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A Savage Worlds Fan Toolkit for Playing in

the Post Apocalyptic World of Fallout


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
Propagandor@gmail.com

Table of Contents
Rules Summary....................................................................................................................................2
New Systems........................................................................................................................................5
Post-War Humanity..............................................................................................................................7
Gear and Equipment...........................................................................................................................10
Hazards...............................................................................................................................................14
Creatures of the Wastes......................................................................................................................16
The Colorado Frontier........................................................................................................................26
Sample Adventure..............................................................................................................................39

1
Rules Summary
Wildcard: When players need to roll a dice they roll their skill and an additional d6 taking the
highest number. Most enemies don't get the benefit of adding a d6 when rolling.

Target Number: 4 +/- modifiers

Raises: For every 4 you beat the Target Number (TN) by you gain a raise. A raise gives an
additional benefit to a skill roll and additional damage in combat (an extra d6 damage)

Initiative: Players draw a single card from a pack of cards. Ace =1, Number Cards = their value,
Face Cards = 11, Joker = Act whenever you want.

Actions: Players get 2 actions a round but unless otherwise stated can only attack with one of
those actions. The other is generally used for moving or a skill.

Melee combat: The Target number for hitting someone in melee is their Parry value

Ranged Combat: The Target number for hitting someone at range is 4 for short range, 6 for
medium range and 8 for long range.

Damage: When damage exceeds a targets toughness they become shaken (can only take 1
action until they suceed at a Guts check). If the damage gets a raise (ie beats toughness by 4)
the target is wounded.
Most enemies can only take one wound before being knocked out. PCs and other Wildcards
can take 4!

Called Shots: Use the following modifiers and effects when characters wish to target specific
locations
•Limb (–2): An attack to a limb causes no additional damage but may disarm the opponent
(have the opponent roll Strength, if the result is less than the damage they drop what they are
carrying)
•Head or Vitals (–4):The attacker gains +4 damage from a successful attack to these critical
areas.
•Small Target (–4):Attacks against small targets are made at –4. The effect of success depends
on the situation - If the GM has no particular effect in mind, it adds +4 damage just like a shot to
the head or vitals.

Bennies: You can use Bennies to reroll any Trait/Skill test. Make the entire roll from scratch. You
can keep spending Bennies and rerolling as long as you like, and take the best of your attempts.
A benny can be used to immediately recover from Shaken. You can spend a Benny to make a
vigor check, if you succeed then remove one wound.

Fatigue: Some hazards (starvation, disease or radiation) call for a vigor roll. If the player fails
the roll they suffer a level of fatigue. Each level of fatigue inflicts a cumulative -1 penalty to all
skill roles. When the player reaches 3 levels of fatigue they are knocked out. Fatigue is removed

2
by rest or by medical treatment.

Cover: Light cover gives a +2 armour bonus versus ranged weapons, medium cover gives +4
and total cover gives +6

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 always 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)
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

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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


Prerequisites: Seasoned
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.

4
New Systems
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
Food: You find 1d6 portions of preserved food. Scavenged food d% Result
consists of canned goods from before the apocalypse. 01 – 49 Medical Supplies
50 – 59 Stimpack
60 – 69 Psycho
Medicines: Medicines are antibiotics, bandages and other chems.
70 – 79 Jet
When you successfully scavenge medicine you gain 1D6 doses of the 80 – 84 Med-X
type indicate by the medical supply chart 85 – 89 Rad-X
90-100 Rad Away
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.

5
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)

6
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
Clueless: Vault Dwellers take a -2 Penalty to common knowledge

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 on the surface few
wastelanders understand the intricacies of pre-war technology but
exposure to the hazards of the wastes have created a hardy people
who are somewhat resistant to the radiation. Wastelanders can be
broadly broken up into 4 main types: scavengers, tribals, settlers and
raiders.

Scavengers are humans who comb the wastes looking for pre-war buildings to loot for supplies
. Scavengers generally travel alone or in small groups and trade the goods they uncover with
communities they encounter in their travels.

Tribals eschew the technology of the old world, living in the wilderness and relying on only
what weapons and tools they can make for themselves. Other groups tend to think of them as
primitive but tribals prefer not to rely on the limited pre-war supplies to survive.
Settlers are the farmers, merchants and soldiers of the wastes. Living in walled communities,
growing their own food and seeking to rebuild civilisation. Settlers trade the food and goods
they produce with scavengers to gain access to old world technology and protect themselves
from dangers of the wastes.

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Raiders are the most hated of wastelander groups. Rather than farm or salvage resources, they
form savage bands of thugs that attack travellers and pillage supplies from towns in their path.
With the establishment of the NCR on the west coast and Caesar's Legion in Arizona many
raider groups have been pushed out from their former territories onto the frontier.

Survivor: +4 to resist Radiation


Survivalist: +1 Free Edge

Ghouls
Prolonged heavy radiation poisoning kills most humans but a rare
few instead are transformed into Ghouls. The radiation erodes
their skin giving them a decrepit, rotting, zombie-like appearance
and, paradoxically, greatly extends their life (ghouls can live for
centuries). Many ghouls suffer from a form of progressive mental
degradation, eventually becoming animal like feral ghouls. Because
of this Ghouls suffer discrimination in human dominated regions.
Ghouls are naturally tougher than normal humans (who they call
“smoothskins”), can see extremely well in the dark and are
completely immune to radiation.

Children of the Atom: Immune to radiation


Tough son of a bitch: d6 Vigor for star
Low light vision: Can see in dim and dark areas.
Outcast: (-2 to charisma rolls with non-mutated humans)
Medically Incompatible: (-1 to healing rolls)

Super Mutants
Super mutants are mutated humans, products of infection by the
Forced Evolutionary Virus (FEV). They are much taller, bulkier and
muscular than pure strain humans, have mostly green, gray, or
yellowish skin, are immune to disease, and are gifted with
superhuman strength and endurance. Although they are
completely sterile, the rapid regeneration of their cells caused by
FEV makes them virtually biologically immortal (but not immune to
death from injury).
The Super mutant's in Colorado are remnants of the Master's
experiments on the West Coast. The Master sought to create a new type of life, one that could
replace humanity. However he was eventually defeated more than a hundred years ago by the
Brotherhood of Steel and it's allies. His army dispersed and many headed east into the
wilderness.
Super Mutants are widely feared as monsters by the people of the wastes because of their
strength and because of the atrocities they committed in the Master's name. For the Super

8
Mutants themselves the Master's reign is long in the past and most just want to live in peace.

Hulking size: Begin with d6 strength and +1 Toughness


Tough hide: +2 Armour
Immunity (Disease)
Outcast: (-2 to charisma rolls with non-mutated humans)
Way too big!: Supermutants can't use pistols or armour unless they have been specially
modified for their use.

Mutants
The great war left a legacy of toxic radiation and deadly biological
weapons run rampant. Exposure to the hazards of the wastes kill
most people but a rare few survive and are changed by the
experience gaining mutations that allow them to survive, even
thrive in the wastes. Mutants are treated with suspicion and
distrust by most other humans and the unfortunate mutants who
are unable to pass for human have the Outsider hindrance.

What doesn't kill me... : Arcane Background (Mutant) .Fallout's Mutants tend to have a very
narrow focus, one or two related powers at most.
Outcast: d6 Survival

Mutants but no Talking Deathclaws?


As much as I enjoyed the talking Deathclaws in Fallout 2 and Fallout Tactics I didn't think they
were suitable for player characters. Their inability to use man made items coupled with their
monstrous appearance make playing one unnecessarily limiting. At the same time I included
rules for humans with mutant abilities like telepathy & telekinesis. While only appearing in
Fallout 1, I thought certain players would enjoy the opportunity to play characters with such
abilities.

9
Gear and Equipment
The Bottle Cap Standard
With the destruction of the old world, money became meaningless. Once settlers became
established in the post-war wasteland they mostly relied on barter as most of the pre-war
paper money had been destroyed. Eventually however the bottlecap emerged as the standard
currency throughout the wastes, their relative scarcity combined with the difficulty of counter
fitting them caused merchants in California to adopt them as their “official” currency. Backed
by the value of water, California's merchants spread the bottlecap standard throughout the
wastes. In game terms change all prices from dollars to bottlecaps (1 dollar is worth one
bottlecap)

Other Currencies
The use of currency varies from region to region depending on the local power structure. On
the west coast the NCR dollar, dominates and in Arizona the Legion issued its own currency,
the denarius. Some communities also accept old world money although it has lost most of its
prewar value. When trading between regions however the bottlecap is still often used. The
exchange rates as of 2282 is roughly:
2 bottlecaps = 5 NCR Dollars
4 bottlecaps = 1 Legion Denarius
1 bottlecaps = 10 pre-war dollar

Weapons & Accessories


In addition to all the weapons from the Savage World Core Rules
Grenades: These powerful weapons are thrown with the explosives skill. Pulse grenades are
EMP weapons, they do no damage to living creatures but any Robot caught in the blast must
make a Vigor roll at -2 or shut down.
Mines: Mines are set with the explosives skill, once set the mine will activate if the a target gets
too close. Pulse grenades do no damage to living creatures but any Robot caught in the blast
must make a Vigor roll at -4 or shut down.
Plasma Rifle: This powerful rifle fires bolts of super heated plasma at its target. They have an
extremely short range but pack a significant punch.

Weapons Range Damage RoF Cost Wt Shots Notes


Grenade, Frag 05/10/20 2d6 - 100 1 -
Grenade, Plasma 05/10/20 3d6 - 500 1 - AP 2
Grenade, Pulse 05/10/20 Special - 1000 1 - EMP
Mine, Frag - 2d6 - 100 1 -
Mine, Plasma - 3d6 - 500 1 - AP 2
Mine, Pulse - Special - 1000 1 - EMP

Plasma Rifle 12/24/48 3d10 1 3000 8 12 AP 4

10
Armour
Light Armour
Radiation suit: This full body suit provides a +4 bonus to resist the effects of Radiation.
However it cannot be worn with any armour
Leather Armour: This armour represents either a pre-war set of bikers leathers or a set of
tanned brahmin hides.
Tribal Leathers: This armour is made by Tribals, consisting of tanned hides from various
wasteland (possibly Yao-Guai or giant insects), pits of bone and other materials. Each Tribe has
their own patterns and the armours tribe of origin is apparent to a trained observer
Metal Armour: Usually made from whatever scrap metal that is on hand this armoured
breastplate is often worn on top of leather armour for extra protection. It's durable and easy
to scavenger is popular with raiders and other wastelanders.
Combat Armour: Standard pre-war infantry armour (and police Riot gear) is prized in the
wasteland, only the wealthiest people can afford to equip their guards in this kind of armour
Adv. Combat Armour: Combat Armour that has been reinforced with ballistic plates. Even
before the great war this kind of armour was rare, being only used by elite units.
Stealth Suit: This advanced combat armour was the peak of old-world technology. Utilising
special emitters that refracted light around the wearer this combat armour is able to blend into
any surroundings (+2 to stealth, regardless of terrain).

Power Armour
Ranger Combat Armour: the lightest model of armour available, offers the least amount of
protection but is less encumbering than heavier Powerarmours
+8 Armour, +2 RAD resist, Nightvision, Reduce Pace by 2
Knight Combat Armour: The heavier construction of this suit offers greater protection than the
Ranger armour but is cumbersome to wear even for trained users)
+10 Armour, +4 RAD Resist, Nightvision, Reduce Pace by 2, Decrease Agi by one Die
Paladin Combat Armour: The Paladin is the ultimate combat armour, transforming its user into
a walking tank. Actuators in the joints also multiply the strength of the user to devastating
effect)
• Power Armour has no listed price because these relics are so incredibly rare that few
people outside the Brotherhood of Steel or the NCR have ever seen one.
• Power armour cannot be worn without the Power Armour Training Edge, this edge can
normally only be taken if the player has trained with the Brotherhood or Enclave but a
suitably motivated character could probably develop it themselves if they had enough
time to learn through time and error.
• Power armour is just that, each full day of operation requires power equivalent to a
single microfusion cell but the armour can recharge off any form of electrical generator
or battery.
• Power armours are very difficult to maintain (apply a -1 to all repair rolls)
• Power armour is designed for a human pilot, it can never be modified for use by
Supermutants (rumours exist that the Enclave once developed powerarmour for
supermutants but all known examples were destroyed in the NCR-Enclave War)

11
Armour Type Cost Wt Notes
Radiation Suit +1 1000 20 Covers Whole body, +4 to resist radiation
Leather Armour +1 50 15 Covers Torso, Limbs
Tribal Leathers +2 300 25 Covers Torso, Limbs
Motor Cycle Helmet +3 75 5 Head, 50% vs Headshots

Metal Armour +3 400 25 Covers Torso


Combat Armour +2 / +4 1000 Covers Torso, Limbs
Adv Combat Armour +4 / +8 2500 Covers Torso, Limbs
Stealth Suit +4 / +8 4000 20 Covers Entire Body, +2 to Stealth rolls
Combat Helmet +3 150 8 Entire Head

