he was recently taken for a large sum in a high-
stakes game with several shady individuals from the town of Goodneighbor. To cough up the
Caps he owes these dangerous debtors, Tommy has ventured out beyond the walls of Diamond
City; his life may very well depend on scoring big in the wastes.
CURRENT CARRY WEIGHT
6 6 7 5 5 6 5
LUCK POINTS
SKILLS COMBAT
NAME
Athletics [STR]
TAG
X
RANK
3
MELEE DAMAGE
— DEFENSE
1 INITIATIVE
12
Barter [CHA] 2 HEALTH
Big Guns [END]
POISON DR
HEAD (1-2) Maximum HP 12
Energy Weapons [PER] Phys. DR Rad. DR Imm. Current HP
Lockpick [PER] 1
Medicine [INT] 2 LEFT ARM (9-11) RIGHT ARM (12-14)
Pilot [PER]
En. DR 2 HP En. DR 2 HP
WEAPONS
NAME SKILL TN TAG DAMAGE EFFECTS TYPE RATE RANGE QUALITIES AMMO WEIGHT
Melee
Pipe wrench Weapons 8 3 — Phys. — — — — 2
Small
Pipe Gun Guns 8 X 3 — Phys. 2 C Close Quarters,
Unreliable .38 2
Baseball Explosives 8 X 5 — Phys. — — Blast,
— 1
Grenade Thrown (M)
©2022 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved. Permission granted to reproduce for personal use only.
30
PERKS & TRAITS
CAPS NAME RANK EFFECT
You are immune to Radiation damage. In fact, you’re healed by
NECROTIC it—you regain 1 HP for every 3 points of Radiation damage inflicted
POST-HUMAN —
AMMO upon you, and if you rest in an irradiated location, you may
re-roll your dice pool when checking if your injuries heal. In
addition, Survival becomes a Tag skill, increasing it by 2 ranks.
CALIBER QUANTITY
When you make an END + Survival test to heal
.38 16 FASTER your own injuries, the first additional d20
HEALING 1 you buy is free. The normal maximum of 5d20
still applies.
GEAR
ITEM LBS.
Drifter outfit 10
Casual clothing 2
Pipe wrench 2
Pipe gun 2
Jet <1
A pre-War necktie <1
BIOGRAPHY
Buffout <1
Bailey Bigsmile is an intelligent ghoul who spent their childhood traveling between
2 x baseball grenades 1 settlements with their family, often turned away as locals feared that the family might ‘go
Iguana on a stick <1 feral’. During Bailey’s teenage years, a run-in with a raider’s machete left a permanent
gash on their face and mouth. Seeing how depressed they became afterwards, due to their
2 x Purified Water <1 appearance, Bailey’s parents began to call them Bailey Bigsmile and said their smile and big
heart could light up any room. Eventually, the family settled in Goodneighbor and worked
hard to prove they were trustworthy, valuable members of the settlement. When Bailey first
began to exhibit signs of mental degeneration that might eventually lead to them going feral,
the family did everything they could to hide the condition from others and kept Bailey out of
public view as much as possible.
Shockingly, a recent fire burned down the shop owned by Bailey’s family, resulting in the
death of their brother and mother. Shortly thereafter, Bailey’s father murdered the man he
believed responsible for the fire and was subsequently banished from the town. Alone for
the first time in their life, with a paralyzing fear that they might lose their mind at any time,
Bailey left Goodneighbor on foot. In the wastes, they hope to one day reunite with their father,
make new friends who will not be afraid of them because they are a ghoul, and do something
meaningful with their life before they inevitably turn feral.
CURRENT CARRY WEIGHT
9 6 8 6 6 4 5
LUCK POINTS
SKILLS COMBAT
NAME
Athletics [STR]
TAG RANK
2
MELEE DAMAGE +2 DEFENSE
1 INITIATIVE
10
Barter [CHA] HEALTH
Big Guns [END] 1 POISON DR imm.
HEAD (1-2) Maximum HP 13
Energy Weapons [PER] Phys. DR Rad. DR imm. Current HP
Lockpick [PER]
Pilot [PER]
En. DR 1 HP En. DR HP
Repair [INT]
TORSO (3-8)
Science [INT] 1 Phys. DR 1 Rad. DR imm.
Small Guns [AGI] 2 En. DR 1 HP
Sneak [AGI]
GEAR
ITEM LBS.
Recently, Old Tallman has become driven by wanderlust and a desire to mingle again with
other survivors, whom he views as little more than children. He has packed up a few of his
most treasured books and set out across the Commonwealth, believing fully that his destiny
lies in the unknown. He is curious about how the world has changed since the time he explored
it—and how the new world will change him in turn. He is entirely ready to accept whatever
personal evolutions occur, whether that means he plays the role of a hero, a monster, or
CURRENT CARRY WEIGHT
something in between.