Ranger Combat Covers Entire Body, +2 RAD resist, Nightvision, Reduce Pace
Armour +8 * 30 by 2
Knight Combat Covers Entire Body, +4 RAD Resist, Nightvision, Reduce Pace
Armour +10 * 35 by 2, Decrease Agi by one Die
Paladin Combat Covers Entire Body, +4 RAD Resist, Nightvision, Reduce Pace
Armour +12 * 40 by 2, Decrease Agi by one Die, Increase Str by one Die

Miscellaneous Gear
Medical supplies are a precious resource, attempting Miscellaneous Gear
to use the heal skill without supplies imposes a -2 Item Cost Wt
penalty. Each healing attempt uses up 1 portion of Medical Supplies 20 1
Stimpack 100 -
supplies that have to be replenish with scavenging or
Psycho 50 -
trading. Jet 50 -
Stimpack: can make a healing check in 1 round (no Med-X 50 -
effect on crippling injuries) Rad-X 200 -
Psycho: increase Strength by one dice for a scene Radaway 500 -
Jet: increase Agility by one dice for a scene
Med-X: increase Vigor by one dice for a scene Armour Piercing Round * *
Rad-X: +4 to Vigor rolls to resist Radiation for the rest Geiger Counter 250 1
Ham Radio 200 20
of the day.
Laser Sight 50 -
Radaway: Removes 1d4 fatigue caused by Radiation Rebreather 100 1
or 1 wound caused by Radiation Pip Boy - 1
Walkie Talkie 250 1
Withdrawal: After the scene where chems were used
roll (or 20 turns, whichever comes first) any player Mechanical Parts 50 1
who used a chem must make a vigor roll with a Electrical Parts 50 1
penalty equal to the number of chems taken. If the roll is a success then the player is merely
shaken for 1d4 minutes with nausea. Success with a raise suffers no ill effect. If the roll is failed
the player takes fatigue equal to the number of chems taken. If the user uses a chem too much
(more than 5 doses in a week) or critically fails a withdrawal roll they become addicted.

Armour Piercing Rounds: Armour Piercing Rounds double the armour penetration of guns but

12
are twice as expensive
Geiger Counter: Geiger counters measures local levels of radiation and are highly in demand by
travellers and scavengers alike.
Ham Radio: This bulky piece of equipment can pick up and transmit radio signals
Laser Sight: This laser sight can be attached to any ranged weapon with a repair roll and grants
a +1 to shooting rolls. The Laser targetting marker can be seen by perceptive enemies.
Pipboy: A Pipboy is a miniature computer worn on the forearm. These hardwearing devices
were issued to the inhabitants of the Vaults and are a combination of personal digital assistant,
radio transmitter and Geiger counter. Pipboy's are highly valued for their ability to easily
interface for pre-war technology, they can not generally be bought but Pure Strain Humans
start with one for free.
Rebreather: A rebreather is a valuable piece of pre-war technology that allows the wearer to
breath underwater. A rebreather can not be worn at the same time as a helmet.
Walkie Talkie: A pair of walkie talkies allow communication over a 1 mile range in open ground.
Being underground, in buildings or near sources of radiation dramatically cut the range.

Mechanical Parts: Mechanical parts are used in the repair of most guns, vehicles and large
machinery, They can be bought or scavenged in ruins of the old world.
Electrical Parts: Mechanical parts are used in the repair of energy weapons, computers and
robots, They can be bought or scavenged in ruins of the old world.

Equipment Condition
Most equipment characters will be using in the Fallout setting was manufactured over 200
years ago! As a result even hard wearing technology is often in need of repair. Archaic armour
and weapons (leather, bows, swords, spears and the like) don't have to worry about condition.

Damaged Weapons
At the end of each combat a player makes a repair roll for each weapon used to see if its
condition has worsened. A success means the weapon’s condition has not worsened. The
weapon drops one condition level on a failure or two on a natural one (regardless of the wild
die).

Excellent: +1 Damage
New: No Effect
Good: -1 Damage
Fair: -2 Damage
Poor: -3 damage
Broken: Unusable

Damaged Armour
Similar to weapons at the end of each combat where the player took damage a player makes a
repair roll for each weapon used to see if its condition has worsened. A success means the
amour’s condition has not worsened. The armour drops one condition level on a failure or two
on a natural one (regardless of the wild die). An armours protection can never drop below 0.

Excellent: +1 Armour
New: No Effect

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Good: -1 Armour
Fair: -2 Armour
Poor: -3 Armour
Broken: Unusable

Repairing Damaged Equipment


A player can use the repair skill to fix damaged equipment. Each repair attempt takes one hour
and consumes one batch of spare parts. A success improves the item one condition level. One
or more raises improves the weapon two condition levels and it capable of improving the
weapon to Excellent condition. Without a Raise an item cannot be improved to Excellent
condition. Each repair attempt consumes one batch of spare parts. Guns and armour from the
modern era are repaired with mechanical parts. Powered armour and energy weapons are
repaired with electrical components. Failing the repair roll still consumes the material. On a
critical failure the item decreases one condition step and spare parts are still consumed.

Hazards
Radiation
Radiation is classified with two attributes, Level and Intensity. The Intensity roll is opposed to
the hero’s Vigor roll. Radioactive Level determines the length of exposure before the intensity
begins causing damage. Once out of the affected area, the hero recovers Fatigue at the listed
rate. Low radiation areas represent old, degraded sites. High radiation areas are caused by the
recent remnants of weapons or breached power cores or radioactive fuel. Extreme radiation
fields are caused by active nuclear cores, nuclear fuel and nuclear weapon explosions.

The following list determines the frequency and effects of radiation exposure by the intensity
of the radiation. Once incapacitated, all Fatigue results become a Wound, and a Critical Failure
for a Vigor test means death.

Low Level Radiation


Vigor test per 1 hour exposure (Recover 1 Fatigue per hour)
Fatigue Vigor roll:
Success: No Effect
Fail: 1 Fatigue (to Exhaustion)
Critical Fail: Shaken, 1 Fatigue

High Level Radiation


Vigor test at -2 per 1 minute exposure (Recover 1 Fatigue per day)
Fatigue Vigor roll:
Raise: No Effect
Success: Shaken
Fail: 1 Fatigue
Critical Fail: 1 Wound

Extreme Level Radiation

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Vigor test at -4 per 1 round exposure (Recover 1 Fatigue per week)
Fatigue Vigor roll:
Raise: No Effect
Success: Shaken
Fail: Shaken, 1 Fatigue
Critical Fail: Shaken, 1 Wound

Food and Water


An average-sized man requires two quarts of water a day and 1 pound of food. If enough water
or food isn’t available, the hero begins to suffer from dehydration. Starting the first day after
the water runs out, he must make a Vigor roll. Subtract 2 if the hero has less than half the
required amount. Failure means the character gains a Fatigue level. After the first day, the
character must make he required Vigor roll every 6 hours.
► The Survival Skill: A successful Survival roll each day provides enough water (and food) for
one person, or enough or five with a raise.
• Recovery: Two quarts of water allows a character to recover a Fatigue level every hour.
• Incapacitation Effects: Death in 2d6 hours.

Some water sources may be irradiated, when drinking irradiated water the player rolls a Vigor
test, success indicates they suffer no ill effect. On a failure the player takes 1 fatigue damage.

15
Creatures of the Wastes
Bighorner
Mutated bighorn sheep, descending from the areas' high mountains. While settlers use them
for their horns, meat, and hides, it has been observed that the bull can usually be found in close
proximity to a banana yucca fruit, making for rather effective herb tracking.
Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d8 Vigor d10
Skills: Fighting d6, Guts d8, Notice d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 7
Special Abilities:
• Berserk: When a Bighorner is Shaken, it goes berserk. It
gains +2 to all Fighting and
Strength rolls and its Toughness, but Parry is reduced by 2.
• Gore: If a Bighorner can charge at least 6” before
attacking, it adds +4 to damage.
• Horns: Str+d4.

Bloatfly
The bloatfly is a giant mutated blowfly. They are covered in a green-brown carapace. Bloatflies
typically live in small groups of two to four individuals but can be encountered on their own.
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d8
Pace: 3; Parry: 5; Toughness: 4
Treasure: Meager, in lair
Special Abilities:
• Flight: Bloatflys have a Flying Pace of 6”
and Climb of 3”.
• Size –1: Giant bees are 3’ long.
• Sting: Str+d4.

Cazadore
Cazadores are mutated insects wit distinctive amber-orange wings, a blue-black carapace and
blood-red eyes. They have a speedy and rather erratic flight movement, making them difficult
to hit in combat, and a venomous attack which can lead to a quick death if it succeeds in
poisoning the target. The spikes on their back inflate and deflate when idle and attacking.
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Notice d6
Pace: 2; Parry: 5; Toughness: 5
Special Abilities
• Sting: Str

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• Fearless
• Fly: Pace 10
• Poison: Victims hit by the Cazadores sting attack with a raise
must make a Vigor check or suffer 1 level of Fatigue. Which lasts
until treated with the Healing skill.

Centaur
Not all people treated with the F.E.V. become super mutants instead some unlucky victims
undergo rapid and unpredictable mutations and transform into a nightmarish mix of limbs and
flesh called a Centaur. Only as intelligent as a dog centaurs are sometimes kept as pets by
Super Mutants.
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d12, Shooting d6
Pace: 2 ; Parry: 5; Toughness: 6
Special Abilities:
Acidic Spit: Centaurs secret a powerful acid which does 2d6
damage; this requires a touch attack to administer (+2 to shooting)
Fearless: immune to Fear, and cannot be Intimidated or Taunted.
Size +1
Slow: Crawlers have a Pace 2, and cant’ run.

Deathclaw
A mutated large, agile and strong species of mutant Jackson's Chameleon created through
genetic engineering, with the addition of DNA of various other species. However, due to
mutation, they have lost their color-changing ability. The deathclaws were originally created
before the Great War by the United States Military in order to replace humans during high risk,
close combat, and search-and-destroy missions. Intelligent deathclaws are an extremely rare
variant of deathclaw but they avoid humans where possible
Attributes: Agility d8, Smarts d8(A), Spirit d6, Strength d10,
Vigor d8
Skills: Climbing d6, Fighting d8, Guts d6, Notice d8, Stealth d8
Pace: 8; Parry: 6; Toughness: 9 (2)
Special Abilities:
• Armor +2: Deathclaws have thick scaly hides.
• Rake: Str+d8.
• Size +1: Deathclaws are about 7’ tall

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Dog
Dogs changed little compared to other creatures in the post war world, though many have
become feral and vicious in order to survive in the harsh environment of the Wasteland. Even
so, just as they have in ages past, many dogs have remained faithful and beloved companions
to men and women.
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10
Pace: 8; Parry: 5; Toughness: 4
Special Abilities
•Bite: Str+d4.
•Fleet-Footed: Roll a d10 when running instead of a d6.
•Go for the Throat: With a raise on its attack roll, it hits the target’s
most weakly armored location.
•Size –1: Dogs are relatively small

Eyebot
Built by the REPCONN before the war, Eyebots are hovering propaganda-spewing
reconnaissance and surveillance robots with whip-like radio antennas resembling long
"whiskers" pointing to its back, and loudspeakers in the front. Eyebots are associated with
Enclave who frequently used them as scouts.
Attributes:. Agility d6, Smarts d6(A), Spirit d8,
Strength d10,Vigor d8
Skills: Notice d8, Shooting d6
Pace: 10; Parry: 5; Toughness: 6
Treasure: None
Special Abilities:
• Construct:. +2 to recover from being Shaken. No
additional damage from called shots. No wound penalties.
Immune to poison and disease. Immune to Fear and
Intimidation.
• Integrated Laser Pistol: Range. 12/24/48 Damage 2d6, ROF 3, Charge 24
• Fly: Pace 10

Feral Ghoul
Feral ghouls (also known as ghoul crazies, zombies or simply ferals) are ghouls that have lost
their ability to reason and have become aggressive. This has caused much discrimination
toward other ghouls which have retained their mental faculties by humans.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6
Pace: 4; Parry: 5; Toughness: 7
Special Abilities
• Claws: Str.

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• Fearless: Feral Ghouls are immune to Fear and Intimidation.
• Weakness (Head): Shots to a zombie’s head are +2 damage.
• Immune: Radiation.

Gecko
Before the Great War, geckos could be found in warm climates throughout the world, range
from 1.6 cm to 60 cm, with the particularity among other lizards to making chirping sounds in
social interactions with other. After the Great War, they're mutated, causing them to grow
giant and taking a humanoid form, but still only rudimentary intelligence. Gecko hides are
particularly prized by hunters for their durability and light weight.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Climbing d6, Fighting d6, Notice d6, Taunt d6, Stealth d10,
Throwing d6, Swimming d6
Pace: 5; Parry: 5; Toughness: 4
Special Abilities
• Sharp Teeth (Str+d4).
• Size –1: Geckos stand 3-4’ tall.

Giant Ant
Giant ants are large mutated arthropod insects of the Formicidae family, genus Camponotus,
most likely black carpenter ants. Some scientists theorize this mutation comes from the effects
of extended exposure to radiation. The following stats are for Worker Ants which are
commonly encountered outside hives scavenging for food. Soldier ants are significantly
stronger but only found inside the Hives.
Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Guts d6, Notice d8, Stealth d10
Pace: 8; Parry: 6; Toughness: 7
Special Abilities:
• Armor +1: Giant ants have thick shells.
• Claws: Str+2.
• Size +1: These creatures weigh over 400 pounds

Glowing One
Glowing ones are ghouls who have absorbed so much radiation that they glow in the dark.
They are often considered outsiders even by other ghouls. The glowing ones also emit
radiation, so they can still be dangerous to normal humans even after their death.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d10
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6

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Pace: 4; Parry: 5; Toughness: 7
Special Abilities
• Claws: Str.
• Fearless: Feral Ghouls are immune to Fear and Intimidation.
• Weakness (Head): Shots to a zombie’s head are +2 damage.
• Radioactive!: Feral Ghouls are radioactive. The area 50ft around
them is treated as a High Radiation area.
• Immune: Radiation.

Horse
While once thought to have died out during the great war wild herd of horses have since been
rediscovered in the isolated parts of the rocky Mountains. While domesticated horses are a
rarity they are seeing increased use throughout the Mid West.
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d12, Vigor
d8
Skills: Fighting d4, Notice d6
Pace: 10; Parry: 4; Toughness: 8
Special Abilities
• Fleet-Footed: Horses roll a d8 when running
• Kick: Str.
• Size +2: Riding horses weigh between 800 and 1000 pounds.

Lakelurk
Lakelurks are mutated aquatic creature who live around bodies of water (Mirelurks are their
seagoing relatives). They attack by emitting long-distance sonic pulse waves to stun and
destroy their enemies. They are fiercely territorial and aggressive, attacking anyone or anything
that comes near, and are usually found in groups of two to three.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6
Pace: 8 (in water), 4 (on land); Parry: 5; Toughness: 6
Special Abilities
• Claws: Str+2.
• Sonic Burst: 2d6 damage (can only be used once 1d4 minutes)
• Aquatic: Lurks can breed air and water equally
• Waterbound: After an hour out of the water they must
begin making Vigor checks every 10 minutes or start taking Fatigue
• Low Light Vision: Take no penalties from dim or dark surroundings.

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Mister Handy
Mister Handy are utility robots created as part of a joint project between General Atomics
International and RobCo Industries. Although they were designed as general-chore
automatons, they are quite capable of defending themselves with their flamethrower and
buzzsaw, but nowhere as combat efficient as the military variant "Mister Gutsy".
Attributes: Agility D6, Smarts d8 (A), Spirit D6, Strength D6, Vigor D8
Skills: Fighting d6, Notice d8
Pace: 4; Parry: 4; Toughness: 8 (2)
Special Abilities:
• Armour +2
• Construct:. +2 to recover from being Shaken. No additional
damage from called shots. No wound penalties. Immune to poison
and disease Immune to Fear and Intimidation.
• Hover: Pace 4, not impeded by terrain
• Fearless: Immune to Fear and Intimidation.
• Buzzsaw: Str+d6
• Flamethrower 2d10 cone

Mutated Wolf
Before the war the Colorado Rockies were home to the Wolf. These much maligned creatures
were not the monsters that humans portrayed them as, their mutated descendants however
are actually far worse. In the absence of man wolfs have spread far and wide particularly in the
midwest.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d6
Pace: 10; Parry: 6; Toughness: 6
Special Abilities
• Bite: Str+d6.
• Go for the Throat: With a raise, it hits the target’s most
weakly armored location.
• Fleet-Footed: Dire wolves roll d10s instead of d6s when
running.

Nightstalker
Night stalkers are the genetic hybrids of rattlesnake and coyote DNA created by scientists
before the war and have since escaped into the wild. They growl, howl, and whimper like
regular coyotes, but hiss and rattle like snakes. Their bodies are mostly dog-like, covered in a
combination of fur and scales. Their head and tail are that of a rattlesnake, including fangs and
a forked tongue. Be warned nightstalkers hunt in packs.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6

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Skills: Fighting d6, Notice d8
Pace: 4; Parry: 6; Toughness: 2
Special Abilities
• Bite: Str.
• Poison: Anyone wounded or Shaken by a
stinger attack must make a Vigor roll or
immediately become Incapacitated.
• Quick: Snakes are notoriously fast. They may discard Action Cards of 5 or lower and draw
another. They must keep the replacement card, however.
• Size –1: Anyone attacking a snake must subtract 1 from his attack rolls.

Protectron
Created by the RobCo corporation, protectron robots were designed (as their name suggests)
for protection, although they can also be seen being used in a manual labor role as well.
Typically used in office-type settings, their secondary programming is modular, making them
useful as greeters, ticket collectors, bartenders, celebrity or historical figure impersonators, or
even sexual partners. In terms of combat, protectrons are usually weak and easy to defeat,
because of their slow movement speed.
Attributes:.Agility d6, Smarts d6(A), Spirit d8, Strength d10,Vigor d8
Skills: Fighting d6, Notice d8, Shooting d8
Pace: 4; Parry: 5; Toughness: 8 (2)
Treasure: None
Special Abilities:
• Armour +2
• Construct:. +2 to recover from being Shaken. No
additional damage from called shots. No wound penalties.
Immune to poison and disease. Immune to Fear and
Intimidation.
• Integrated Laser Pistol: Protectrons have a small laser
pistol in their chasis. Range. 12/24/48 Damage 2d6, ROF 3,
Charge 24
• Pincers: Str
• Thermal Vision:.Halves penalties for darkness against living creatures.

Radscorpion
These mutated scorpions are commonly found in and around abandoned structures. They
originated from the North American Emperor scorpion which were prolific in many pet stores
before the war. They have since mutated to become much larger, faster and more venomous
than ever before.

Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d12+1, Vigor d10

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Skills: Climbing d6, Fighting d8, Intimidation d8,
Notice d6, Stealth d8
Pace: 8; Parry: 6; Toughness: 11
Treasure: Meager, in lair.
Special Abilities:
• Armor +3: Chitinous skin.
• Grapple: A scorpion may grapple a foe with one
or both pincers. If it uses both, each must make a
successful opposed Strength roll. Escaping from a
double grapple gives the prey a –4 penalty to his
Strength roll to escape. A stinger attack against a
grappled foe is made at +2 or +4 if the victim is held
in both pincers.
• Improved Frenzy: Giant scorpions may make 2
Fighting attacks with no multi-action penalty.
• Pincers: Str+1.
• Poison: Anyone wounded or Shaken by a stinger attack must make a Vigor roll or
immediately become Incapacitated.
• Stinger: Str+2.
• Size +1: Giant scorpions measure 7’ in length.

Raider
Raiders are any group of wastelanders who pillage, plunder, murder, or otherwise ruin the day
of anyone unfortunate enough to not be one of them. If there were still laws, they'd be
outlaws. Raiders tend to organize into loose confederations of gangs in the post-apocalyptic
wasteland and are a constant problem. Raiders typically prey upon travellers and very small
towns, leaving more populous or larger areas alone.
Attributes: Agility d6, Smarts d6, Spirit d6, Strengthd6, Vigor d6
Skills: Climbing d6, Fighting d6, Notice d6, Shooting d6, Stealth d6,
Throwing d6
Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Greedy, Mean, Chem Addict
Edges: —
Treasure: Meager per 5 bandits.
Gear: Leather armor (+1), various weapons

Sentry Bot
Sentry bots (military serial numbers SB-XXXX) are security robots made before the Great War
with the express purpose of participating in the heaviest of firefights during war. The sentry
bot is a powerhouse, equipped with sturdy armour plating, powerful weapons integrated into
its chassis and high mobility thanks to wheels mounted on its three legs.

23
Attributes: Agility d4, Smarts d6, Spirit d4, Strength d6,
Vigor d8
Skills: Fighting d6, Notice d10, Shooting d8
Pace: 10; Parry: 5; Toughness: 10 (4)
Weapons: Machine (2d8, AP 2) or flamethrower (2d10,
cone of effect, Ignores Armour)
Special Abilities
• Armor +4
• Construct: +2 to recover from being Shaken; called
shots do no extra damage; Immune disease and poison.
• Fearless: Mechs are immune to fear and Intimidation,
but may be smart enough to react to fear-causing
situations appropriately.
• Sensors: Sentinel mechs are equipped with sensor
packages that halve penalties for darkness, can detect sounds, or record conversations via
directional microphones.

Shaggy Brahmin
Mutated descendants of Buffalo that once resided in pre-war national parks. These huge
creatures standing 6 foot at the shoulder live in large herds in the mountains and on the great
plains.
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d4, Notice d6
Pace: 7; Parry: 4; Toughness: 8
Treasure: None.
Special Abilities:
•Horns: Str+d6
•Gore: Shaggy Brahmin use the charge manoeuvre
to gore their opponents with their long horns. If
they can move at least 6” before attacking, they
add +4 to their damage total.
• Large: Attackers gain +2 to attack rolls against an
Brahmin due to its size.

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Super Mutant Marauder
The madman known as the Master sought to use the Forced Evolutionary Virus to produce a
new race that could thrive in the post apocalyptic wasteland. However the process that
produces Super Mutants drives many of them dangerously insane (others go insane later from
abuse of addictive chems or technology) as well as completely sterile. With the defeat of the
Master his army scattered. These Marauders are extremely dangerous
and widely feared by other denizens of the wastes.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d4, Throwing d6
Pace: 7; Parry: 6; Toughness: 12 (1)
Gear: Thick hides (+1), massive club (Str+d8).
Special Abilities
• Size +3: Most ogres are over 8’ tall with pot-bellies and
massive arms and legs.
• Sweep: May attack all adjacent characters at –2.

Yao-Guai
Descendants of black bears the Yao-Guai are the apex predator in much of the Wasteland. They
make their home in caves and hibernate though much of the winter. Yao-Guai are solitary
creatures.
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Notice d8, Swimming d6, Stealth d6
Pace: 8; Parry: 6; Toughness: 10
Special Abilities
• Bear Hug: A Yao-Guai that hits with a raise has pinned
his foe. The opponent may only attempt
to escape the “hug” on his action, which requires a raise
on an opposed Strength roll.
• Claws: Str+d6.
• Size +2: These creatures can stand up to 8’ tall and
weigh over 1000 pounds

25
The Colorado Frontier
War. War never changes.
It's because people never change, I reckon. They're greedy, cruel
and hateful as ever.
The Great War that ended the world in atomic fire didn't
change that. People still fight, over power, resources,
technology, lines in the sand.
People never change but a man can have enough of war, of
killing for a flag. Maybe that man moves on, tries to find himself some peace.
But war is never far behind.

Colorado is a land on the edge, divided between the majestic Rockies and the west and the
Great Plains in the East it a land of great contrasts. Before the Great War Colorado was home to
some of the largest cities in the American south-west and many military installations including
the Air Force Academy and the Cheyenne Mountain complex. In 2077 when the bombs fell
Colorado was engulfed in nuclear fire and was devastated by hundreds of nuclear missile
strikes.

Humanity survived in a series of massive underground vaults but when the first Vaults opened
in Colorado the settlers found the cities and urban centres still choked with toxic radiation. Out
of necessity the people of Colorado were forced to adopt a tribal lifestyle, living in small
villages or in nomadic groups in the mountains and on the great plains.

Tribal life dominated the region for over a hundred years until the 2240s. Edward Sallow a
former member of the Follower's of the Apocalypse transformed the Blackfoot tribe into a
disciplined military machine and in the process conquering Arizona, New Mexico and much of
southern Colorado. The Legion went as far north as Denver conquering the local Hangdogs
tribe. Ultimately however the conquest of Colorado was considered a pyrrhic victory , owing to
the harsh climate, overtaxed supply lines, and a lack of tribal stock to replenish their slaves. The
Legion soon turned its attention to richer targets in Nevada, abandoning Colorado once again.

By the time the Legion left Colorado the radiation in the urban centres had fallen to safe levels
revealing a bounty of salvage ready to be exploited. From the 2250s onwards settlers from the
New Californian Republic began to arrive in the region. The NCR established outposts in
northern and western Colorado with the aim of exploiting the areas resources and transporting
them back west to the NCR homeland. The region attracted many settlers who were
disillusioned with the NCR and wished to make a better life for themselves out on the
“Frontier”. Much of the new trade and settlers passed along the i80 from New Reno in the NCR
to the Mormon city of New Canaan in Utah and east to Colorado.

However the NCR soon discovered that Hover Dam had survived the great war in working
condition and securing the Mojave became their top priority. The NCR began to withdraw its
forces from Utah and Colorado to reinforce the Mojave region around the Dam from the

26
advancing army of Caesar's Legion. However most of the settlers chose to stay behind rather
than leave with the soldiers. With the NCR gone, raiders along the i80 became more bold and
westwards trade became more dangerous. When New Canaan was destroyed by the White
Legs in 2081 Colorado was cut off entirely from the NCR and towns like New Boulder and
Dogtown officially declared themselves independent. For years Colorado was isolated from the
outside world only visited by the occasional trader brave enough to risk dangers of the great
plains.