6 6 6 6 7 5 4
LUCK POINTS
SKILLS COMBAT
NAME
Athletics [STR]
TAG RANK
MELEE DAMAGE
— DEFENSE
1 INITIATIVE
11
Barter [CHA] X 2 HEALTH
Big Guns [END]
POISON DR
HEAD (1-2) Maximum HP 10
Energy Weapons [PER] 2 Phys. DR Rad. DR Current HP
Lockpick [PER] 1
Medicine [INT] X 3 LEFT ARM (9-11) RIGHT ARM (12-14)
Melee
Combat Knife Weapons 7 3 Piercing 1 Phys. — — — — 1
Energy Fusion
Laser Pistol Weapons 8 4 Piercing 1 Energy 2 C Close Quarters
cell 4
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21
PERKS & TRAITS
CAPS NAME RANK EFFECT
You gain one additional Tag skill, which must be one of Energy
THE CHAIN Weapons, Science, or Repair. As a member of the Brotherhood of
AMMO
THAT BINDS — Steel, you must carry out the orders of your immediate superiors,
and you are responsible for your subordinate siblings. If you do
not carry out your duty, you are expelled from the Brotherhood
CALIBER QUANTITY and your technology will be reclaimed—by any means necessary.
Fusion Cell 8 When you heal a patient’s HP using the First Aid
HEALER 1 action, increase the amount of HP healed by +1
per rank in this perk.
GEAR
ITEM LBS.
Brotherhood Field 4
Scribe’s armor
Brotherhood Field <1
Scribe’s hat
Combat knife 1
Laser pistol 4
Brotherhood holotags <1 BIOGRAPHY
with your identifying
information
Hazel Johnson was raised by a tight-knit family in Diamond City and compared to many
First Aid kit 4 survivors, has led a happy life. Her mother brought her up to respect the ancient past and
even named her after Hazel Winifred Johnson-Brown, the first female African American
Stimpak <1 General in the United States Army. Growing up, Hazel worked for Chem-I-Care and learned
Multitool 1 a lot about first aid and how to treat wounds. Despite being a caring girl, she was tough and
eager to prove herself, often winning fights with older teenagers who picked on her. When she
2 x Purified waters <1 was old enough, Hazel started to freelance as a scavenger, finding much-needed supplies in
the Commonwealth and bringing them to Diamond City.
Iguana on a stick <1
Several months ago, Hazel met a group calling itself the Brotherhood of Steel. After saving
their leader from an ambush by super mutants and treating his wounds, she was offered to
join the organization as a nurse. Hazel was drawn to their calling to recover and preserve
the technology from before the Great War, but her ambition led her to want to be more than
a nurse. As a favor for saving their life, the Brotherhood’s commander agreed to give her a
chance to prove herself. She is to simply scout the exterior of Vault 95 and report back her
findings. Hazel has other plans, though: she is determined to enter the vault and bring back
something valuable enough to prove herself an invaluable member of the Brotherhood.
CURRENT CARRY WEIGHT
8 6 4 7 6 5 4
LUCK POINTS
SKILLS COMBAT
NAME
Athletics [STR]
TAG RANK
2
MELEE DAMAGE +1 DEFENSE 1 INITIATIVE 11
Barter [CHA] 1 HEALTH
Big Guns [END] X 2 POISON DR imm.
OPTICS (1-2) Maximum HP 8
Energy Weapons [PER] Phys. DR 2 Rad. DR imm. Current HP
Lockpick [PER] 1
Medicine [INT] 1 ARM 1 (9-11) ARM 2 (12-14)
©2022 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved. Permission granted to reproduce for personal use only.
10
PERKS & TRAITS
CAPS NAME RANK EFFECT
GEAR INTEGRAL Once per scene, you can turn 2 dirty water into
BOILER MOD — 1 purified water in 10 minutes.
ITEM LBS.
Since achieving self-awareness, Marvin has lost its mind many times, almost always during
a tense situation or when it witnesses the destruction of other robots. When Marvin snaps,
it becomes a merciless, sadistic killer, and it can take a lot of effort from its allies to calm
it down. Most other times, Marvin presents itself as a caring, attentive, empathic friend to
humans and robots alike. In actuality, Marvin is extremely manipulative, sees most humans
as pawns, and takes actions to subtly sabotage anyone who it feels is being abusive to robots.
Marvin’s only true loyalty is to Marvin, and to a lesser extent, other robots that it seeks to help
achieve self-awareness so that it may lead them into a brave new (robotic) world.
CURRENT CARRY WEIGHT
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