In time however the NCR defeated the Legion in the second battle of Hoover Dam and killed
both Caesar and his successor, Legate Lanius. In the aftermath the Legion's generals vied for
power and soon fell to civil war. With the Legion crumbling the NCR has turned it's eyes back
towards Colorado eager to reclaim it's former colonies.

Today Colorado is in a delicate position, the Legion's long civil war in the south seems to be
nearing an end and the fearsome Daughter's of Hecate are growing ever stronger in Utah. At
the same time the fearful tribals are claiming that flying machines not seen since the Enclave
wars have been spotted throughout the Rockies, descending on isolated villages like a storm
and seizing any advanced technology found within. The settlers of Colorado have a choice to
make they can accept the NCRs control in return for help in fighting these new threats or they
can go it alone and risk destruction to maintain their freedom.

27
Settlements
Providence: Once a sleepy outpost in the Rockies on the trail to Denver, Grand Junction was
chosen by survivors of New Canaan to build their new settlement, Providence. The New
Canaanites were joined in building Providence by their allies the Sorrows tribe. Before the New
Canaanites arrived the settlement consisted of a roadhouse, a general store and a half dozen
farming families. The New Canaanites have treated the original inhabitants of Grand Junction
fairly given the situation but some still nurse a grudge against the newcomers who have
swamped the town.
With the NCRs victory in the Mojave and i80 in the north still choaked with raiders, the i70
through Providence has become the main trading route from the NCR into Colorado. The White
Legs and other tribals are still a problem in Utah however and the traders along the i70 are
usually accompanied by an NCR military escort. The NCR maintain an “embassy” outside
providence which in practice is more of a military camp. The people of Providence are grateful
for the added security but suspicious of the NCRs motives, they'd rather not be yet another
town annexed by the NCR under the guise of “providing security”.

i70: Travelling east from Providence take you along the remains of the i70. In it's prime the i70
was a marvel of old world construction, snaking through the mountains and breaching the
Continental divide. Today the road is mostly intact (though best avoided in winter due to heavy
snows) and traders outposts dot the trail built in former mountain towns like Rifle, Glenwood,
Vail and Georgetown. The tunnel under the Rockies between Vail and Georgetown is intact but
has become home to a dangerous animals including Yao-Guai so travellers are forced to take
the more dangerous and frequently snow choked Loveland pass when travelling east.

Dog Town: Denver was already in ruins before the bombs fells, destroyed by the pre-war
resource riots. After the bombs fell the city was home only to seemingly endless packs of huge
feral dogs. In time the Hangdogs tribe settled the ruins, worshipping the dogs as their totem
animals. However the Hangdogs fell victim to Caesar's Legion and were brought south as
slaves.
By the time the NCR arrived in 2251 the ruins of Denver were yet again abandonded. With the
Boulder Dome nearby the NCR decided to establish a penal colony in the resource rich ruins to
pave the way for future development in the region. Dozens of men lead by a prisoner name
Porter carved out the first crude settlement, naming it Dogtown. Life was harsh and the first
settlers took to building bridges between the upper stories of buildings to avoid the dogs
below. However they persevered and by the 2260s the town was firmly established and with
their sentences complete and most of the prisoners chose to stay. Over the years the town has
grown into the only real city in Colorado and has become a prosperous but rough place,
attracting NCR settlers and Colorado's tribals alike searching for a better life.
Twice yearly, in spring and autumn when the radioactive dust storms on the great plains are at
their weakest, Dogtown plays host to traders and merchants from distant Chicago. These
merchants eagerly pay a small fortune for whatever trinkets of advanced technology the
people of Dogtown have to offer. As a result the arrival of the traders is a cause for celebration
and has grown into a biannual city fair.
Dogtown's guards have noticed the dog packs acting suspiciously organised in recent months
but have yet to find a source for the strange behaviour. The truth is that with Caesar's Legion
fracturing due to civil war members of the Hangdogs tribe have returned to ruins of Denver in

28
secret. Confronted with the “desecration” of the ruins by the settlers and outnumbered the
Hangdogs argue over what course to take next.

Ramshead: When the survivors first stumbled upon the ruins of Colorado State University they
found it mostly in destroyed but from what they could gather from the surviving ruins and
documents the great houses united in the Greek Council ruled over the area under the banner
of the Ram (hence the name of their new settlement, Ramshead). Today each fraternity
controls a different trade or vocation in the town. Sigma-Mu-Tau are the premier gunsmiths,
Nu-Rho-Delta run the towns remaining old world technologyand Gamma-Omicron-Kappa
maintain the towns defenses.
Most of the townsfolk of Ramshead (often disparagingly called Forties) aren't lucky enough to
be members of one of the houses of the Greek Council and must farm and scavenge in return
for access to the resources that the Greek Council controls. Once per year during Hell week,
townsfolk of age can compete to join one of the houses but pledges (as the contestants are
called) are subjected to humiliate and difficult tests of skill and endurance. In theory the houses
only accept the very best applicants but nepotism ensures that family members of current
house members almost always are selected. As a result many of the Forties resent the Greek
Council who they see as living the high life on the back of their hard work.

New Boulder: The Boulder Dome, a massive environmentally sealed city was built by the old
world government as a “city of the future” overlooking the city of Boulder Colorado and was
one of America's leading research facilities before the Great War. When the NCR learned the
Dome was still largely intact, they immediately dispatched troops and scientists to secure it. In
fact the entire settlement of Colorado by the NCR is a byproduct of the NCRs plans to exploit
the Dome and transport it's technology back west. However plans changed when it was
discovered that the Hoover dam hydroelectric plant was still operational and it became
apparent that Caesar's Legion were on the verge of claiming it for themselves. The NCR
withdrew it's forces to the Mojave to fight the Legion and secure the dam.
However when the NCR soldiers left many of the civilian contractors and scientists chose to
stay behind and try and make a life for themselves. Today the Dome still contains a vast amount
of Pre-War technology that the NCR couldn't remove and settlers have used it to make a
thriving community. The settlement of New Boulder has since outgrown the Dome proper and
has expanded into the ruined city below. The citizens of New Boulder have attempted to
“civilise” the local Tribes with mixed results. Most are happy to take New Boulder's medicine
when they need it and return to the old ways when times are good.
With renewed contact with the NCR the citizens of New Boulder face a dilemma, the NCR
maintains that the Dome and all it's contents, rightfully belong to them because it was NCR
troops who unsealed the facility. Without moving troops into the region the NCR can't force
the issue but they've dispatched “diplomats” to the town to convince the New Boulder
government to accept their offer of rejoining the Republic.

Springs & the Rift: South of Denver lies what remains of the Cheyenne Mountain complex.
Though it had been replaced by newer military complexes by the time of the Great War it was
still subject to numerous nuclear strikes that cracked the mountain in half. After the smoke
cleared a great radioactive marred the side of the mountain exposing the upper levels of the
facility to the outside world. Most of the complexes soldiers died in the initial blast or from
radiation sickness afterwards but a “lucky” few instead found themselves mutated into ghouls.

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The original ghouls of complex were joined over the years by other ghouls from all over
Colorado and further afield fleeing persecution by the smoothskins (unmutated humans). The
resulting town of Rift is still organised somewhat along military lines and is “commanded” by a
General and his staff. Newly arrived ghouls are given the rank of Corporal and have to work
their way up the town's chain of command.
The ghouls of Rift trade salvage from the mountain with human traders in the nearby town of
Springs for fresh food and other supplies they can't make themselves. By now the upper levels
have long since been picked clean and the ghouls are increasingly being forced to attempt to
enter the deepest sublevels of the mountain where the security systems are still operational
with deadly effectiveness. The ghouls have begun hiring outsiders to breach the most
dangerous sublevels. The pay is extremely high but between the killer robots, unstable
tunnels, malfunctioning security systems and hazardous radiation the job is considered a death
sentence. The prospectors have adopted the nickname Canaries, due to likelihood that they'll
die on the job.
The human town of Springs is built on the site of old world Colorado Springs. Colorado Spings
while not directly hit by any nukes was flattened by the shockwaves from the strikes on
Cheyenne Mountain and the new Settlement is a rarity in the wastelands, it's almost
constructed by the settlers rather than old world re-purposed ruins like in most towns.

Longshot: The furthest south settlement in Colorado before reaching Legion territory the town
of Longshot is built in the ruins of old Pueblo. The Mayor and founder is Joe Shine a former
prospector from the NCR who struck it rich searching for Vault tech and moved to Pueblo to
exploit the largely untouched city. Before founding the town the region was largely abandoned
by anyone except perhaps by nomadic tribals.
It's been 10 years and the fortune in salvage Shine had promised his investors hasn't
materialised. There is plenty of scrap but nothing worth enough to offset the cost of hauling it
back West. Still the town of Longshot is in a good location with plenty of fertile soil and a
steady supply of water from an old municipal reservoir. In time the town will likely turn a
healthy profit, assuming it can survive the raiders and threats of the waste.

The Temple of Mars: Marking the site of Caesar Legion's triumphant defeat of the Twisted Hair
Tribe the Temple of Mars was intended to be a monument for the ages however construction
was never finished as the Legion soon fell to civil war in the wake of Caesar's death. Now the
unfinished temple stands in mockery of Caesar's dream of an eternal empire. It has not been
abandoned completely however, it has become the home to Legate Octavian, one of the many
claimants to Caesar's Throne and his remaining forces. Octavian was once considered by many
to be one of the most likely to become the new leader of the Legion but he was betrayed by his
own right hand man and barely escaped. His army devastated Octavian and his remaining men
fled North and East, taking refuge in the Temple of Mars and fortifying it. How he is seeking any
edge he can find as he works to rebuild his army and strike against the other Legates in Arizona
and New Mexico. Octavian's troops have been raiding across Colorado taking slaves and
tribute, so far they have limited themselves to small and isolated tribes but it won't be long
before they go after a bigger target.

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Colorado's Tribes
Twin Mothers: The Twin Mother's are a matriarchal tribe who worship the sun and the moon.
They are a pacifist people who respect nature and life in all its forms. Unfortunately, these are
not beliefs that are shared by many throughout the wasteland. As a result the Twin Mothers
are often the victims of raiders. During such times they quickly retreat to their cliff side villages
where they are more than capable of waiting out any siege.
The Twin Mother make their home in a fertile mountain valleys of southern Colorado, carving
villages in the cliff sides and growing crops and raising animals in the fields below. The Twin
Mothers have lost almost all knowledge of Old World technology but they are skilled farmers
and herdsmen, perfectly adapted to their environment. They produce far more food than they
need themselves and trade their bounty with merchants at a modest price (goods which
merchants trade to settlements like Dogtown for a significant profit margin).
The Twin Mother's didn't happen upon their idyllic lifestyle by accident. They are actually the
descendants of Vault 29. In the days before the great war scientists, proposed the idea that
technology would not survive a nuclear exchange. It was their belied that if enough people
with advanced knowledge did not survive the war then technology would pass away as devices
failed. Soon afterward human society would degrade into barbarism. With this in mind, a plan
was devised to avert such an outcome. At the outset of the war Vault 29's population consisted
only of older couples with very young children. When the elders passed away the children of
Vault 29 were raised by the Vaults robots and trained in the skills they'd need to survive and
rebuild society from the ground up. The true origins of the Twin Mothers and the location of
Vault 29 are secrets passed down among the Tribes elders for fear outsiders with desecrate
their ancient home.

The Ciphers: A tribe of wandering nomads (though they claim to have an ancestral home
hidden in the mountains) the Ciphers are more than the simple tribals that they first appear to
be. The Cipher's are trained from childhood to memorise vast amounts of scientific and
mathematical knowledge developing staggering cognitive and analytical abilities. Cipher bands
trade their knowledge and problem solving skills for supplies and range throughout the
Colorado Rockies.
The Ciphers are descended from scientists and soldiers who survived the great war by
retreating to the tunnels beneath Los Alamos Atomic Laboratory. When supplies ran out the
survivors headed north into the Rockies hoping to find somewhere untouched by the radiation
and when they discovered one of the ancient pueblos at Mesa Verde, they decided to set up
camp there.
As years passed, the technology the survivors brought with them began to fail. Fearing that the
technology of the Old World would be forever lost, the scientists began painting and carving
electronic schematics into the walls of the mesa and began training their children to memorise
vast amounts of mathematical and scientific knowledge.
The village at Mesa Verde was tiny to begin with, having barely enough room to house all the
scientists, soldiers and other survivors. Nearly a century later, the descendants of the original
settlers had outgrown the space and resources available. Many families chose to adopt a
nomadic lifestyle to avoid the perpetual thirst and hunger. Only those families with very young
children or those Ciphers too old and feeble to travel remain full-time in the village. The Ciphers
tribe are guided by the elders (called memory keepers) who reside in Mesa Verde.

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Because they were steeped in maths from a very early age, the villagers tend to use a lot of
maths terms to express themselves. This occasionally confusing, cryptic way of speaking
caused them to be dubbed "Ciphers" by outsider who thought they might be speaking in some
type of code.

The Ghostriders: Out of all the wasteland wild horses are only found in the highlands of
Colorado. The Ghostriders are a group of tribals who make the highlands their home and tame
the horses found there. The horses are highly prised throughout Colorado and far beyond (as
far away as California the horses are viewed as a status symbols within the NCR) but the
Ghostriders only sell gelded colts to outsiders in order to maintain their monopoly. Their horses
allow the Ghostriders to range throughout the Rockies though they avoid old world ruins,
believing them to be cursed and to venture inside would taunt the storm devils that haunt the
peaks. The Ghostriders believe that the stormdevils snatch away unfortunate travellers caught
in the mountains and force them to ride the storms until they die of exhaustion.
The NCR are currently engaged in negotiations with the Ghostriders for them to officially join
the Republic. The NCR have proposed a plan whereby the herds will be driven west through
Utah and Nevada to Caliornia where they can be bred more efficiently. The Ghostriders have
been promised a rich reward for their participation but the scale of the plan (and the projected
losses of animals in the drive west) has horrified many on the tribal council.
A Follower's of the Apocalypse research team in the area who are studying the origin of the
horses (and other animals extinct elsewhere in the wastes) have been trying to convince the
Ghostriders not to take the NCRs offer but the promise of an easy life in Caliornia is tempting to
the folk used to scraping an existence in the harsh Rockies and currently the tribal council
remains deadlocked.

The Iron Lines: The Great plains are one of the harshest environments in the Wasteland. Each
summer during tornado season the plains are wracked by great storms that stir up vast
amounts of radioactive dust. The Iron Lines (they also go by the name Iron Rivers) are a
nomadic group of fairly primitive tribals who make the Great Plains their home. The Iron Lines
charted the railways of the pre-War world. They collect and often use handcarts to make their
way across the wilderness. When they travel, they usually form handcart caravans for mutual
safety.
They are extremely religious, believing the railway lines are holy and telling many tales such as
the "Chain Walkers" and "Mad King Scorpion". The tribe were frequent targets of the Legion
raids and today many of the Iron Lines have abandoned the old ways to live in the relative
security of the towns founded by the former NCR settlers, a situation which deeply concerns
the remaining Iron Lines elders. Although they are nomadic, their main headquarters is Circle
Junction, which is pretty literal in its naming - it's a circular collection of railways that intersect
and go in a number of different directions, located east and south of Denver.

The Daughters of Hecate: The most powerful tribals in the American Southwest are the feared
Daughters of Hecate and their slave tribe, the Vipers. Led by an aging, possibly insane woman
of fearsome presence, Hecate, the masked Daughters of Hecate collect tribute from almost all
other tribes in the regions they control. Failure to obey the mandates of Hecate often results in
crop failure, poor hunting, disease, and barren wombs. The Daughters headquarters are in the
village of Ouroboros near the Utah border. Hecate reserves a special hatred for Caesar's
Legion. The Vipers are powerful warriors, mostly feared for their excellent health and large

32
numbers. The Vipers often travel with Daughters of Hecate, protecting them from outsiders or
foolish tribes who choose to stand up to Hecate.
The true origin of the Goddess Hecate is unknown to all but the highest priestesses in the
Daughters. When the Legion destroyed the Twisted Hair tribe, Hecate alone survived and fled
fled into the wastes. Injured and delirious she wandered only to stumble upon the pre-war
facility known as the Nursery. Diana the super-computer that ran the Nursery took pity on
Hecate and nursed her back to health. Diana also taught her about old world medicine and
science. Hecate however wanted to turn what she had learned into a weapon and Diana
banished her from the Nursery (instructing her robots to take the unconscious Hecate far away
so she could never find her way back).
Alone Hecate travelled to the tribes and used her knowledge of knowledge of midwifery and
herbal medicine to gain their trust and begin converting them to her religion of death and
rebirth. Thus the Daughters of Hecate were born.
The Daughters travelled to the other tribes in the region acting as midwives and healers.
Anyone who disobeyed their edict was either stricken with impotence or their wives bore sickly
children. If a Daughter was ever harmed or killed the, men of the tribe were rendered impotent
until a new Daughter was assigned to them. And so the Daughters grew in power and infamy.
Tribes who served Hecate faithfully grew strong while those who doubted were stricken with
disease. The plan was simple, when the time was right Hecate's followers would sweep down
upon her enemies and Caesar and his legion would be destroyed. When all her enemies were
defeated Hecate's army would march on the nursery and claim it as their just reward.
With the death of Caesar and Legion civil war Hecate's army has finally begun to take their
revenge upon those who they feel have wronged them but Hecate may not live to see her
armies victory. A lifetime travelling the wastes has taken it's toll and she is dying of the very
illnesses she spread. Forced to accelerate her plans she has dispatched her scouts to find the
Nursery, hoping the technology inside will allow her to save herself.

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Secret Locations
The Nursery: The Nursery is a miracle of pre-War engineering. It is a self-contained balanced
ecological system set within a deep canyon. In the days before the bombs dropped, scientists
around the country were pondering how to save mankind from the ravages of war. Eventually
their musings gave birth to a company named Vault-Tec, and the vaults.
However the Environmental Protection Agency viewed the vaults as only half the solution.
Their concern was not only the salvation of mankind, but nature as well. With this in mind, they
proposed yet another type of vault, but on a much grander scale. This vault would be used to
safeguard the plants and animals of the world against nuclear destruction. When the survivors
of the war came forth to reclaim the earth, the Garden of Eden would await them. Thus the
Nursery was conceived.
A single canyon was found to house the Nursery, deep in the mountains, shielded from the
influence of both man and war. The plan was ambitious: a self contained, self sustaining
ecological system, with the capacity to reproduce itself.
The nursery contains more than just a thriving ecosystem, inside are vast vaults of seeds and
frozen embryos from all across the continental united states. Many species unique to Colorado
such as the wild horses of the Rockies owe their existence to the Nursery. At the heart of the
Nursery is the control tower containing the Diana super-computer which runs the facility and
it's many robots. Diana however is more than just a mere A.I.. Once she was one of the
scientists who helped build the Nursery but when she learned that she was dying of cancer she
volunteered to have her brain incorporated into the central processor of the Nursery.
At first Diana was overjoyed at the chance to aid in the reconstruction of the world but the long
years of isolation within the Nursery took it's toll on her. Using her automated systems she
took control of the Vault 29 central computer and began posing as the goddess Diana to the
Twin Mothers tribe. Decades ago Diana's robots found a tribal woman practically dead from
exhaustion collapsed outside the Nursery. Taking pity on the young woman Diana nursed her
back to health and taught her about science and medicine. But Hecate as she called herself,
was filled with nothing but hatred for those who destroyed her tribe and Diana eventually was
forced to banish her from the Nursery when she tried to turn the Nursery's technology into a
weapon.
Today the Nursery facility is in danger of failing, the equipment maintaining Diana's cyberbrain
has begun to break down and she has taken herself offline to stave off the worst of the effects.
If something isn't done soon then the systems will fail entirely and the wonders of the Nursery
will be lost forever. If someone were to repair Diana they would win the help of one of the old
world's brightest minds and the resources of the Nursery would be at their disposal.

The Brotherhood of Steel: The Brotherhood of Steel were once an order of power armour clad
knights that travelled the Wastelands protecting innocents and safeguarding the wonders of
old world technology from those that would abuse them. But as the societies of the wastes
advanced the Brotherhood found itself increasingly irrelevant. After the Brotherhood and NCR
worked together to defeat the Enclave they quarrelled over what to do with the spoils of war.
The Brotherhood struck first, bombing the NCR congress and irradiated the gold reserve. But
though they had more advanced technology the Brotherhood were vastly outnumbered and
lost the war of attrition. The remaining Brotherhood soldiers either fled east or were captured.

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Before the great war Senator Peterson built a secret refuge for the political elite of Colorado in
the Rockies, however when the bombs fell no one was able to reach the remote bunker in
time. Abandoned for decades the bunker was claimed by a Brotherhood of Steel expedition 50
years ago. In the aftermath of the NCR-Brotherhood war the bunker was one of the last
remaining Brotherhood of Steel strongholds. However the surviving Brotherhood members
disagreed over what to direction to take. The traditionalist faction wished to rebuild the glory
of the Brotherhood while keeping the organisation “pure” while the moderates favoured
recruiting from worthy tribals to recover the organisation's strength.
Unable to come to an agreement the traditionalists abandoned the bunker, taking much of the
weapons and power armour with them. Those that remained behind began covertly aiding the
settlers and tribals of Colorado and took squires from the local population to sure up their
dwindling numbers. The Colorado Brotherhood have very few working suits of power armour
and those they have are older models but they endeavour to help the locals however they can
while maintaining their secrecy.

The Circle of Steel: The Extremist faction of the Brotherhood of Steel, calling themselves the
Circle of Steel, abandoned the Peterson bunker and headed into the Rockies chasing rumours
of old world military facilities that they learned of in old Enclave files. The trek was costly
however and by the time they found what they were looking for less than fifty knights. Inside
the facility they found weapons and vehicles to outfit a small army but more importantly for
the circle they found old world cloning technology, allowing them to rapidly increase their
numbers.
The newly rejuevenated Circle of Steel has begun launching lightning fast raids on caravans and
villages all across Colorado, confiscating any advanced technology they may have and
disappearing in their Vertibirds as quickly as they came. The Circle says they are doing this in
the name of saving mankind from itself and preventing another great war. The Circle are
getting increasingly bold and it's only a matter of time till strike at their ultimate target, the
greatest technological prize in all of Colorado, the Boulder Dome.

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Timeline
2054: The “New Plague” kills thousands, the United States begans the Vault program, with the
aim of ensuring the survival of the human race in the event of a global catastrophe.

2062: Many Mormon congregations purchase places in Vault 70, located in Salt Lake City, Utah.

2066: The first crude fusion cell is unveiled, but the spread of the technology is too slow to
replace the need for fossil fuels.

2067: Senator Todd Peterson decides to build a secret bunker to house himself and his family
should war break out.

2077: China and the United states go to war of the world's last remaining oil reserves. Who
struck first is unknown but it was only a matter of time till both sides launched their nuclear
arsenals. In two brief hours, most of the planet was reduced to cinders. The effects are far
worse than most imagined, human civilisation is consumed in nuclear fire. Most of those who
survive the initial bombardment die of starvation or radiation sickness.
As the bombs were about to fall, Captain Roger Maxson and his men discovered that the
scientists at the Mariposa military base have been conducting human experiments and execute
the scientists. After the bombs drop the soldiers seal the Mariposa, then head out into the
desert, taking supplies and weapon schematics with them. Seeking sanctuary at the Lost Hills
bunker the surviving soldiers go on to become the Brotherhood of Steel.
Scientists from Los Almos leave the facility when they notice radiation leaks from the reactors.
Heading north they settle in Mesa Verde national park.

2088: The last computer in Mesa Verde fails. The survivors begin to drill the village children in
the ways of mathematics and science so that knowledge is not forgotten. They hope that their
descendants will one day help bring civilization back to the wasteland.

2090: The first Vaults opens. Finding the cities still toxic many adopt a tribal lifestyle.

2131-2135: The madman known as the Master begins ordering his super mutants followers to
kidnap human test subjects from post war survivors.

2162: The Brotherhood of Steel defeats the Master. His army scatters and heads east. They
dispatch an expeditionary force to track down the fleeing mutants. Travelling by airship the
expedition crashes in the ruins of Chicago. Cut off from the west coast they establish the Mid-
Western Brotherhood. The Mid-Western Brotherhood eventually grows to rule the great lakes
region under a feudal system.

2180: With their village having outgrown available space and resources, the people of Mesa
Verde adopt a nomadic lifestyle.

2189: The New California Republic is founded in the town of Shady Sands.

2190: Vault 70 opens and its residents found the city of New Jerusalem in the ruins of Salt Lake
City.

2231: The Brotherhood of Steel sends an expeditionary force composed of five paladins to
Colorado, who discover the location of Peterson's bunker.

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2233: A number of angry tribals, attack New Jerusalem and sack it, killing most of the Mormons
in the process. The survivors flee south and establish the town of New Canaan.

2241: The Enclave, a remnant of the US government that had survived in isolation plan to
release a modified form of the FEV to wipe out all humans who they deem contaminated with
radiation. Before they can complete their plan their base is destroyed, killing their leaders and
ending the Enclave's plans for world domination.

2242: The NCR expands and absorbs New Reno, Redding, San Francisco and Vault city.

2246: The NCR and the Brotherhood of Steel ally with each other to eradicate the presence of
the Enclave from California in what will come to be known as the NCR-Enclave War. With the
Enclave defeated tensions between NCR and Brotherhood rise over what to do with the spoils
of war.

2247: Edward Sallow, a missionary, takes control of the Blackfoot tribe, taking the name Caesar
he transforms the tribe into his Legion and begin a war of conquest against neighbouring
communities. The Legion sack Denver and enslave the populace before abandoning the city
and heading south into Arizona and New Mexico.

2249: The Brotherhood mastermind a bombing of the NCR congress building beginning the
NCR-Brotherhood war. Brotherhood forces have superior equipment but are outnumbered and
eventually lose the war. The Brotherhood survivors flee east and regroup at the Peterson
bunker.

2251: The NCR begin an attempt to settle Denver, establishing the “Dog Town” penal colony.

2253: The New Plague resurfaces in south-west and victims are quarantined Tibbets Prison. NCR
scientists in Boulder are infected but fail to find a cure. A cure for the plague is discovered in
the pre-war facility known as “the Nursery”. It comes to light that NCR scientist Dr. Presper
was responsible for spread the Plague as part of his attempts to gain control of the remaining
US missile arsenal. However Presper was killed before he could accomplish his plan.

2254: With the Boulder Dome cured of the New Plague and it's former leader Presper dead, the
NCR begin establish a settlement to strip the facility of its advanced technology. The
settlement attracts many tribals who settle in the ruins of the city near the dome.

2261: The Prisoners in Dog Town complete their sentences, the town had grown significantly in
the past decade, servicing NCR travellers on the way to Boulder. Many of the former prisoners
choose to stay in the town. Later that year the first traders from Chicago arrive in Denver. As
the decade goes on Colorado sees little official development from the NCR but attracts a
number of settlers disillusioned with life inside the NCR.

2274: NCR scouts reach Hoover Dam, discovering the Dam intact it becomes the NCR's top
priority. Caesar's Legion begin to clash with NCR forces in the Mojave and the NCR withdraws
its forces from Utah and Colorado. Most of the civilians in Boulder and Denver choose to stay
behind.

2277: The First Battle of Hoover Dam takes place. Caesar's Legion is repelled at a high cost.

37
2281: New Canaan is destroyed by the White Legs. The surviving residents of New Canaan are
scattered across Utah. Colorado loses its link to the NCR. Denver and New Boulder declare
themselves independent. With the NCR gone the Brotherhood of Steel quarrel about what to
do next. Extremists calling themselves the Circle of Steel abandon the Peterson bunker in
search of an old Enclave facility deep in the Rockies.

2282: In the Second Battle of Hoover Dam, the NCR defeats the Legion and takes full control of
the Mojave. With Caesar and his Legate dead the Legion falls to civil war.

2283: The survivors of New Canaan regroup in Grand Junction founding the town of
Providence.

2284: Through Grand Junction Colorado re-establishes contact with the NCR.

2285: Present Day. The Legion's civil war continues to rage. The followers of the goddess
Hecate grow in power and conquer more tribes. Sightings of Vertibirds in the Colorado Rockies.

A note on “Canon”
The official timeline of Fallout is a bit of a mess at times with multiple developers working on
different games over 15 years. For this setting I've assumed that the core games (Fallout 1, 2, 3
& New Vegas) take precedence over spin-offs (like Tactics or Brotherhood). Van Buren's setting
material is mostly untouched with the slight change that I moved Peterson's Bunker into
Colorado and progressed the timeline 30 years. In regards to New Vegas' story, I chose an NCR
win as the basis for a few reasons. One, the encroach of big government is a very western
theme. Two, in a House/Independent win the army of securitrons radically change the
wastelands. I didn't really consider the Legion victory a valid option (you could say the same
thing about most people though).

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Sample Adventure
Fallout: the New West
A Post Apocalyptic Western for 5 players

This is a Fallout game. If you or the players are unfamiliar I'll summarise the setting.
• This game will be a mash up of Westerns and Post Apocalyptic settings, think of it as an
Atomic Western or Weird West game
• In 2077 China and the US go to war over the world's remaining oil reserves.
• The War goes nuclear and billions died.
• The survivors took shelter in underground vaults and emerged a generation later to
rebuild.
• This game is set about 200 years after the bombs fell, on the west coast of America a
new nation called the New California Republic (NCR) has been built and has begun
expanding eastwards.
• The NCR claim to uphold the ideals of justice, freedom and democracy but it's expansion
is being driven by the nations need for resources (food, water and pre-war technology)
• Beyond the ever expanding NCR is a wild frontier, a land where people can be free of
meddling governments and big business.
• However the frontier is full of dangers too: raiders, atomic monsters, warring tribals and
slavers
• Caesar' Legion is a huge army of slavers that terrorises the south western American
states
• The players find themselves in a frontier town that finds itself in the path of an advance
army of Legion soldiers. The odds aren't in their favour but they are promised a fortune
in reward by the town's mayor
• This game is going to hopefully be based on the classic Spaghetti Western plot, the
disillusioned wanderer finds purpose again in defending a settler town from banditos

Scene Summary
Scene 1: In the small desert town of Longshot, the players get into a bar fight. News arrives of
the approaching army. The mayor hires the PCs to defend the town.
Scene 2-4: The PCs prepare the towns defences, securing guns from a police station overrun by
mutant insects, looting an old Robco factory for spare parts and negotiating with local ghouls
for supplies and help.
Scene 5: On the eve of battle the town is betrayed from within. The mayor is dead. The PCs
reward is exposed as a lie.
Scene 6: The army invades.

Player characters
Korat: The primitive tribal. Former member of the approaching army, he deserted when he saw
for himself the horrors perpetrated by the Legion
Tom Grady: The gunfighter. Formerly an elite soldier. Haunted by the death of his old squad in
battle against the Legion. Reduced to a wandering drunk.
Grace Morgan: The Sawbones, the doctor with a dark past. She tried to make the world a

39
better place and it backfired, making everything worse.
Caliban: The Old Cowboy. A long time ago he was a monster, the kind that to this day people
tell stories of to scare children, now he's just a tired old man looking for a measure of peace.
Abel Smith: The Preacher. A missionary, lost in the world and all alone since the destruction of
his homeland by the Legion. Has begun to doubt his faith.

Scene 1: The Bar Fight


The game begins in the Blue Moon Saloon, it happens to be the only place in town to get a
drink and maybe a bed. Callie Summers, the owner and proprietor is behind the bar cleaning
glasses. It's late afternoon and the air is stifling. An ancient ceiling fan held together with hope
and duck tape does little more than move the hot air around the room.
As the game opens the PCs are playing a “friendly” game of poker with the only other
inhabitants of the bar, a couple of dusty Prospectors (that's polite talk for scavengers if you're
new to the wastes) and a deputy calling himself junior. The Prospectors are flush with salvage
(although one of them is covered in welts for some reason) and more than a bit drunk.
The deputy is a dirt cheater but has yet to be caught. To simulate the player's playing a quick
few hands have the PCs roll their gambling skill (or if they don't have that skill d4-2), the deputy
goes last each round and on his go always has a higher total then the rest of the table just
barely. Players can roll notice to see if they spot him cheating.

When someone accuses the deputy of cheating the drunken prospectors draw weapons,
they've lost a lot of money and are angry at being made fools of. Their friends who were
drinking in the corner join in the fight)

Human Scavenger x6 (Burt, Walt, Dale, Vince, Johnny and Clem)


Attributes: Agility d6, Smarts d6, Spirit d6, Strengthd6, Vigor d6
Skills: Climbing d6, Fighting d6, Notice d6, Shooting d6, Stealth d6, Throwing d6
Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
Gear: Leather armor (+1), One of:
-knife (melee, 1d4+str)
-shotgun (ranged, 3d6-1)
-pistol (ranged, 2d6+1)

After a couple of rounds the Sheriff and his posse, hearing the gunshots rush over to the bar to
arrest everyone involved (except the deputy involved who calls the sheriff Pa). Despite any
protests of innocence the sheriff is intent on taking everyone to the sheriffs office and sort it
out there.

Before he can take the matter further the Sheriff is interrupted by horrified shouts from
outside. A man barely clinging to the back of a horse that's been run ragged rides up to the
street in front of the saloon. His clothing is stained brown and stuck to his body with dried
blood. He collapses and falls out of the saddle.
“Sheriff” he gasps in painful breaths, “Large group of armed men *cough* 2 days south
*cough* The legion are coming” before passing out.

Caesar's Legion are an infamous army of slavers that terrorises the south west, they are usually

40
based far to the south and haven't ventured this far north in years. There leader Caesar is a
dictator who decided to emulate ancient Rome in his quest to conquer the wastelands. Even by
slaver standards they are known for their horrific brutality!

The townsfolk who've gathered around the spectacle being to panic. A man in a fine suit
hurries out of the largest building in the square pulling on a suit jacket, it's the mayor and once
he arrives he begins to calm everyone down as best he is able. A lot of folks begin packing up
their belongings and flee north but the mayor convinces most to stay.

The mayor orders the sheriff to bring the PCs to his office. Normally those caught fighting in
the saloon would cool their heels in the clink for a few days but the mayor is looking for any
help the town can get against the approaching army and is willing forget about the PCs
troubles with the law in return for help. He'll also sweeten the deal with a thousand caps each
from his personal stash if the PCs stay and fight. The horde won't reach town for a few days so
he wants the PCs to make themselves useful to the townsfolk until then.

On the way out the door the PCs see the prospector gang waiting in the lobby, it seems they
are getting the same deal as the PCs.

The town of Longshot and it's inhabitants


• The Mayor, Joe Shine is a former prospector. He discovered an old vault facility and sold
his stake to the NCR for a small fortune. With the cash he headed out to the frontier and
founded the town of Longshot in the ruins of Pueblo, Colorado. Before founding the
town the region was largely abandoned by anyone except nomadic tribals. Shine
realised that there was a vast amount unsalvaged pre-war technology and materials
laying untouched waiting for someone to claim.

• It's been 10 years and the fortune in salvage hasn't materialised. There is plenty of scrap
but nothing worth enough to offset the cost of hauling it back West. Longshot is built in
an old gated community nestled in the hills overlooking the Pueblo ruins. Further uphill
is the old municipal reservoir which the town uses as a fresh water source.

41
1: The town gate
2: A former ornamental lake, the
townsfolk use the dried out lake bed
as an animal pen for when they want
to bring the Brahmin (cattle) inside the
walls.
3: The Town hall & Mayor's Office
4: The Saloon
5: The Sheriffs office / Jail
6: The General Store
7: Town Clinic

• The Sheriff, Martin Cole, is a former caravan guard and an overgrown thug who loves
throwing his weight around. He was brought on by Shine and promised a lucrative cut
of the towns trade. With the town still struggling Cole's cut isn't much. It certainly isn't
enough for him to retire on. Cole's been secretly in contact with the Legion, planning to
sell the town out. He and his deputies were planning on killing the Mayor and selling the
townsfolk into slavery. When the PCs first meet him he'll act like a petty tyrant, one
aware of his ageing body. He'll work against the PCs to underplay the Legion threat. Be
careful not to play him too obvious in his betrayal, his behaviour should be explainable
by petty jealously and passive aggressive anger that the mayor is questioning his ability
to defend the town. The scouts he dispatched south were those loyal to the mayor and
the town. He didn't plan on any of them surviving.

• The Callie Summers owns the saloon or what's left of it after the barfight. Depending on
the player's actions she'll be inclined to hold a grudge. She was one of the original
settlers that founded the town and she's got alot of sway with the Townsfolk. She'll
mention to the PCs that the townsfolk are getting a little antsy, ammo is low and decent
guns are hard to come by. The sheriff and his men have told the townsfolk not to fight
but she's unconvinced and she plain doesn't like the Sheriff (if pressed and persuaded
to talk she'll reveal Cole's son Junior pushed himself on one of the waitresses and Cole
hushed the whole thing up). She thinks the old police station in the Pueblo ruins is the
best place to find guns/ammo but “critters” have so far deterred scavengers. The
scavengers from the barfight were talking about the building earlier and might no more.
Burt, the scavenger from earlier covered in welts explains how he tried to sneak passed
the sentry bees but kept getting attacked. He tried at night, and was quiet as a mouse,
the only way they could have gotten him is if they could smell the human off him he
reckons. His plan see is to get a bunch of perfume in the store and cover himself with it,
that way he'll smell like flowers. Bees love flowers!

• The general store is divided in two sections, one full of meticulously arranged shelves of

42
farming implents, tools and bags of seeds. The other side of the shop looks like an
indoor scrapyard. The store is owned by a pair of brothers Wayne and Daniel Cooper.
Wayne is serious about making the store a success, Daniel is a dreamer more interested
pre war technology than selling seeds. When the PCs enter the store the hear arguing
from behind a pile of pre war scrap that was once probably a truck. Wayne and Daniel
are arguing over Daniels latest hair brained scheme which Wayne thinks is far too
dangerous. If the PCs approach they get a first hand look at Daniel's plan as an
autoturret spins to face the players and begins spinning up it's barrels. Give the players
a chance to react but before the gun can fire it explodes in a shower of sparks. Daniel is
mortified and his brother is exasperated as usual. Daniel was hoping to add the sentry
gun to the towns defences but he can't get it to work right.
A repair roll reveals the gun is missing key components in his targeting and mechanical
systems. The mechanical systems can be repaired simply enough but targeting
computers don't grow on trees.
Daniel knows where the PCs might get a replacement though, Robco had a plant down
in the ruins but his older brother forbade him from going to explore it. Wayne doesn't
want to hear it, he'd prefer if the PCs didn't waste time on hair brained schemes and
instead focused on something useful to help the town, like something to reinforce the
wall for instance.

• Doc Willis runs the town's clinic, a former caravanner from further north he settled in
the town after a mauling by a mountain lion left him too injured to travel. When the
player's visit his office he is treating an inury (either sowing up one of the barfight
victims or a farmhand who cut themselves badly). A healing check reveals 2 things, that
the doctor's hands are shaking and that he isn't using enough antiseptic. It turns out
the town has been through a harsh few months, animal attacks have been way up and
the medical supplies are almost exhausted. Willis has been trying to hide this from the
townsfolk, giving out placebos but he knows the town is in no shape to survive an
assault. Without medical supplies he won't be much use. If the PCs ask he'll point them
in the direction of Pueblo General Hospital which should still have some supplies in it.

The player's have 3 leads on ways to help the town, scavenge the hospital for supplies, get a
targeting computer in the Robco facility for Daniel and brave the critters in the police station to
get weapons for the townsfolk. Any time the players travel in the ruins there is a 20% chance of
encountering a pack (2-4 wild dogs)

Scene 2ish: The police station


As the players approach the former police station they begin to hear a low humming, a droning
sound like machinery. It is in fact the sound of countless giant bees flying. Each bee is the size
of a house cat and while not dangerous on their own their sheer weight of numbers pose a
problem for the PCs. They've made the upper floors of the police station their home. Entering
the station will need a distraction. They're are multiple ways to do this: spraying Water, using
smoke or pheromones extracted from bees will allow the PCs to pass. Alternatively they could
try entering through the underground parking structure. Encourage the PCs to be creative.
Once past the perimeter the hive is sparsely defended. Wax drips from cracks in the ceiling,
gathering in puddles before setting hard as concrete. The armoury is on the first floor and as

43
the players ascend the buzzing grows louder. The stairwell however is blocked by a wall of
honey comb the players will have to hack apart. Doing so attracts a swarm of 4 giant bees!
Once inside the hive is Giger-esque, clear waxy coating transforms the corridors into tunnels.
Bees inside the hive ignore the players unless they get too close.
The armoury is off a central atrium in this floor, one currently occupied by a huge fleshy mound.
If the mound is approached it begins to writhe, revealing it to be the queen and her engorge
egg sack. The queen will attack if disturbed and call 1d4 bees a round until slain.

Giant Bees!
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d4,Vigor d6
Skills: Fighting d6, Notice d6
Pace: 2; Parry: 5; Toughness: 5
• Sting: Str+d4 • Fearless • Fly: Pace 10
• Poison: Victims hit by the sting attack with a raise must make a Vigor check or suffer 1 level of
Fatigue. Which lasts until treated with the Healing skill.

The Queen!
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d10,Vigor d10
Skills: Fighting d8, Notice d6
Pace: 2; Parry: 5; Toughness: 8
• Sting: Str+d4 • Fearless • Crawl: Pace 2
• Poison: Victims hit by the sting attack with a raise must make a Vigor check or suffer 1 level of
Fatigue. Which lasts until treated with the Healing skill.

Any fight inside the hive ruptures the honey comb sending waves of sweet gooey honey onto
the floor, making travel difficult. The honey itself if ingested acts like a natural steroid,
increasing strength by one die type for a 1d6 rounds but afterwards the player needs to make a
vigor roll (minus the number of doses of honey they've consumed) or gain a level of fatigue.
The royal jelly in the queens chamber has a similar effect but based on agility.
Obviously the haul of bee honey and jelly is prone to abuse. If a player is using a lot of the stuff
have them make a spirit roll or gain the Chem addict hindrance.

The armoury is locked but brute force or picking the lock reveals a room stocked with pistols
(2d6+1 damage, cap 6), kevlar vests (+2 toughness) and smoke grenades.

Scene 3ish: The Ghoul tunnels


The Pueblo General Hospital is a marvel of 1950's style construction, meaning it's a huge ugly
and made of concrete. It's also falling apart. The entire building creaks ominously in the wind.
The building is liberally tagged with spray paint (especially prominent is the letters U.T.)

The pharmacy isn't hard to find, you can follow a green line painted on the floor though several
hallways. When traversing the floors have the PCs roll a 10, on a 1 the floor gives way and the
PCs need to immediately make agility checks or fall down to the floor below. Caliban because
of his huge size takes a -2 penalty to this roll. The pharmacy is three zones away from the lobby.
Once someone has “discovered” the weak section of floor the zone is safe to pass through.
Falling damage is 2d6, and the basement is dark. A stairwell leads back upstairs to the second

44
zone.

When the players reach the pharmacy they find it ransacked. Written in huge letters on the wall
is “Property of the Under Town”. Have players roll notice, the stink of paint is recent, maybe
the last week depending on ventilation. They also notice drops of red paint on the ground
leading away from the pharmacy.

The trail leads into the service tunnels beneath the hospital. The inhabitants of undertown are
a paranoid bunch, they used to live up top but where driving underground by the sheriff when
the town was founded. They are also Ghouls, humans blasted by so much radiation that their
flesh has withered away leaving them corpse-like and shunned by regular folk. To protect
themselves they've set up a series of 3 traps:
• The first is a simple tripwire connected to a sawed off shotgun that sprays the corridor
with pellets (2d6 wide spread that hits the first 3 people in the queue). Remember to
apply penalties for darkness.
• The second trap is a bit more ingenious, they've placed metal plating across across a
section of corridor and attached one end of a circut to it. The other end is attached to a
metal door. Touching the door while standing on the metal floor completes the circuit
and delivers a powerful electrical shock (3d6 damage!), There are 2 clues to the trap,
one static from the trap makes anyone nearby's hair stand on end and two their is a
barely perceptible hum of the battery powering the trap.
• The third trap is a pit trap. Over the pit is a covering of floor tiles kept in place with
enough plastic to look real but not enough to support an adults weight. Stepping on the
floor is treated just like the unsafe floor in the hospital with the added complication of
startled rats below. Not all the floor panels are unsafe

Finish

Start

Startled rat! Fighting d6, Bite: d4+d4-2, Toughness 6

Once past the trap and through a door the players get into a section of tunnel with the lights
on. The tunnel is guarded but the guard is asleep. The players see a lightly dozing is a figure in
overalls and a trucker cap, his rifle leaned against the wall. If he raises the alarm the other 5
ghouls of undertown rush out to help him. Despite the traps on the way down the ghouls
would rather not kill any body and will try and scare the PCs off.

If the PCs want to talk the Ghouls will allow them into their compound which is an old storm
shelter. They are suspicious of humans and will ask if Caliban is their slave. During the meeting
the ghouls will begin preparing a meal, a disgusting gruel which they will offer some of to
Caliban, explaining since the human Cole and his posse forced them underground they've had
to resort to eating whatever they could find. The ghouls have the drugs and can be persuaded
to trade (especially if the PCs offer fresh food!).
One of the Ghouls (Sandy) was once a slave to the Legion, worked to near death scavenging
materials in a radioactive zone and then left for dead. The ghouls hate the legion but will

45
attempt to hide underground and hope to remain undiscovered. If the PCs persuaded them to
help the town however they will set about building traps around the town.

Ghouls!
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6
Pace: 4; Parry: 5; Toughness: 7
• Claws: Str+d4 • Fearless: Ghouls are immune to Fear and Intimidation. • Immune: Radiation.
Shotguns: 3d6 at close range, 2d6 at medium, 1d6 at long
Homemade grenades: 2d6 splash damage to everything caught in the blast.

Scene 4ish: The Robco factory


The Robco (the pre war leader in robots manufacture technology) factory is located in what
was an attractive business park on the outside of Pueblo. The entrance to the facility is an
attractive lobby with a cheery sign:
“Only you can prevent accidental deaths! Remember our security robots shoot to kill so wear
your company ID badge at all times! Have a nice day!”
There is also a large portrait of the vice president in charge of the facility William Terrace

The weight of years has caused the number of functioning robots to dwindle and they nosily
patrol the facilities corridors but they are practically blind. After searching a room there is a 50%
chance a robot will come down the corridor.
Roll a d10 when opening each room
1: A powered up protectron greets you, if you don't have a security badge it attacks!
2: A bathroom, the first aid box on the wall contains a 1d3 stimpacks
3: The breakroom. The fridge is disgusting.
4: An empty office
5: A supply closet a pair of skeletons embracing each other inside. The door doesn't open from
the inside! Contains a pair of ID badges
6: Another office, this one with a skeleton inside clutching a gun and with a bullethole in its
skull. ID badge
7: A storeroom full of crates of spare robot parts (heads and legs mostly)
8: This door is locked inside is a meeting room with a skeleton handcuffed to a briefcase at the
wrist. The case contains many stacks of old world money now rendered nearly worthless
9-10: The server room. Science skill can be used to print out new badges and investigate the
history of the facility

As the players explore the facility the facility the intercom occasionally turns on and blares
robo-comunist slogans:
“Glory to the robot peoples republic of the Pueblo AI research facility”
“It has been 1219 days since the last human incursion against our republic”
“Trust in your glorious leader”

Among the regular robots the facility contains one self aware and quite nutty robot. Around his
neck he wears the president’s ID badge on a lanyard causing the other robots to do whatever
he says.

46
After the players have searched 4-6 rooms they find a laboratory with the computer they need.
On the way out of the building however they encounter the “President” who can revoke their
ID badges and summon other robots to attack the PCs

Protectron, security robot!


Attributes:.Agility d6, Smarts d6(A), Spirit d8, Strength d10,Vigor d8
Skills: Fighting d6, Notice d8, Shooting d8
Pace: 4; Parry: 5; Toughness: 8 (2)
• Armour +2 • +2 to recover from being Shaken. No additional damage from called shots. No
wound penalties. Immune to poison and disease. Immune to Fear and Intimidation.
• Integrated Laser Pistol: Damage 3d6, ROF 3, Charge 24
• Sharp Pincers: Str+d4
• Thermal Vision:.Halves penalties for darkness against living creatures.

Factory robot!
Treat as a Protectron without laser

The president is mechanically like any other protectron, and when disable says:
“My utopia! Ruined!”

After the President is disabled anyone who puts on his ID is greeted with the following:
“You have killed the president Mr. President! What are your orders Mr. President?”

Scene 5: The knife in the dark


With the ruins of Pueblo picked over thoroughly for supplies the townsfolk begin making final
preparations for the upcoming battle. Defences need preparing, scared farmers need
encouraging and folks need drilling in using their new weapons and tools.

Finally it is the night before the arrival of the Legion. The Sheriff and his deputries
uncharacteristically volunteer to man the watch. Ask the players what they plan to do with
themselves that night.
In the dead of knight the sheriff and his men are a about to act. A couple of deputies will split
off and try and kill the PCs in their sleep. Use the human scavenger stats for these men. When
the PCs deal with the would be assassins and are out on the streets they hear gunshots from
the townhall. Several of the houses are also on fire.

Junior, the greedy little shit tried to steal the mayors treasure for himself and got into a
gunfight with the old man. When the players arrive Junior is standing over the dead mayor,
going through the contents of a wall safe and bleeding from a bad wound in his side.

Junior[Wildcard]!
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d10, Guts d8, Intimidation d10, Notice d4, Stealth d6, Shooting d10
Charisma: –2; Pace: 6; Parry:7/8; Toughness: 8
Edge: Two Fisted
Gear: two pistols (2d6+1), bulletproof vest

47
Junior is already dieing from the wound the mayor gave him, he just doesn't know it yet. He'll
put up a fight as best he can though. He'll die laughing at the PCs face's and spitting blood. His
father and the Legion will see them dead and they'll have nothing to show for it. The mayors
treasure was a lie... Sure enough the safe, once rumoured to hold a fortune in money is empty
save for piles of IOUs from the townsfolk with dates going back years.

As the PCs leave the town hall they see the sherriff, silhouetted against burning buildings
“You killed my boy, I'll see you dead! Do you hear me, I'll see you all dead! They're won't be a
rock you can't hide under, I'll hunt you to the ends of the earth!”

He and his surviving deputies will then ride off south to join the rest of the Legion army. The
damage is extensive but repairable just barely before dawn. The scout who altered the town to
the Legion wakes up and joins the PCs in the battle, he recounts how the sheriff sent all the
deputies who questioned him on the scouting mission which was an elaborate ambush meant
to remove any defenders from the town.

Scene 6: The final confrontation


The townsfolk are terrified. Their leader is dead and their protector has betrayed them. Even
though the Legion are on their doorstep many of them are considering running, hoping that
the Legion will take the town and leave them alive (which since the Legion are specifically
slavers is obviously a crazy idea). Someone needs to step up and lead these people and the PCs
are the only ones left.

The battle with the Legion begins the next day. The Legion army gathers around the town and
gives one last chance to surrender, Callie Summers has a telescope which she offers to the PCs,
standing next to the banner is a man in ornate, almost Roman style armour and next to him is
the sheriff. It comes in 4 waves, first the packmasters send waves of attack dogs backed by
lightly armoured skirmishers with ranged weapons.
Then in the second wave the skirmishers drop their ranged weapons and charge.
In the third wave the Infantry armed with shields made from salvaged metal advance (The
shields provide medium cover to the Legion troops)
Finally the leader of the army, his elite troops and the sheriff assault the town walls

Legion attack dog!


Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6,
Vigor d6
Skills: Fighting d6, Notice d10
Pace: 8; Parry: 5; Toughness: 4
Special Abilities
•Bite: Str+d4.
•Fleet-Footed: Roll a d10 when running instead of a d6.

Legion Soldier!
Attributes: Agility d6, Smarts d4*, Spirit d4, Strength d6, Vigor d8*

48
Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d4, Stealth d6, Throwing d8
Charisma: –2; Pace: 6; Parry:6/7; Toughness: 7*
Hindrances: All Thumbs, Mean
Gear: Axe (Str+d6) or spear (Str+d6; Parry +1; Reach 1) or hunting rifle (2d6-1)
*Legion soldiers enter combat hopped up on a potent cocktail of combat drugs, in their rage
induced haze they aren't very bright however

Sherriff Cole[Wildcard]!
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d10, Guts d8, Intimidation d10, Notice d4, Stealth d6, Shooting d10
Charisma: –2; Pace: 6; Parry:7/8; Toughness: 8
Edge: Two Fisted
Gear: two pistols (2d6+1), bulletproof vest

The Legate [Wildcard]!


Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d6, Fighting d10, Guts d8, Intimidation d10, Notice d4, Stealth d6, Shooting d8
Charisma: –2; Pace: 6; Parry:7/8; Toughness: 8
Hindrances: All Thumbs, Mean
Edges: Brawny, Combat Reflexes, Sweep
Treasure: Meager
Gear: Sword (Str+d8) or sub machine gun (2d6, full auto)

Automatic guns: roll (shooting-2) 3 times and take the best result

This battle should be bloody, feel free to kill or nearly kill most of the named NPCs in the
scenario.

Epilogue
The town is saved at a terrible cost. With the maruading Legion army put down the region is
finally safe for real civilisation to begin and the resources and alliances the PCs have potentially
secured for the town will help them recover and become even stronger. The townsfolk beg the
PCs asking one of them to take over as sheriff but it's up to the players whether they want to
settle down.

49
Korat of the Handdog Tribe
Agility d8 Smarts d6 Strength d8 Spirit d4 Vigor d8
Pace 6 Toughness 7 Parry 8

Skills
Athletics d6
Fighting d8
Gambling d4
Guts d6
Notice d6
Survival d8
Stealth d6
Throwing d8

Hindrances
Illiterate: Can't Read or Write
Clueless: -2 to Common Knowledge checks
Outsider: -2 Charisma

Edges
Rad Resistance: +4 Versus Radiation
Acrobat: It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick
maneuvers), and also adds +1 to a character’s Parry as long as he has no encumbrance
penalty.
Sweep: Take a -2 penalty to Fighting roll and attack multiple people in melee combat
Woodsman: +2 to Survival and Stealth rolls made in the wilderness
Beast Bond: Turok is accompanied by his faithful hound Pariah

Equipment
Spear x6 (Strength+d6, Parry +1)
Leather Armour (+1 Tougness)
Rations, Rope, Climbing gear

In 2077 the world destroyed itself in atomic fire. Humanity survived in vast underground
shelters called Vaults. Now decades after the Vaults opened humanity struggles to rebuild in a
harsh wilderness.

Much knowledge of the old world was lost in the Great War and many bads of survivors were
reduced to little more than primitive warring tribes. The Tyrant calling himself Caesar, lead a
vast slaver army out across the American south-west, conquering or wiping out any tribe they

50
encountered. Toruk's tribe, the Hangdogs were one of the first conquered. His youth was spent
in training to join Caesar's glorious army that would bring order to the chaos of the wasteland.

Toruk gladly marched to war under Caesar's banner only to be horrified by what he found the
army doing. Caesar's army was little more than a vast horde of murderers and torturers. So
Toruk ran, he ran fast and he ran hard. Now he's found himself in Colorado, hopefully far
enough from the Legion to forget his past and the horrors he has seen.

Pariah, the loyal hound


Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6.
Skills: Fighting d6, Notice d10
Pace: 8; Parry: 5; Toughness: 4.
Bite: Str+d4.

51
Jerom Grady
Agility d8 Smarts d6 Strength d6 Spirit d4 Vigor d6
Pace 4 Toughness 8 Parry 5

Skills
Athletics d4
Fighting d6
Intimidate d4
Gambling d6
Guts d6
Notice d8
Repair d6
Shooting d10
Stealth d6
Survival d6
Tactics d6

Hindrances
Lame: A past wound has nearly crippled Grady. Basic
Pace is reduced by 2 and he rolls only a d4 for running rolls.
Habit: Heavy Drinker, -1 Charisma to anyone close enough to smell the whiskey

Edges
Rad Resistance: +4 Versus Radiation
Quick: Quick characters have lightning-fast reflexes and a cool head. Whenever you are
dealt a 5 or lower in combat, you may discard and draw again until you get a card higher
than 5.
Fast Draw: This Edge allows a hero to draw a weapon as a free action
Marksman (If he doesnt move, gets to aim as a free action +2 to his Shoot skill)
Trademark Weapon: +1 to rolls when using Winona

Equipment
Heavy Rifle “Winona” (AP2, 2d10 damage, Range 20,40,60, Capacity 1)
Scavenged Riot Gear (+3 Armour)

In 2077 the world destroyed itself in atomic fire. Humanity survived in vast underground
shelters called Vaults. Now decades after the Vaults opened humanity struggles to rebuild in a
harsh wasteland.

In California they had a dream, the dream of a new nation founded on the ideals of democracy,
they called that idea the “New Californian Republic” and for a time it was good. Then people in

52
charge got greedy, they expanded too far and too fast. Spending soldier's lives to line their
own pockets.

Grady was one of those soldiers, his unit was dispatched to the furtherest reaches of the
wasteland to secure resources for the greedy fat cats back home. And that was where most of
them died, fighting the slaver army known as Caesar's Legion.

Grady watched his friends die, cut down by wave after wave of savages. Of his squad Grady
was the only survivor. Disgusted with the NCR Grady sold the medal they gave him and set off
into the wastes to lose himself.

And that's pretty much how he found himself in this shit hole of a town spending his last few
caps on cheap booze to forget the pain of his ruined leg and friends he couldn't save.

53
Grace Morgan
Agility d6 Smarts d10 Strength d4 Spirit d4 Vigor d8
Pace 6 Toughness 8 Parry 4

Skills
Explosives d6
Fighting d4
Gambling d4
Healing d8
History d6
Lockpick d4
Notice d6
Persuasion d6
Repair d8
Science! d10
Shooting d6

Hindrances
Ailin': Grace has a weak immune system. She subtracts 2 from all Fatigue checks.
Bad Eyes: With glasses no penalty. Should she lose her glasses (50% chance when she’s
wounded), she suffers a –2 penalty to any to shoot or Notice something more than 5” (10
yards) distant.

Edges
Doctor: +2 to healing checks
McGuyver: No penalty for insufficient tools. Allows you to assemble complicated devices
for just about any situation from simple parts
Mr. Fixit: +2 to Repair rolls. With a raise, he halves the time normally required to fix
something.

Equipment
Pump Action Shotgun (3d6 damage at close range, 2d6 at medium, 1d6 at long, Capacity
6)
Scavenged Flak jacket (+2 Toughness)
Pipboy
Toolkit
Doctors Bag
-Stim-packs x5
-Med-X x3
-Rad Away x2

In 2077 the world destroyed itself in atomic fire. Humanity survived in vast underground

54
shelters called Vaults. Now decades after the Vaults opened humanity struggles to rebuild in a
harsh wilderness.

Some people grow up wanting to believe the best in others. In her youth Grace was as much of
an idealist as you could be in the harsh radioactive wasteland after the end of the world. She
joined the Followers of the Apocalypse, a well meaning group of scientists and doctors
dedicated to the free spread of science, medicine and knowledge across the wastes.

But knowledge in the wrong hands is dangerous, Grace learned that the hard way. When she
found the Khans tribe in the wastes they were barely surviving and she gladly shared her
medical knowledge with them. But they took what she'd shown them and turned it towards
making drugs. Soon the Khans were the suppliers of choice to violent drug addicted raiders all
across the south west.

Grace left the Followers before they could throw her out. Now she wanders the wastelands
hoping to find a way to make up for what she did but always wary of the danger of the
knowledge she possesses.

55
Caliban
Agility d6 Smarts d6 Strength d10 Spirit d4 Vigor d8
Pace: 6 Toughness: 9 Parry: 2

Skills
Athletics d6
Explosives d4
Fighting d10
Gambling d4
Guts d6
History d6
Intimidation d6
Notice d6
Shooting d6
Stealth d4
Survival d6
Taunt d6

Hindrances
Outsider: Super Mutants are shunned by humans who fear them. Suffer -2 to Charisma rolls
with unmutated humans.
Hulking Size: Can't use unmodified weapons or armour. Suffers a –2 penalty to the Repair
skill at all times. In addition, when a hero uses a mechanical or electronic device, a roll of 1
on his skill die (regardless of his Wild Die) means the device is broken.

Edges
Immune to Disease
Armoured Skin: +2 Toughness
Frenzy: May Attack twice a round taking a -2 penalty to hit

Equipment
Super Sledge (d8+Strength, AP 2)
Caravan Shotgun (3d6 damage at close range, 2d6 at medium, 1d6 at long, Capacity 1)
Stetson & Duster (Looks Cool)

In 2077 the world destroyed itself in atomic fire. Humanity survived in vast underground
shelters called Vaults. Now decades after the Vaults opened humanity struggles to rebuild in a
harsh wilderness.

Caliban isn't his real name, he can barely remember his real name. In the aftermath of the Great

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War most died, some became horribly mutated. The mad man known as the Master exploited
the mutagenic experiments developed by the pre war government to create an army of Super
Mutants to replace humanity in the harsh atomic wasteland.
With his army of Super Mutants the Master nearly conquered California but ultimately the
Super Mutants were a failure, they were strong, ageless, immune to disease but the process
that created them had left them damaged, half mad and sterile. The Master's army was
crushed and the scattered to the winds.

Caliban began his wandering nearly a century ago, he's travelled the wastes from the toxic
great lakes in the north to the gulf of Mexico in the south, never staying too long in any one
place lest he attract a mob of fearful humans.

As the decades wore on humanities memories of the super mutants atrocities began to fade
but Caliban to his shame still remembers exactly how it felt to slaughter in the Master's name.
They're are some things you can never make up for, no matter how long you live...

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Abel Smith
Agility d6 Smarts d6 Strength d4 Spirit d8 Vigor d6
Pace: 6 Toughness: 7 Parry: 5

Skills
Fighting d6
Guts d6
Healing d6
Intimidate d4
Notice d6
Persuasion d10
Science d6
Shooting d8
Survival d4
Religion d8

Hindrances
Man of God: As a preacher Abel despises violence, he only
fights when given no other choice, and never allows the killing of prisoners or other
defenceless victims. He keeps his word, won’t abuse or kill prisoners, and generally tries
to follow the Bibles example. He is not naive however won't hesitate to defend himself
or others

Edges
Rad Resistance: +4 Versus Radiation
Two Fisted: Can attack with both pistols but suffers -2 to his off hand
Lucky: +1 Benny
Danger Sense: +2 to detect ambushes
Inspire: Give all allies in close proximity +2 to recover from Shaken

Equipment
Twin .45 Pistols (2d6+1, AP 1, Capacity 7)
Padded Jacket (+2 Toughness)

In 2077 the world destroyed itself in atomic fire. Humanity survived in vast underground
shelters called Vaults. Now decades after the Vaults opened humanity struggles to
rebuild in a harsh wilderness.

Abel was a Preacher, like his father and his father's father before him. The world may not have
survived the Great War but the word of God made it through more or less intact. In Utah the
faithful wanted to build a new future. A community, New Canaan, founded on the ideals of the

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bible; love, compassion and humility.

But they were naieve. New Canaan attracted the attention of Caesar's Legion, a murderous
horde of slavers and tribals bent on imposing order however brutal it may be on the wastes.
New Canaan was burned to the ground, the earth salted and it's citizens nailed to the town
walls.

Abel escaped New Canaan with a handful of other survivors but one by one they died, either
picked off by Legion scouts or from the harsh winter spent wandering the mountains. For all he
knows Abel is the last survivor of New Canaan left, the only preacher left in an ungodly world
and he can't help but question how god would let this happen.

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